Refactors and improves the Sliproad Handler, resolves #3109

This commit is contained in:
Daniel J. Hofmann
2016-10-26 14:32:29 -07:00
committed by Patrick Niklaus
parent df3c39cef5
commit 875f482203
16 changed files with 1797 additions and 759 deletions
+31 -417
View File
@@ -1,9 +1,8 @@
#include "extractor/guidance/intersection_handler.hpp"
#include "extractor/guidance/constants.hpp"
#include "util/coordinate_calculation.hpp"
#include "util/log.hpp"
#include "util/guidance/name_announcements.hpp"
#include "util/log.hpp"
#include <algorithm>
#include <cstddef>
@@ -33,17 +32,11 @@ IntersectionHandler::IntersectionHandler(const util::NodeBasedDynamicGraph &node
const IntersectionGenerator &intersection_generator)
: node_based_graph(node_based_graph), node_info_list(node_info_list), name_table(name_table),
street_name_suffix_table(street_name_suffix_table),
intersection_generator(intersection_generator)
intersection_generator(intersection_generator),
graph_walker(node_based_graph, intersection_generator)
{
}
std::size_t IntersectionHandler::countValid(const Intersection &intersection) const
{
return std::count_if(intersection.begin(), intersection.end(), [](const ConnectedRoad &road) {
return road.entry_allowed;
});
}
TurnType::Enum IntersectionHandler::findBasicTurnType(const EdgeID via_edge,
const ConnectedRoad &road) const
{
@@ -371,423 +364,44 @@ bool IntersectionHandler::isThroughStreet(const std::size_t index,
return false;
}
std::size_t IntersectionHandler::findObviousTurn(const EdgeID via_edge,
const Intersection &intersection) const
boost::optional<IntersectionHandler::IntersectionViewAndNode>
IntersectionHandler::getNextIntersection(const NodeID at, const EdgeID via) const
{
// no obvious road
if (intersection.size() == 1)
return 0;
// We use the intersection generator to jump over traffic signals, barriers. The intersection
// generater takes a starting node and a corresponding edge starting at this node. It returns
// the next non-artificial intersection writing as out param. the source node and the edge
// for which the target is the next intersection.
//
// . .
// a . . tl . . c .
// . .
//
// e0 ^ ^ e1
//
// Starting at node `a` via edge `e0` the intersection generator returns the intersection at `c`
// writing `tl` (traffic signal) node and the edge `e1` which has the intersection as target.
// a single non u-turn is obvious
if (intersection.size() == 2)
return 1;
NodeID node = SPECIAL_NODEID;
EdgeID edge = SPECIAL_EDGEID;
const EdgeData &in_way_data = node_based_graph.GetEdgeData(via_edge);
std::tie(node, edge) = intersection_generator.SkipDegreeTwoNodes(at, via);
auto intersection = intersection_generator(node, edge);
// the strategy for picking the most obvious turn involves deciding between
// an overall best candidate and a best candidate that shares the same name
// as the in road, i.e. a continue road
std::size_t best_option = 0;
double best_option_deviation = 180;
std::size_t best_continue = 0;
double best_continue_deviation = 180;
/* helper functions */
const auto IsContinueRoad = [&](const EdgeData &way_data) {
return !util::guidance::requiresNameAnnounced(
in_way_data.name_id, way_data.name_id, name_table, street_name_suffix_table);
};
auto sameOrHigherPriority = [&in_way_data](const auto &way_data) {
return way_data.road_classification.GetPriority() <=
in_way_data.road_classification.GetPriority();
};
auto IsLowPriority = [](const auto &way_data) {
return way_data.road_classification.IsLowPriorityRoadClass();
};
// These two Compare functions are used for sifting out best option and continue
// candidates by evaluating all the ways in an intersection by what they share
// with the in way. Ideal candidates are of similar road class with the in way
// and are require relatively straight turns.
const auto RoadCompare = [&](const ConnectedRoad &lhs, const ConnectedRoad &rhs) {
const EdgeData &lhs_data = node_based_graph.GetEdgeData(lhs.eid);
const EdgeData &rhs_data = node_based_graph.GetEdgeData(rhs.eid);
const auto lhs_deviation = angularDeviation(lhs.angle, STRAIGHT_ANGLE);
const auto rhs_deviation = angularDeviation(rhs.angle, STRAIGHT_ANGLE);
const bool rhs_same_classification =
rhs_data.road_classification == in_way_data.road_classification;
const bool lhs_same_classification =
lhs_data.road_classification == in_way_data.road_classification;
const bool rhs_same_or_higher_priority = sameOrHigherPriority(rhs_data);
const bool rhs_low_priority = IsLowPriority(rhs_data);
const bool lhs_same_or_higher_priority = sameOrHigherPriority(lhs_data);
const bool lhs_low_priority = IsLowPriority(lhs_data);
auto left_tie = std::tie(lhs.entry_allowed,
lhs_same_or_higher_priority,
rhs_low_priority,
rhs_deviation,
lhs_same_classification);
auto right_tie = std::tie(rhs.entry_allowed,
rhs_same_or_higher_priority,
lhs_low_priority,
lhs_deviation,
rhs_same_classification);
return left_tie > right_tie;
};
const auto RoadCompareSameName = [&](const ConnectedRoad &lhs, const ConnectedRoad &rhs) {
const EdgeData &lhs_data = node_based_graph.GetEdgeData(lhs.eid);
const EdgeData &rhs_data = node_based_graph.GetEdgeData(rhs.eid);
const auto lhs_continues = IsContinueRoad(lhs_data);
const auto rhs_continues = IsContinueRoad(rhs_data);
const auto left_tie = std::tie(lhs.entry_allowed, lhs_continues);
const auto right_tie = std::tie(rhs.entry_allowed, rhs_continues);
return left_tie > right_tie || (left_tie == right_tie && RoadCompare(lhs, rhs));
};
auto best_option_it = std::min_element(begin(intersection), end(intersection), RoadCompare);
// min element should only return end() when vector is empty
BOOST_ASSERT(best_option_it != end(intersection));
best_option = std::distance(begin(intersection), best_option_it);
best_option_deviation = angularDeviation(intersection[best_option].angle, STRAIGHT_ANGLE);
const auto &best_option_data = node_based_graph.GetEdgeData(intersection[best_option].eid);
// Unless the in way is also low priority, it is generally undesirable to
// indicate that a low priority road is obvious
if (IsLowPriority(best_option_data) &&
best_option_data.road_classification != in_way_data.road_classification)
// This should never happen, guard against nevertheless
if (node == SPECIAL_NODEID || edge == SPECIAL_EDGEID)
{
best_option = 0;
best_option_deviation = 180;
return boost::none;
}
// double check if the way with the lowest deviation from straight is still be better choice
const auto straightest = intersection.findClosestTurn(STRAIGHT_ANGLE);
if (straightest != best_option_it)
auto intersection_node = node_based_graph.GetTarget(edge);
if (intersection.size() <= 2 || intersection.isTrafficSignalOrBarrier())
{
const EdgeData &straightest_data = node_based_graph.GetEdgeData(straightest->eid);
double straightest_data_deviation = angularDeviation(straightest->angle, STRAIGHT_ANGLE);
const auto deviation_diff =
std::abs(best_option_deviation - straightest_data_deviation) > FUZZY_ANGLE_DIFFERENCE;
const auto not_ramp_class = !straightest_data.road_classification.IsRampClass();
const auto not_link_class = !straightest_data.road_classification.IsLinkClass();
if (deviation_diff && !IsLowPriority(straightest_data) && not_ramp_class &&
not_link_class && !IsContinueRoad(best_option_data))
{
best_option = std::distance(begin(intersection), straightest);
best_option_deviation =
angularDeviation(intersection[best_option].angle, STRAIGHT_ANGLE);
}
return boost::none;
}
// No non-low priority roads? Declare no obvious turn
if (best_option == 0)
return 0;
auto best_continue_it =
std::min_element(begin(intersection), end(intersection), RoadCompareSameName);
const auto best_continue_data = node_based_graph.GetEdgeData(best_continue_it->eid);
if (IsContinueRoad(best_continue_data) ||
(in_way_data.name_id == EMPTY_NAMEID && best_continue_data.name_id == EMPTY_NAMEID))
{
best_continue = std::distance(begin(intersection), best_continue_it);
best_continue_deviation =
angularDeviation(intersection[best_continue].angle, STRAIGHT_ANGLE);
}
// if the best angle is going straight but the road is turning, declare no obvious turn
if (0 != best_continue && best_option != best_continue &&
best_option_deviation < MAXIMAL_ALLOWED_NO_TURN_DEVIATION &&
node_based_graph.GetEdgeData(intersection[best_continue].eid).road_classification ==
best_option_data.road_classification)
{
return 0;
}
// get a count of number of ways from that intersection that qualify to have
// continue instruction because they share a name with the approaching way
const std::int64_t continue_count =
count_if(++begin(intersection), end(intersection), [&](const ConnectedRoad &way) {
return IsContinueRoad(node_based_graph.GetEdgeData(way.eid));
});
const std::int64_t continue_count_valid =
count_if(++begin(intersection), end(intersection), [&](const ConnectedRoad &way) {
return IsContinueRoad(node_based_graph.GetEdgeData(way.eid)) && way.entry_allowed;
});
// checks if continue candidates are sharp turns
const bool all_continues_are_narrow = [&]() {
return std::count_if(
begin(intersection), end(intersection), [&](const ConnectedRoad &road) {
const EdgeData &road_data = node_based_graph.GetEdgeData(road.eid);
const double &road_angle = angularDeviation(road.angle, STRAIGHT_ANGLE);
return IsContinueRoad(road_data) && (road_angle < NARROW_TURN_ANGLE);
}) == continue_count;
}();
// return true if the best_option candidate is more promising than the best_continue candidate
// otherwise return false, the best_continue candidate is more promising
const auto best_over_best_continue = [&]() {
// no continue road exists
if (best_continue == 0)
return true;
// we have multiple continues and not all are narrow. This suggests that
// the continue candidates are ambiguous
if (!all_continues_are_narrow && (continue_count >= 2 && intersection.size() >= 4))
return true;
// if the best continue is not narrow and we also have at least 2 possible choices, the
// intersection size does not matter anymore
if (continue_count_valid >= 2 && best_continue_deviation >= 2 * NARROW_TURN_ANGLE)
return true;
// continue data now most certainly exists
const auto &continue_data = node_based_graph.GetEdgeData(intersection[best_continue].eid);
// best_continue is obvious by road class
if (obviousByRoadClass(in_way_data.road_classification,
continue_data.road_classification,
best_option_data.road_classification))
return false;
// best_option is obvious by road class
if (obviousByRoadClass(in_way_data.road_classification,
best_option_data.road_classification,
continue_data.road_classification))
return true;
// the best_option deviation is very straight and not a ramp
if (best_option_deviation < best_continue_deviation &&
best_option_deviation < FUZZY_ANGLE_DIFFERENCE &&
!best_option_data.road_classification.IsRampClass())
return true;
// the continue road is of a lower priority, while the road continues on the same priority
// with a better angle
if (best_option_deviation < best_continue_deviation &&
in_way_data.road_classification == best_option_data.road_classification &&
continue_data.road_classification.GetPriority() >
best_option_data.road_classification.GetPriority())
return true;
return false;
}();
if (best_over_best_continue)
{
// Find left/right deviation
// skipping over service roads
const std::size_t left_index = [&]() {
const auto index_candidate = (best_option + 1) % intersection.size();
if (index_candidate == 0)
return index_candidate;
const auto &candidate_data =
node_based_graph.GetEdgeData(intersection[index_candidate].eid);
if (obviousByRoadClass(in_way_data.road_classification,
best_option_data.road_classification,
candidate_data.road_classification))
return (index_candidate + 1) % intersection.size();
else
return index_candidate;
}();
const auto right_index = [&]() {
BOOST_ASSERT(best_option > 0);
const auto index_candidate = best_option - 1;
if (index_candidate == 0)
return index_candidate;
const auto candidate_data =
node_based_graph.GetEdgeData(intersection[index_candidate].eid);
if (obviousByRoadClass(in_way_data.road_classification,
best_option_data.road_classification,
candidate_data.road_classification))
return index_candidate - 1;
else
return index_candidate;
}();
const double left_deviation =
angularDeviation(intersection[left_index].angle, STRAIGHT_ANGLE);
const double right_deviation =
angularDeviation(intersection[right_index].angle, STRAIGHT_ANGLE);
// return best_option candidate if it is nearly straight and distinct from the nearest other
// out
// way
if (best_option_deviation < MAXIMAL_ALLOWED_NO_TURN_DEVIATION &&
std::min(left_deviation, right_deviation) > FUZZY_ANGLE_DIFFERENCE)
return best_option;
const auto &left_data = node_based_graph.GetEdgeData(intersection[left_index].eid);
const auto &right_data = node_based_graph.GetEdgeData(intersection[right_index].eid);
const bool obvious_to_left =
left_index == 0 || obviousByRoadClass(in_way_data.road_classification,
best_option_data.road_classification,
left_data.road_classification);
const bool obvious_to_right =
right_index == 0 || obviousByRoadClass(in_way_data.road_classification,
best_option_data.road_classification,
right_data.road_classification);
// if the best_option turn isn't narrow, but there is a nearly straight turn, we don't
// consider the
// turn obvious
const auto check_narrow = [&intersection, best_option_deviation](const std::size_t index) {
return angularDeviation(intersection[index].angle, STRAIGHT_ANGLE) <=
FUZZY_ANGLE_DIFFERENCE &&
(best_option_deviation > NARROW_TURN_ANGLE || intersection[index].entry_allowed);
};
// other narrow turns?
if (check_narrow(right_index) && !obvious_to_right)
return 0;
if (check_narrow(left_index) && !obvious_to_left)
return 0;
// checks if a given way in the intersection is distinct enough from the best_option
// candidate
const auto isDistinct = [&](const std::size_t index, const double deviation) {
/*
If the neighbor is not possible to enter, we allow for a lower
distinction rate. If the road category is smaller, its also adjusted. Only
roads of the same priority require the full distinction ratio.
*/
const auto &best_option_data =
node_based_graph.GetEdgeData(intersection[best_option].eid);
const auto adjusted_distinction_ratio = [&]() {
// not allowed competitors are easily distinct
if (!intersection[index].entry_allowed)
return 0.7 * DISTINCTION_RATIO;
// a bit less obvious are road classes
else if (in_way_data.road_classification == best_option_data.road_classification &&
best_option_data.road_classification.GetPriority() <
node_based_graph.GetEdgeData(intersection[index].eid)
.road_classification.GetPriority())
return 0.8 * DISTINCTION_RATIO;
// if road classes are the same, we use the full ratio
else
return DISTINCTION_RATIO;
}();
return index == 0 || deviation / best_option_deviation >= adjusted_distinction_ratio ||
(deviation <= NARROW_TURN_ANGLE && !intersection[index].entry_allowed);
};
const bool distinct_to_left = isDistinct(left_index, left_deviation);
const bool distinct_to_right = isDistinct(right_index, right_deviation);
// Well distinct turn that is nearly straight
if ((distinct_to_left || obvious_to_left) && (distinct_to_right || obvious_to_right))
return best_option;
}
else
{
const auto &continue_data = node_based_graph.GetEdgeData(intersection[best_continue].eid);
if (std::abs(best_continue_deviation) < 1)
return best_continue;
// check if any other similar best continues exist
std::size_t i, last = intersection.size();
for (i = 1; i < last; ++i)
{
if (i == best_continue || !intersection[i].entry_allowed)
continue;
const auto &turn_data = node_based_graph.GetEdgeData(intersection[i].eid);
const bool is_obvious_by_road_class =
obviousByRoadClass(in_way_data.road_classification,
continue_data.road_classification,
turn_data.road_classification);
// if the main road is obvious by class, we ignore the current road as a potential
// prevention of obviousness
if (is_obvious_by_road_class)
continue;
// continuation could be grouped with a straight turn and the turning road is a ramp
if (turn_data.road_classification.IsRampClass() &&
best_continue_deviation < GROUP_ANGLE &&
!continue_data.road_classification.IsRampClass())
continue;
// perfectly straight turns prevent obviousness
const auto turn_deviation = angularDeviation(intersection[i].angle, STRAIGHT_ANGLE);
if (turn_deviation < FUZZY_ANGLE_DIFFERENCE)
return 0;
const auto deviation_ratio = turn_deviation / best_continue_deviation;
// in comparison to normal deviations, a continue road can offer a smaller distinction
// ratio. Other roads close to the turn angle are not as obvious, if one road continues.
if (deviation_ratio < DISTINCTION_RATIO / 1.5)
return 0;
/* in comparison to another continuing road, we need a better distinction. This prevents
situations where the turn is probably less obvious. An example are places that have a
road with the same name entering/exiting:
d
/
/
a -- b
\
\
c
*/
const auto same_name = !util::guidance::requiresNameAnnounced(
turn_data.name_id, continue_data.name_id, name_table, street_name_suffix_table);
if (same_name && deviation_ratio < 1.5 * DISTINCTION_RATIO)
return 0;
}
// Segregated intersections can result in us finding an obvious turn, even though its only
// obvious due to a very short segment in between. So if the segment coming in is very
// short, we check the previous intersection for other continues in the opposite bearing.
const auto node_at_intersection = node_based_graph.GetTarget(via_edge);
const double constexpr MAX_COLLAPSE_DISTANCE = 30;
const auto distance_at_u_turn = intersection[0].segment_length;
if (distance_at_u_turn < MAX_COLLAPSE_DISTANCE)
{
// this request here actually goes against the direction of the ingoing edgeid. This can
// even reverse the direction. Since we don't want to compute actual turns but simply
// try to find whether there is a turn going to the opposite direction of our obvious
// turn, this should be alright.
NodeID new_node;
const auto previous_intersection = [&]() {
EdgeID turn_edge;
std::tie(new_node, turn_edge) = intersection_generator.SkipDegreeTwoNodes(
node_at_intersection, intersection[0].eid);
return intersection_generator.GetConnectedRoads(new_node, turn_edge);
}();
if (new_node != node_at_intersection)
{
const auto continue_road = intersection[best_continue];
for (const auto &comparison_road : previous_intersection)
{
// since we look at the intersection in the wrong direction, a similar angle
// actually represents a near 180 degree different in bearings between the two
// roads. So if there is a road that is enterable in the opposite direction just
// prior, a turn is not obvious
const auto &turn_data = node_based_graph.GetEdgeData(comparison_road.eid);
if (angularDeviation(comparison_road.angle, STRAIGHT_ANGLE) > GROUP_ANGLE &&
angularDeviation(comparison_road.angle, continue_road.angle) <
FUZZY_ANGLE_DIFFERENCE &&
!turn_data.reversed && continue_data.CanCombineWith(turn_data))
return 0;
}
}
}
return best_continue;
}
return 0;
return boost::make_optional(
IntersectionViewAndNode{std::move(intersection), intersection_node});
}
} // namespace guidance