Revert suppressSegregated routing.
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@ -74,7 +74,7 @@ Feature: Collapse
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When I route I should get
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| waypoints | route | turns | locations |
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| a,i | first,third,third | depart,turn sharp left,arrive | a,b,i |
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| a,i | first,second,third,third | depart,turn left,turn slight left,arrive | a,b,e,i |
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Scenario: Segregated Intersection, Cross Belonging to Correct Street
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Given the node map
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@ -177,7 +177,6 @@ class RouteAPI : public BaseAPI
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leg.steps = guidance::anticipateLaneChange(std::move(leg.steps));
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leg.steps = guidance::buildIntersections(std::move(leg.steps));
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leg.steps = guidance::suppressShortNameSegments(std::move(leg.steps));
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leg.steps = guidance::suppressSegregated(std::move(leg.steps));
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leg.steps = guidance::assignRelativeLocations(std::move(leg.steps),
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leg_geometry,
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phantoms.source_phantom,
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@ -140,8 +140,6 @@ void combineRouteSteps(RouteStep &step_at_turn_location,
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// alias for suppressing a step, using CombineRouteStep with NoModificationStrategy only
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void suppressStep(RouteStep &step_at_turn_location, RouteStep &step_after_turn_location);
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std::vector<RouteStep> suppressSegregated(std::vector<RouteStep> steps);
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} /* namespace guidance */
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} /* namespace osrm */
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} /* namespace osrm */
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@ -165,7 +165,7 @@ inline RouteStep &RouteStep::ElongateBy(const RouteStep &following_step)
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following_step.intersections.begin(),
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following_step.intersections.end());
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is_segregated = false;
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/// @todo Process is_segregated flag
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return *this;
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}
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@ -165,8 +165,6 @@ void annotatePath(const FacadeT &facade,
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const auto node_id = *node_from; // edge-based graph node index
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const auto name_index = facade.GetNameIndex(node_id);
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const bool is_segregated = facade.IsSegregated(node_id);
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if (is_segregated)
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util::Log() << "111 Segregated node";
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const auto turn_instruction = facade.GetTurnInstructionForEdgeID(turn_id);
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const extractor::TravelMode travel_mode = facade.GetTravelMode(node_id);
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const auto classes = facade.GetClassData(node_id);
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@ -480,64 +480,6 @@ RouteSteps collapseTurnInstructions(RouteSteps steps)
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return steps;
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}
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std::vector<RouteStep> suppressSegregated(std::vector<RouteStep> steps)
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{
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if (steps.size() <= 2)
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return steps;
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// start of with no-op
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for (auto current_step = steps.begin() + 1; current_step + 1 != steps.end(); ++current_step)
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{
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/// @todo All the prologue checks are taken from the collapseTurnInstructions function.
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/// Factor out to the separate routing when changes will be approved.
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if (entersRoundabout(current_step->maneuver.instruction) ||
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staysOnRoundabout(current_step->maneuver.instruction))
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{
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// If postProcess is called before then all corresponding leavesRoundabout steps are
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// removed and the current roundabout step can be ignored by directly proceeding to
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// the next step.
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// If postProcess is not called before then all steps till the next leavesRoundabout
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// step must be skipped to prevent incorrect roundabouts post-processing.
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// are we done for good?
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if (current_step + 1 == steps.end())
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break;
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else
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continue;
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}
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// only operate on actual turns
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if (!hasTurnType(*current_step))
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continue;
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// don't collapse next step if it is a waypoint alread
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const auto next_step = findNextTurn(current_step);
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if (hasWaypointType(*next_step))
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break;
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const auto previous_step = findPreviousTurn(current_step);
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// don't collapse anything that does change modes
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if (current_step->mode != next_step->mode)
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continue;
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if (current_step->is_segregated)
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{
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/// @todo Need to apply correct combine strategies.
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util::Log() << "222 Segregated node";
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combineRouteSteps(*current_step,
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*next_step,
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AdjustToCombinedTurnStrategy(*previous_step),
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TransferSignageStrategy(),
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NoModificationStrategy());
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}
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}
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return removeNoTurnInstructions(std::move(steps));
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}
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} // namespace guidance
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} // namespace engine
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} // namespace osrm
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