adjust testscases for collapse of use lane
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@@ -1,5 +1,5 @@
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#include "extractor/guidance/turn_instruction.hpp"
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#include "engine/guidance/post_processing.hpp"
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#include "extractor/guidance/turn_instruction.hpp"
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#include "engine/guidance/assemble_steps.hpp"
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#include "engine/guidance/lane_processing.hpp"
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@@ -408,8 +408,11 @@ void collapseTurnAt(std::vector<RouteStep> &steps,
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if (bearingsAreReversed(
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util::bearing::reverseBearing(getBearing(true, one_back_step)),
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getBearing(false, current_step)))
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{
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steps[one_back_index].maneuver.instruction.type = TurnType::Continue;
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steps[one_back_index].maneuver.instruction.direction_modifier =
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DirectionModifier::UTurn;
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}
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}
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else if (TurnType::Merge == one_back_step.maneuver.instruction.type &&
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current_step.maneuver.instruction.type !=
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@@ -550,8 +553,6 @@ RouteStep elongate(RouteStep step, const RouteStep &by_step)
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return step;
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}
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// Post processing can invalidate some instructions. For example StayOnRoundabout
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// is turned into exit counts. These instructions are removed by the following function
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@@ -764,22 +765,23 @@ std::vector<RouteStep> collapseTurns(std::vector<RouteStep> steps)
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else
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{
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// Handle possible u-turns between highways that look like slip-roads
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if (steps[getPreviousIndex(one_back_index)].name_id == steps[step_index].name_id &&
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steps[step_index].name_id != EMPTY_NAMEID)
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{
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steps[one_back_index].maneuver.instruction.type = TurnType::Continue;
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}
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else
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{
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steps[one_back_index].maneuver.instruction.type = TurnType::Turn;
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}
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if (compatible(one_back_step, current_step))
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{
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// Turn Types in the response depend on whether we find the same road name
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// (sliproad indcating a u-turn) or if we are turning onto a different road, in
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// which case we use a turn.
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if (steps[getPreviousIndex(one_back_index)].name_id ==
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steps[step_index].name_id &&
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steps[step_index].name_id != EMPTY_NAMEID)
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steps[one_back_index].maneuver.instruction.type = TurnType::Continue;
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else
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steps[one_back_index].maneuver.instruction.type = TurnType::Turn;
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steps[one_back_index] =
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elongate(std::move(steps[one_back_index]), steps[step_index]);
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steps[one_back_index].name_id = steps[step_index].name_id;
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steps[one_back_index].name = steps[step_index].name;
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steps[one_back_index].maneuver.instruction.type = TurnType::Turn;
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// the turn lanes for this turn are on the sliproad itself, so we have to
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// remember them
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steps[one_back_index].intersections.front().lanes =
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@@ -1202,7 +1204,8 @@ std::vector<RouteStep> buildIntersections(std::vector<RouteStep> steps)
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{
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// count intersections. We cannot use exit, since intersections can follow directly
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// after a roundabout
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steps[last_valid_instruction] = elongate(std::move(steps[last_valid_instruction]), step);
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steps[last_valid_instruction] =
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elongate(std::move(steps[last_valid_instruction]), step);
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step.maneuver.instruction = TurnInstruction::NO_TURN();
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}
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else if (!isSilent(instruction))
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