Support OSM traffic signal directions (#6153)

Currently OSRM parses traffic signal nodes without consideration
for the direction in which the signal applies. This can lead
to duplicated routing penalties, especially when a forward and backward
signal are in close proximity on a way.

This commit adds support for directed signals to the extraction and
graph creation. Signal penalties are only applied in the direction
specified by the OSM tag.

We add the assignment of traffic directions to the lua scripts,
maintaining backwards compatibility with the existing boolean
traffic states.

As part of the changes to the internal structures used for tracking
traffic signals during extraction, we stop serialising/deserialising
signals to the `.osrm` file. The traffic signals are only used by
`osrm-extract` so whilst this is a data format change, it will not
break any existing user processes.
This commit is contained in:
Michael Bell
2022-08-30 10:36:49 +01:00
committed by GitHub
parent d8b358e810
commit b17cbb4c47
26 changed files with 648 additions and 139 deletions
+21 -17
View File
@@ -59,7 +59,7 @@ EdgeBasedGraphFactory::EdgeBasedGraphFactory(
EdgeBasedNodeDataContainer &node_data_container,
const CompressedEdgeContainer &compressed_edge_container,
const std::unordered_set<NodeID> &barrier_nodes,
const std::unordered_set<NodeID> &traffic_lights,
const TrafficSignals &traffic_signals,
const std::vector<util::Coordinate> &coordinates,
const NameTable &name_table,
const std::unordered_set<EdgeID> &segregated_edges,
@@ -67,7 +67,7 @@ EdgeBasedGraphFactory::EdgeBasedGraphFactory(
: m_edge_based_node_container(node_data_container), m_connectivity_checksum(0),
m_number_of_edge_based_nodes(0), m_coordinates(coordinates),
m_node_based_graph(node_based_graph), m_barrier_nodes(barrier_nodes),
m_traffic_lights(traffic_lights), m_compressed_edge_container(compressed_edge_container),
m_traffic_signals(traffic_signals), m_compressed_edge_container(compressed_edge_container),
name_table(name_table), segregated_edges(segregated_edges),
lane_description_map(lane_description_map)
{
@@ -623,8 +623,26 @@ void EdgeBasedGraphFactory::GenerateEdgeExpandedEdges(
BOOST_ASSERT(!edge_data1.reversed);
BOOST_ASSERT(!edge_data2.reversed);
// We write out the mapping between the edge-expanded edges and the original nodes.
// Since each edge represents a possible maneuver, external programs can use this to
// quickly perform updates to edge weights in order to penalize certain turns.
// If this edge is 'trivial' -- where the compressed edge corresponds exactly to an
// original OSM segment -- we can pull the turn's preceding node ID directly with
// `node_along_road_entering`;
// otherwise, we need to look up the node immediately preceding the turn from the
// compressed edge container.
const bool isTrivial = m_compressed_edge_container.IsTrivial(node_based_edge_from);
const auto &from_node =
isTrivial ? node_along_road_entering
: m_compressed_edge_container.GetLastEdgeSourceID(node_based_edge_from);
// compute weight and duration penalties
const auto is_traffic_light = m_traffic_lights.count(intersection_node);
// In theory we shouldn't get a directed traffic light on a turn, as it indicates that
// the traffic signal direction was potentially ambiguously annotated on the junction
// node But we'll check anyway.
const auto is_traffic_light = m_traffic_signals.HasSignal(from_node, intersection_node);
const auto is_uturn =
guidance::getTurnDirection(turn_angle) == guidance::DirectionModifier::UTurn;
@@ -690,20 +708,6 @@ void EdgeBasedGraphFactory::GenerateEdgeExpandedEdges(
true,
false};
// We write out the mapping between the edge-expanded edges and the original nodes.
// Since each edge represents a possible maneuver, external programs can use this to
// quickly perform updates to edge weights in order to penalize certain turns.
// If this edge is 'trivial' -- where the compressed edge corresponds exactly to an
// original OSM segment -- we can pull the turn's preceding node ID directly with
// `node_along_road_entering`;
// otherwise, we need to look up the node immediately preceding the turn from the
// compressed edge container.
const bool isTrivial = m_compressed_edge_container.IsTrivial(node_based_edge_from);
const auto &from_node =
isTrivial ? node_along_road_entering
: m_compressed_edge_container.GetLastEdgeSourceID(node_based_edge_from);
const auto &to_node =
m_compressed_edge_container.GetFirstEdgeTargetID(node_based_edge_to);