make sure to not-collapse different travel modes
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@ -792,3 +792,49 @@ Feature: Collapse
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When I route I should get
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| waypoints | route | turns |
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| a,e | main,main | depart,arrive |
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Scenario: Don't collapse different travel modes
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Given the node map
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| g | | | | | | | h | |
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| a | b | | c | | | | e | f |
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| | | | | | d | | | |
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| | | | i | j | | | | |
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And the ways
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| nodes | highway | route | name |
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| ab | primary | | road |
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| bc | primary | ferry | |
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| cd | primary | | road |
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| de | | ferry | |
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| ef | primary | | road |
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| bg | service | | turn |
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| ci | service | | turn |
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| dj | service | | turn |
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| eh | service | | turn |
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When I route I should get
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| waypoints | route |
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| a,f | road,,road,,road,road |
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Scenario: U-Turn onto a Ferry
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Given the node map
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| | | | | | | i | | |
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| j | e | | | | | d | c | h |
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| | | | | | | | | |
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| | | | | | | | | |
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| k | g | | | | | a | b | f |
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And the ways
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| nodes | highway | route | name | oneway |
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| bf | primary | | road | yes |
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| hcd | primary | | road | yes |
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| bc | primary | | | yes |
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| di | service | | serv | yes |
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| ed | | ferry | ferry | |
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| gab | | ferry | ferry | |
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| kg | primary | | on | yes |
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| ej | primary | | off | yes |
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When I route I should get
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| waypoints | route | turns |
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| k,j | on,ferry,,ferry,off,off | depart,new name straight,continue uturn,turn straight,new name straight,arrive |
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@ -474,16 +474,19 @@ void collapseTurnAt(std::vector<RouteStep> &steps,
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{
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steps[one_back_index] = elongate(std::move(steps[one_back_index]), steps[step_index]);
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invalidateStep(steps[step_index]);
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if (u_turn_with_name_change)
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if (u_turn_with_name_change &&
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compatible(steps[one_back_index], steps[next_step_index]))
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{
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steps[one_back_index] =
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elongate(std::move(steps[one_back_index]), steps[next_step_index]);
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invalidateStep(steps[next_step_index]); // will be skipped due to the
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// continue statement at the
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// beginning of this function
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}
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forwardStepSignage(steps[one_back_index], steps[two_back_index]);
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forwardStepSignage(steps[one_back_index], steps[two_back_index]);
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}
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if (direct_u_turn)
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forwardStepSignage(steps[one_back_index], steps[two_back_index]);
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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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@ -541,6 +544,7 @@ RouteStep elongate(RouteStep step, const RouteStep &by_step)
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{
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step.duration += by_step.duration;
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step.distance += by_step.distance;
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BOOST_ASSERT(step.mode == by_step.mode);
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// by_step comes after step -> we append at the end
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if (step.geometry_end == by_step.geometry_begin + 1)
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@ -738,6 +742,8 @@ std::vector<RouteStep> collapseTurns(std::vector<RouteStep> steps)
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if (steps[index].maneuver.instruction.type != TurnType::Suppressed &&
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steps[index].maneuver.instruction.type != TurnType::NewName)
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return false;
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if (index + 1 < end_index && !compatible(steps[index], steps[index + 1]))
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return false;
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}
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return true;
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};
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@ -823,6 +829,7 @@ std::vector<RouteStep> collapseTurns(std::vector<RouteStep> steps)
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else if (isCollapsableInstruction(current_step.maneuver.instruction) &&
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current_step.maneuver.instruction.type != TurnType::Suppressed &&
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steps[getPreviousNameIndex(step_index)].name_id == current_step.name_id &&
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// canCollapseAll is also checking for compatible(step,step+1) for all indices
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canCollapseAll(getPreviousNameIndex(step_index) + 1, next_step_index))
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{
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BOOST_ASSERT(step_index > 0);
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@ -863,14 +870,17 @@ std::vector<RouteStep> collapseTurns(std::vector<RouteStep> steps)
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else if (nameSegmentLength(one_back_index, steps) < name_segment_cutoff_length &&
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isBasicNameChange(one_back_step) && isBasicNameChange(current_step))
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{
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steps[two_back_index] =
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elongate(std::move(steps[two_back_index]), steps[one_back_index]);
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invalidateStep(steps[one_back_index]);
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if (nameSegmentLength(step_index, steps) < name_segment_cutoff_length)
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if (compatible(steps[two_back_index], steps[one_back_index]))
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{
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steps[two_back_index] =
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elongate(std::move(steps[two_back_index]), steps[step_index]);
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invalidateStep(steps[step_index]);
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elongate(std::move(steps[two_back_index]), steps[one_back_index]);
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invalidateStep(steps[one_back_index]);
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if (nameSegmentLength(step_index, steps) < name_segment_cutoff_length)
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{
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steps[two_back_index] =
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elongate(std::move(steps[two_back_index]), steps[step_index]);
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invalidateStep(steps[step_index]);
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}
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}
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}
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else if (step_index + 2 < steps.size() &&
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@ -878,14 +888,18 @@ std::vector<RouteStep> collapseTurns(std::vector<RouteStep> steps)
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steps[next_step_index].maneuver.instruction.type == TurnType::NewName &&
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one_back_step.name_id == steps[next_step_index].name_id)
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{
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// if we are crossing an intersection and go immediately after into a name change,
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// we don't wan't to collapse the initial intersection.
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// a - b ---BRIDGE -- c
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steps[one_back_index] =
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elongate(std::move(steps[one_back_index]),
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elongate(std::move(steps[step_index]), steps[next_step_index]));
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invalidateStep(steps[step_index]);
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invalidateStep(steps[next_step_index]);
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if (compatible(steps[step_index], steps[next_step_index]))
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{
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// if we are crossing an intersection and go immediately after into a name
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// change,
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// we don't wan't to collapse the initial intersection.
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// a - b ---BRIDGE -- c
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steps[one_back_index] =
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elongate(std::move(steps[one_back_index]),
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elongate(std::move(steps[step_index]), steps[next_step_index]));
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invalidateStep(steps[step_index]);
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invalidateStep(steps[next_step_index]);
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}
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}
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else if (choiceless(current_step, one_back_step) ||
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one_back_step.distance <= MAX_COLLAPSE_DISTANCE)
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@ -903,6 +917,7 @@ std::vector<RouteStep> collapseTurns(std::vector<RouteStep> steps)
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// check for one of the multiple collapse scenarios and, if possible, collapse the turn
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const auto two_back_index = getPreviousIndex(one_back_index);
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BOOST_ASSERT(two_back_index < steps.size());
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// all turns that are handled lower down are also compatible
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collapseTurnAt(steps, two_back_index, one_back_index, step_index);
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}
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}
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@ -108,7 +108,7 @@ double getMatchingQuality(const TurnLaneType::Mask tag, const ConnectedRoad &roa
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const auto modifier = getMatchingModifier(tag);
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BOOST_ASSERT(static_cast<std::size_t>(modifier) <
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sizeof(idealized_turn_angles) / sizeof(*idealized_turn_angles));
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const auto idealized_angle = idealized_turn_angles[getMatchingModifier(tag)];
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const auto idealized_angle = idealized_turn_angles[modifier];
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return angularDeviation(idealized_angle, road.turn.angle);
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}
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