Remove usage of IntersectionGenerator in EBGF
This commit is contained in:
@@ -1,430 +0,0 @@
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#include "extractor/guidance/intersection_normalizer.hpp"
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#include "util/bearing.hpp"
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#include "util/coordinate_calculation.hpp"
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#include <tuple>
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#include <utility>
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using osrm::util::angularDeviation;
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namespace osrm
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{
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namespace extractor
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{
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namespace guidance
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{
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IntersectionNormalizer::IntersectionNormalizer(
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const util::NodeBasedDynamicGraph &node_based_graph,
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const EdgeBasedNodeDataContainer &node_data_container,
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const std::vector<util::Coordinate> &coordinates,
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const util::NameTable &name_table,
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const SuffixTable &street_name_suffix_table,
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const IntersectionGenerator &intersection_generator)
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: node_based_graph(node_based_graph), intersection_generator(intersection_generator),
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mergable_road_detector(node_based_graph,
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node_data_container,
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coordinates,
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intersection_generator,
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intersection_generator.GetCoordinateExtractor(),
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name_table,
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street_name_suffix_table)
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{
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}
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IntersectionNormalizer::NormalizationResult IntersectionNormalizer::
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operator()(const NodeID node_at_intersection, IntersectionShape intersection) const
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{
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const auto intersection_copy = intersection;
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auto merged_shape_and_merges =
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MergeSegregatedRoads(node_at_intersection, std::move(intersection));
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merged_shape_and_merges.normalized_shape = AdjustBearingsForMergeAtDestination(
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node_at_intersection, std::move(merged_shape_and_merges.normalized_shape));
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return merged_shape_and_merges;
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}
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bool IntersectionNormalizer::CanMerge(const NodeID intersection_node,
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const IntersectionShape &intersection,
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std::size_t fist_index_in_ccw,
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std::size_t second_index_in_ccw) const
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{
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BOOST_ASSERT(((fist_index_in_ccw + 1) % intersection.size()) == second_index_in_ccw);
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// don't merge on degree two, since it's most likely a bollard/traffic light or a round way
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if (intersection.size() <= 2)
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return false;
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const auto can_merge = mergable_road_detector.CanMergeRoad(
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intersection_node, intersection[fist_index_in_ccw], intersection[second_index_in_ccw]);
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/*
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* Merging should never depend on order/never merge more than two roads. To ensure that we don't
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* merge anything that is impacted by neighboring roads (e.g. three roads of the same name as in
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* parking lots/border checkpoints), we check if the neigboring roads would be merged as well.
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* In that case, we cannot merge, since we would end up merging multiple items together
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*/
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const auto is_distinct = [&]() {
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const auto next_index_in_ccw = (second_index_in_ccw + 1) % intersection.size();
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const auto distinct_to_next_in_ccw = mergable_road_detector.IsDistinctFrom(
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intersection[second_index_in_ccw], intersection[next_index_in_ccw]);
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const auto prev_index_in_ccw =
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(fist_index_in_ccw + intersection.size() - 1) % intersection.size();
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const auto distinct_to_prev_in_ccw = mergable_road_detector.IsDistinctFrom(
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intersection[prev_index_in_ccw], intersection[fist_index_in_ccw]);
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return distinct_to_next_in_ccw && distinct_to_prev_in_ccw;
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};
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// use lazy evaluation to check only if mergable
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return can_merge && is_distinct();
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}
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IntersectionNormalizationOperation
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IntersectionNormalizer::DetermineMergeDirection(const IntersectionShapeData &lhs,
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const IntersectionShapeData &rhs) const
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{
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if (node_based_graph.GetEdgeData(lhs.eid).reversed)
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return {lhs.eid, rhs.eid};
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else
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return {rhs.eid, lhs.eid};
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}
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IntersectionShapeData IntersectionNormalizer::MergeRoads(const IntersectionShapeData &into,
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const IntersectionShapeData &from) const
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{
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// we only merge small angles. If the difference between both is large, we are looking at a
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// bearing leading north. Such a bearing cannot be handled via the basic average. In this
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// case we actually need to shift the bearing by half the difference.
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const auto aroundZero = [](const double first, const double second) {
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return (std::max(first, second) - std::min(first, second)) >= 180;
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};
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// find the angle between two other angles
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const auto combineAngles = [aroundZero](const double first, const double second) {
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if (!aroundZero(first, second))
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return .5 * (first + second);
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else
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{
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const auto offset = angularDeviation(first, second);
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auto new_angle = std::max(first, second) + .5 * offset;
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if (new_angle >= 360)
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return new_angle - 360;
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return new_angle;
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}
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};
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auto result = into;
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BOOST_ASSERT(!node_based_graph.GetEdgeData(into.eid).reversed);
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result.bearing = combineAngles(into.bearing, from.bearing);
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BOOST_ASSERT(0 <= result.bearing && result.bearing < 360.0);
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return result;
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}
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IntersectionShapeData
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IntersectionNormalizer::MergeRoads(const IntersectionNormalizationOperation direction,
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const IntersectionShapeData &lhs,
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const IntersectionShapeData &rhs,
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const double opposite_bearing) const
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{
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// In some intersections, turning roads can introduce artificial turns if we merge here.
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// Consider a scenario like:
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//
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// a . g - f
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// | .
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// | .
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// |.
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// d-b--------e
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// |
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// c
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//
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// Merging `bgf` and `be` would introduce an angle, even though d-b-e is perfectly straight
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// We don't change the angle, if such an opposite road exists
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if (direction.merged_eid == lhs.eid)
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{
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// change the angle only if the opposite direction is not nearly straight
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if (angularDeviation(opposite_bearing, rhs.bearing) >
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(STRAIGHT_ANGLE - MAXIMAL_ALLOWED_NO_TURN_DEVIATION))
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return rhs;
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else
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return MergeRoads(rhs, lhs);
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}
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else
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{
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if (angularDeviation(opposite_bearing, lhs.bearing) >
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(STRAIGHT_ANGLE - MAXIMAL_ALLOWED_NO_TURN_DEVIATION))
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return lhs;
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else
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return MergeRoads(lhs, rhs);
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}
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}
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/*
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* Segregated Roads often merge onto a single intersection.
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* While technically representing different roads, they are
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* often looked at as a single road.
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* Due to the merging, turn Angles seem off, wenn we compute them from the
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* initial positions.
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*
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* b<b<b<b(1)<b<b<b
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* aaaaa-b
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* b>b>b>b(2)>b>b>b
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*
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* Would be seen as a slight turn going fro a to (2). A Sharp turn going from
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* (1) to (2).
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*
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* In cases like these, we megre this segregated roads into a single road to
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* end up with a case like:
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*
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* aaaaa-bbbbbb
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*
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* for the turn representation.
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* Anything containing the first u-turn in a merge affects all other angles
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* and is handled separately from all others.
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*/
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IntersectionNormalizer::NormalizationResult
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IntersectionNormalizer::MergeSegregatedRoads(const NodeID intersection_node,
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IntersectionShape intersection) const
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{
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const auto getRight = [&](std::size_t index) {
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return (index + intersection.size() - 1) % intersection.size();
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};
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// This map stores for all edges that participated in a merging operation in which edge id they
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// end up in the end. We only store what we have merged into other edges.
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std::vector<IntersectionNormalizationOperation> merging_map;
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const auto merge = [this, &merging_map](const IntersectionShapeData &first,
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const IntersectionShapeData &second,
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const double opposite_bearing) {
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const auto direction = DetermineMergeDirection(first, second);
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BOOST_ASSERT(
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std::find_if(merging_map.begin(), merging_map.end(), [direction](const auto pair) {
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return pair.merged_eid == direction.merged_eid;
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}) == merging_map.end());
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merging_map.push_back(direction);
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return MergeRoads(direction, first, second, opposite_bearing);
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};
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if (intersection.size() <= 1)
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return {intersection, merging_map};
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const auto intersection_copy = intersection;
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const auto opposite_bearing = [this, intersection_copy](const IntersectionShapeData &lhs,
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const IntersectionShapeData &rhs) {
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if (node_based_graph.GetEdgeData(lhs.eid).reversed)
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{
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return intersection_copy.FindClosestBearing(util::bearing::reverse(rhs.bearing))
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->bearing;
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}
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else
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{
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BOOST_ASSERT(node_based_graph.GetEdgeData(rhs.eid).reversed);
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return intersection_copy.FindClosestBearing(util::bearing::reverse(lhs.bearing))
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->bearing;
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}
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};
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// check for merges including the basic u-turn
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// these result in an adjustment of all other angles. This is due to how these angles are
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// perceived. Considering the following example:
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//
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// c b
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// Y
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// a
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//
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// coming from a to b (given a road that splits at the fork into two one-ways), the turn is not
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// considered as a turn but rather as going straight.
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// Now if we look at the situation merging:
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//
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// a b
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// \ /
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// e - + - d
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// |
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// c
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//
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// With a,b representing the same road, the intersection itself represents a classif for way
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// intersection so we handle it like
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//
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// (a),b
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// |
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// e - + - d
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// |
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// c
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//
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// To be able to consider this adjusted representation down the line, we merge some roads.
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// If the merge occurs at the u-turn edge, we need to adjust all angles, though, since they are
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// with respect to the now changed perceived location of a. If we move (a) to the left, we add
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// the difference to all angles. Otherwise we subtract it.
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// these result in an adjustment of all other angles
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if (CanMerge(intersection_node, intersection, intersection.size() - 1, 0))
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{
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// moving `a` to the left
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const auto opposite = opposite_bearing(intersection.front(), intersection.back());
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intersection[0] = merge(intersection.front(), intersection.back(), opposite);
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// FIXME if we have a left-sided country, we need to switch this off and enable it
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// below
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intersection.pop_back();
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}
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else if (CanMerge(intersection_node, intersection, 0, 1))
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{
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const auto opposite = opposite_bearing(intersection.front(), intersection[1]);
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intersection[0] = merge(intersection.front(), intersection[1], opposite);
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intersection.erase(intersection.begin() + 1);
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}
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// a merge including the first u-turn requires an adjustment of the turn angles
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// therefore these are handled prior to this step
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for (std::size_t index = 2; index < intersection.size(); ++index)
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{
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if (CanMerge(intersection_node, intersection, getRight(index), index))
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{
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const auto opposite =
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opposite_bearing(intersection[getRight(index)], intersection[index]);
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intersection[getRight(index)] =
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merge(intersection[getRight(index)], intersection[index], opposite);
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intersection.erase(intersection.begin() + index);
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--index;
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}
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}
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return {intersection, merging_map};
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}
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// OSM can have some very steep angles for joining roads. Considering the following intersection:
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// x
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// |
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// v __________c
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// /
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// a ---d
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// \ __________b
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//
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// with c->d as a oneway
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// and d->b as a oneway, the turn von x->d is actually a turn from x->a. So when looking at the
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// intersection coming from x, we want to interpret the situation as
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// x
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// |
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// a __ d __ v__________c
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// |
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// |_______________b
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//
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// Where we see the turn to `d` as a right turn, rather than going straight.
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// We do this by adjusting the local turn angle at `x` to turn onto `d` to be reflective of this
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// situation, where `v` would be the node at the intersection.
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IntersectionShape
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IntersectionNormalizer::AdjustBearingsForMergeAtDestination(const NodeID node_at_intersection,
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IntersectionShape intersection) const
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{
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// nothing to do for dead ends
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if (intersection.size() <= 1)
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return intersection;
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// we don't adjust any road that is longer than 30 meters (between centers of intersections),
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// since the road is probably too long otherwise to impact perception.
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const double constexpr PRUNING_DISTANCE = 30;
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// never adjust u-turns
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for (std::size_t index = 0; index < intersection.size(); ++index)
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{
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auto &road = intersection[index];
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// only consider roads that are close
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if (road.segment_length > PRUNING_DISTANCE)
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continue;
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// to find out about the above situation, we need to look at the next intersection (at d in
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// the example). If the initial road can be merged to the left/right, we are about to adjust
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// the angle.
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const auto next_intersection_along_road = intersection_generator.ComputeIntersectionShape(
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node_based_graph.GetTarget(road.eid), node_at_intersection);
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if (next_intersection_along_road.size() <= 1)
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continue;
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const auto node_at_next_intersection = node_based_graph.GetTarget(road.eid);
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const auto adjustAngle = [](double angle, double offset) {
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angle += offset;
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if (angle > 360)
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return angle - 360.;
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else if (angle < 0)
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return angle + 360.;
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return angle;
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};
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const auto range = node_based_graph.GetAdjacentEdgeRange(node_at_next_intersection);
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if (range.size() <= 1)
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continue;
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// the order does not matter
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const auto get_offset = [](const IntersectionShapeData &lhs,
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const IntersectionShapeData &rhs) {
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return 0.5 * angularDeviation(lhs.bearing, rhs.bearing);
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};
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// When offsetting angles in our turns, we don't want to get past the next turn. This
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// function simply limits an offset to be at most half the distance to the next turn in the
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// offfset direction
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const auto get_corrected_offset = [](
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const double offset,
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const IntersectionShapeData &road,
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const IntersectionShapeData &next_road_in_offset_direction) {
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const auto offset_limit =
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angularDeviation(road.bearing, next_road_in_offset_direction.bearing);
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// limit the offset with an additional buffer
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return (offset + MAXIMAL_ALLOWED_NO_TURN_DEVIATION > offset_limit) ? 0.5 * offset_limit
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: offset;
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};
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// only if straighmost angles get smaller, we consider it an improvement
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auto const improves_straightmost = [&](auto const index, auto const offset) {
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const auto itr = next_intersection_along_road.FindClosestBearing(
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util::bearing::reverse(next_intersection_along_road[index].bearing));
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const auto angle = util::bearing::angleBetween(
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util::bearing::reverse(itr->bearing), next_intersection_along_road[index].bearing);
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return util::angularDeviation(angle, STRAIGHT_ANGLE) >
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util::angularDeviation(angle + offset, STRAIGHT_ANGLE);
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};
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// check if the u-turn edge at the next intersection could be merged to the left/right. If
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// this is the case and the road is not far away (see previous distance check), if
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// influences the perceived angle.
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if (CanMerge(node_at_next_intersection, next_intersection_along_road, 0, 1))
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{
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const auto offset =
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get_offset(next_intersection_along_road[0], next_intersection_along_road[1]);
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if (improves_straightmost(0, -offset) && improves_straightmost(1, offset))
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{
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const auto corrected_offset = get_corrected_offset(
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offset,
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road,
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intersection[(intersection.size() + index - 1) % intersection.size()]);
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// at the target intersection, we merge to the right, so we need to shift the
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// current
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// angle to the left
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road.bearing = adjustAngle(road.bearing, corrected_offset);
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}
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}
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else if (CanMerge(node_at_next_intersection,
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next_intersection_along_road,
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next_intersection_along_road.size() - 1,
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0))
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{
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const auto offset =
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get_offset(next_intersection_along_road[0],
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next_intersection_along_road[next_intersection_along_road.size() - 1]);
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if (improves_straightmost(0, offset) &&
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improves_straightmost(next_intersection_along_road.size() - 1, -offset))
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{
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const auto corrected_offset = get_corrected_offset(
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offset, road, intersection[(index + 1) % intersection.size()]);
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// at the target intersection, we merge to the left, so we need to shift the current
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// angle to the right
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road.bearing = adjustAngle(road.bearing, -corrected_offset);
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}
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}
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}
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return intersection;
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}
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} // namespace guidance
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} // namespace extractor
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} // namespace osrm
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@@ -56,7 +56,6 @@ bool RoundaboutHandler::canProcess(const NodeID from_nid,
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Intersection RoundaboutHandler::
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operator()(const NodeID from_nid, const EdgeID via_eid, Intersection intersection) const
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{
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invalidateExitAgainstDirection(from_nid, via_eid, intersection);
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const auto flags = getRoundaboutFlags(from_nid, via_eid, intersection);
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const auto roundabout_type = getRoundaboutType(node_based_graph.GetTarget(via_eid));
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// find the radius of the roundabout
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@@ -107,77 +106,6 @@ detail::RoundaboutFlags RoundaboutHandler::getRoundaboutFlags(
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return {on_roundabout, can_enter_roundabout, can_exit_roundabout_separately};
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}
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void RoundaboutHandler::invalidateExitAgainstDirection(const NodeID from_nid,
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const EdgeID via_eid,
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Intersection &intersection) const
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{
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const auto &in_edge_class = node_based_graph.GetEdgeData(via_eid).flags;
|
||||
if (in_edge_class.roundabout || in_edge_class.circular)
|
||||
return;
|
||||
|
||||
// Find range in which exits that must be invalidated (shaded areas):
|
||||
// exit..end exit..end begin..exit for ↺ roundabouts
|
||||
// *************************************
|
||||
// * <--. ^ <--. / <--. *
|
||||
// * | / | /░ | *
|
||||
// * |/ |v░░ -->| *
|
||||
// * |^ |\ ░ ░░░|\ *
|
||||
// * |░\ |░\░ ░░░| \ *
|
||||
// * --'░░░\ --'░░░v --' v *
|
||||
// *************************************
|
||||
//
|
||||
// begin..exit begin..exit exit..end for ↻ roundabouts
|
||||
// *************************************
|
||||
// * --.░░░^ --.░░░/ --. ^ *
|
||||
// * |░/░ |░/ ░░░| / *
|
||||
// * |/░░ |v ░░░|/ *
|
||||
// * |^░░ |\ -->| *
|
||||
// * | \░ | \ | *
|
||||
// * <--' \ <--' v <--' *
|
||||
// *************************************
|
||||
bool roundabout_entry_first = false;
|
||||
auto invalidate_from = intersection.end(), invalidate_to = intersection.end();
|
||||
for (auto road = intersection.begin(); road != intersection.end(); ++road)
|
||||
{
|
||||
const auto &edge = node_based_graph.GetEdgeData(road->eid);
|
||||
if (edge.flags.roundabout || edge.flags.circular)
|
||||
{
|
||||
if (edge.reversed)
|
||||
{
|
||||
if (roundabout_entry_first)
|
||||
{ // invalidate turns in range exit..end
|
||||
invalidate_from = road + 1;
|
||||
invalidate_to = intersection.end();
|
||||
}
|
||||
else
|
||||
{ // invalidate turns in range begin..exit
|
||||
invalidate_from = intersection.begin() + 1;
|
||||
invalidate_to = road;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
roundabout_entry_first = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
OSRM_ASSERT(invalidate_from <= invalidate_to, coordinates[from_nid]);
|
||||
|
||||
// Exiting roundabouts at an entry point is technically a data-modelling issue.
|
||||
// This workaround handles cases in which an exit precedes and entry. The resulting
|
||||
// u-turn against the roundabout direction is invalidated.
|
||||
for (; invalidate_from != invalidate_to; ++invalidate_from)
|
||||
{
|
||||
const auto &edge = node_based_graph.GetEdgeData(invalidate_from->eid);
|
||||
if (!edge.flags.roundabout && !edge.flags.circular &&
|
||||
node_based_graph.GetTarget(invalidate_from->eid) != from_nid)
|
||||
{
|
||||
invalidate_from->entry_allowed = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we want to see a roundabout as a turn, the exits have to be distinct enough to be seen a
|
||||
// dedicated turns. We are limiting it to four-way intersections with well distinct bearings.
|
||||
// All entry/roads and exit roads have to be simple. Not segregated roads.
|
||||
|
||||
@@ -35,12 +35,6 @@ TurnAnalysis::TurnAnalysis(const util::NodeBasedDynamicGraph &node_based_graph,
|
||||
barrier_nodes,
|
||||
coordinates,
|
||||
compressed_edge_container),
|
||||
intersection_normalizer(node_based_graph,
|
||||
node_data_container,
|
||||
coordinates,
|
||||
name_table,
|
||||
street_name_suffix_table,
|
||||
intersection_generator),
|
||||
roundabout_handler(node_based_graph,
|
||||
node_data_container,
|
||||
coordinates,
|
||||
@@ -88,24 +82,6 @@ TurnAnalysis::TurnAnalysis(const util::NodeBasedDynamicGraph &node_based_graph,
|
||||
{
|
||||
}
|
||||
|
||||
Intersection TurnAnalysis::operator()(const NodeID node_prior_to_intersection,
|
||||
const EdgeID entering_via_edge) const
|
||||
{
|
||||
TurnAnalysis::ShapeResult shape_result =
|
||||
ComputeIntersectionShapes(node_based_graph.GetTarget(entering_via_edge));
|
||||
|
||||
// assign valid flags to normalized_shape
|
||||
const auto intersection_view = intersection_generator.TransformIntersectionShapeIntoView(
|
||||
node_prior_to_intersection,
|
||||
entering_via_edge,
|
||||
shape_result.annotated_normalized_shape.normalized_shape,
|
||||
shape_result.intersection_shape,
|
||||
shape_result.annotated_normalized_shape.performed_merges);
|
||||
|
||||
// assign the turn types to the intersection
|
||||
return AssignTurnTypes(node_prior_to_intersection, entering_via_edge, intersection_view);
|
||||
}
|
||||
|
||||
Intersection TurnAnalysis::AssignTurnTypes(const NodeID node_prior_to_intersection,
|
||||
const EdgeID entering_via_edge,
|
||||
const IntersectionView &intersection_view) const
|
||||
@@ -191,19 +167,6 @@ Intersection TurnAnalysis::AssignTurnTypes(const NodeID node_prior_to_intersecti
|
||||
return intersection;
|
||||
}
|
||||
|
||||
TurnAnalysis::ShapeResult
|
||||
TurnAnalysis::ComputeIntersectionShapes(const NodeID node_at_center_of_intersection) const
|
||||
{
|
||||
ShapeResult intersection_shape;
|
||||
intersection_shape.intersection_shape =
|
||||
intersection_generator.ComputeIntersectionShape(node_at_center_of_intersection);
|
||||
|
||||
intersection_shape.annotated_normalized_shape = intersection_normalizer(
|
||||
node_at_center_of_intersection, intersection_shape.intersection_shape);
|
||||
|
||||
return intersection_shape;
|
||||
}
|
||||
|
||||
// Sets basic turn types as fallback for otherwise unhandled turns
|
||||
Intersection TurnAnalysis::setTurnTypes(const NodeID node_prior_to_intersection,
|
||||
const EdgeID,
|
||||
|
||||
@@ -228,7 +228,6 @@ Intersection triviallyMatchLanesToTurns(Intersection intersection,
|
||||
u_turn = 1;
|
||||
road_index = 2;
|
||||
}
|
||||
intersection[u_turn].entry_allowed = true;
|
||||
intersection[u_turn].instruction.type = TurnType::Continue;
|
||||
intersection[u_turn].instruction.direction_modifier = DirectionModifier::UTurn;
|
||||
|
||||
@@ -268,7 +267,6 @@ Intersection triviallyMatchLanesToTurns(Intersection intersection,
|
||||
}
|
||||
u_turn = intersection.size() - 1;
|
||||
}
|
||||
intersection[u_turn].entry_allowed = true;
|
||||
intersection[u_turn].instruction.type = TurnType::Continue;
|
||||
intersection[u_turn].instruction.direction_modifier = DirectionModifier::UTurn;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user