improve segregated road detection

This commit is contained in:
Moritz Kobitzsch 2016-08-15 16:55:03 +02:00
parent 9648821a79
commit d06eec5e42
8 changed files with 86 additions and 75 deletions

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@ -124,23 +124,3 @@ Feature: Simple Turns
| a,f | depart,continue left,continue right,arrive | place,place,place,place |
| d,f | depart,turn right,continue right,arrive | bottom,place,place,place |
| d,h | depart,turn right,continue left,turn right,arrive | bottom,place,place,top,top |
Scenario: Don't Collapse Places:
Given the node map
| | | | | | | h | | | | | | |
| | | | | | | g | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | b | | | | | | | | | | e | f |
And the ways
| nodes | name | oneway |
| fe | place | yes |
| gh | top | yes |
| egb | place | yes |
When I route I should get
| waypoints | turns | route |
| f,h | depart,turn right,arrive | place,top,top |

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@ -62,7 +62,8 @@ class IntersectionGenerator
Intersection GetConnectedRoads(const NodeID from_node, const EdgeID via_eid) const;
// check if two indices in an intersection can be seen as a single road in the perceived
// intersection representation
// intersection representation See below for an example. Utility function for
// MergeSegregatedRoads
bool CanMerge(const NodeID intersection_node,
const Intersection &intersection,
std::size_t first_index,

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@ -55,10 +55,16 @@ class IntersectionHandler
// Decide on a basic turn types
TurnType::Enum findBasicTurnType(const EdgeID via_edge, const ConnectedRoad &candidate) const;
// Find the most obvious turn to follow
// Find the most obvious turn to follow. The function returns an index into the intersection
// determining whether there is a road that can be seen as obvious turn in the presence of many
// other possible turns. The function will consider road categories and other inputs like the
// turn angles.
std::size_t findObviousTurn(const EdgeID via_edge, const Intersection &intersection) const;
// Get the Instruction for an obvious turn
// Obvious turns can still take multiple forms. This function looks at the turn onto a road
// candidate when coming from a via_edge and determines the best instruction to emit.
// `through_street` indicates if the street turned onto is a through sreet (think mergees and
// similar)
TurnInstruction getInstructionForObvious(const std::size_t number_of_candidates,
const EdgeID via_edge,
const bool through_street,

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@ -51,7 +51,7 @@ struct NodeBasedEdgeData
LaneDescriptionID lane_description_id;
extractor::guidance::RoadClassification road_classification;
bool IsCompatibleToExceptForName(const NodeBasedEdgeData &other) const
bool IsCompatibleTo(const NodeBasedEdgeData &other) const
{
return (reversed == other.reversed) &&
(roundabout == other.roundabout) && (startpoint == other.startpoint) &&
@ -60,9 +60,9 @@ struct NodeBasedEdgeData
(road_classification == other.road_classification);
}
bool IsCompatibleTo(const NodeBasedEdgeData &other) const
bool CanCombineWith(const NodeBasedEdgeData &other) const
{
return (name_id == other.name_id) && IsCompatibleToExceptForName(other);
return (name_id == other.name_id) && IsCompatibleTo(other);
}
};

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@ -485,13 +485,14 @@ void collapseTurnAt(std::vector<RouteStep> &steps,
const bool direct_u_turn = steps[two_back_index].name == current_step.name;
// however, we might also deal with a dual-collapse scenario in which we have to
// additionall collapse a name-change as well
// additionall collapse a name-change as welll
const auto next_step_index = step_index + 1;
const bool continues_with_name_change =
(step_index + 1 < steps.size()) &&
(steps[step_index + 1].maneuver.instruction.type == TurnType::UseLane ||
isCollapsableInstruction(steps[step_index + 1].maneuver.instruction));
(next_step_index < steps.size()) &&
(steps[next_step_index].maneuver.instruction.type == TurnType::UseLane ||
isCollapsableInstruction(steps[next_step_index].maneuver.instruction));
const bool u_turn_with_name_change =
continues_with_name_change && steps[step_index + 1].name == steps[two_back_index].name;
continues_with_name_change && steps[next_step_index].name == steps[two_back_index].name;
if (direct_u_turn || u_turn_with_name_change)
{
@ -500,8 +501,8 @@ void collapseTurnAt(std::vector<RouteStep> &steps,
if (u_turn_with_name_change)
{
steps[one_back_index] =
elongate(std::move(steps[one_back_index]), steps[step_index + 1]);
invalidateStep(steps[step_index + 1]); // will be skipped due to the
elongate(std::move(steps[one_back_index]), steps[next_step_index]);
invalidateStep(steps[next_step_index]); // will be skipped due to the
// continue statement at the
// beginning of this function
}
@ -599,22 +600,23 @@ std::vector<RouteStep> postProcess(std::vector<RouteStep> steps)
// In this case, exits are numbered from the start of the leg.
for (std::size_t step_index = 0; step_index < steps.size(); ++step_index)
{
const auto next_step_index = step_index + 1;
auto &step = steps[step_index];
const auto instruction = step.maneuver.instruction;
if (entersRoundabout(instruction))
{
has_entered_roundabout = setUpRoundabout(step);
if (has_entered_roundabout && step_index + 1 < steps.size())
steps[step_index + 1].maneuver.exit = step.maneuver.exit;
if (has_entered_roundabout && next_step_index < steps.size())
steps[next_step_index].maneuver.exit = step.maneuver.exit;
}
else if (instruction.type == TurnType::StayOnRoundabout)
{
on_roundabout = true;
// increase the exit number we require passing the exit
step.maneuver.exit += 1;
if (step_index + 1 < steps.size())
steps[step_index + 1].maneuver.exit = step.maneuver.exit;
if (next_step_index < steps.size())
steps[next_step_index].maneuver.exit = step.maneuver.exit;
}
else if (leavesRoundabout(instruction))
{
@ -626,9 +628,9 @@ std::vector<RouteStep> postProcess(std::vector<RouteStep> steps)
has_entered_roundabout = false;
on_roundabout = false;
}
else if (on_roundabout && step_index + 1 < steps.size())
else if (on_roundabout && next_step_index < steps.size())
{
steps[step_index + 1].maneuver.exit = step.maneuver.exit;
steps[next_step_index].maneuver.exit = step.maneuver.exit;
}
}
@ -697,6 +699,7 @@ std::vector<RouteStep> collapseTurns(std::vector<RouteStep> steps)
for (std::size_t step_index = 1; step_index + 1 < steps.size(); ++step_index)
{
const auto &current_step = steps[step_index];
const auto next_step_index = step_index + 1;
if (current_step.maneuver.instruction.type == TurnType::NoTurn)
continue;
const auto one_back_index = getPreviousIndex(step_index);
@ -765,7 +768,7 @@ std::vector<RouteStep> collapseTurns(std::vector<RouteStep> steps)
else if (isCollapsableInstruction(current_step.maneuver.instruction) &&
current_step.maneuver.instruction.type != TurnType::Suppressed &&
steps[getPreviousNameIndex(step_index)].name == current_step.name &&
canCollapseAll(getPreviousNameIndex(step_index) + 1, step_index + 1))
canCollapseAll(getPreviousNameIndex(step_index) + 1, next_step_index))
{
BOOST_ASSERT(step_index > 0);
const std::size_t last_available_name_index = getPreviousNameIndex(step_index);
@ -817,17 +820,17 @@ std::vector<RouteStep> collapseTurns(std::vector<RouteStep> steps)
}
else if (step_index + 2 < steps.size() &&
current_step.maneuver.instruction.type == TurnType::NewName &&
steps[step_index + 1].maneuver.instruction.type == TurnType::NewName &&
one_back_step.name == steps[step_index + 1].name)
steps[next_step_index].maneuver.instruction.type == TurnType::NewName &&
one_back_step.name == steps[next_step_index].name)
{
// if we are crossing an intersection and go immediately after into a name change,
// we don't wan't to collapse the initial intersection.
// a - b ---BRIDGE -- c
steps[one_back_index] =
elongate(std::move(steps[one_back_index]),
elongate(std::move(steps[step_index]), steps[step_index + 1]));
elongate(std::move(steps[step_index]), steps[next_step_index]));
invalidateStep(steps[step_index]);
invalidateStep(steps[step_index + 1]);
invalidateStep(steps[next_step_index]);
}
else if (choiceless(current_step, one_back_step) ||
one_back_step.distance <= MAX_COLLAPSE_DISTANCE)
@ -1155,6 +1158,7 @@ std::vector<RouteStep> buildIntersections(std::vector<RouteStep> steps)
std::size_t last_valid_instruction = 0;
for (std::size_t step_index = 0; step_index < steps.size(); ++step_index)
{
const auto next_step_index = step_index + 1;
auto &step = steps[step_index];
const auto instruction = step.maneuver.instruction;
if (instruction.type == TurnType::Suppressed)
@ -1176,7 +1180,7 @@ std::vector<RouteStep> buildIntersections(std::vector<RouteStep> steps)
// previous instruction.
if (instruction.type == TurnType::EndOfRoad)
{
BOOST_ASSERT(step_index > 0 && step_index + 1 < steps.size());
BOOST_ASSERT(step_index > 0 && next_step_index < steps.size());
const auto &previous_step = steps[last_valid_instruction];
if (previous_step.intersections.size() < MIN_END_OF_ROAD_INTERSECTIONS)
step.maneuver.instruction.type = TurnType::Turn;

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@ -99,8 +99,8 @@ void GraphCompressor::Compress(const std::unordered_set<NodeID> &barrier_nodes,
continue;
}
if (fwd_edge_data1.IsCompatibleTo(fwd_edge_data2) &&
rev_edge_data1.IsCompatibleTo(rev_edge_data2))
if (fwd_edge_data1.CanCombineWith(fwd_edge_data2) &&
rev_edge_data1.CanCombineWith(rev_edge_data2))
{
BOOST_ASSERT(graph.GetEdgeData(forward_e1).name_id ==
graph.GetEdgeData(reverse_e1).name_id);
@ -108,7 +108,7 @@ void GraphCompressor::Compress(const std::unordered_set<NodeID> &barrier_nodes,
graph.GetEdgeData(reverse_e2).name_id);
// Do not compress edge if it crosses a traffic signal.
// This can't be done in IsCompatibleTo, becase we only store the
// This can't be done in CanCombineWith, becase we only store the
// traffic signals in the `traffic_lights` list, which EdgeData
// doesn't have access to.
const bool has_node_penalty = traffic_lights.find(node_v) != traffic_lights.end();

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@ -165,6 +165,8 @@ Intersection IntersectionGenerator::GetConnectedRoads(const NodeID from_node,
return intersection;
}
// Checks for mergability of two ways that represent the same intersection. For further information
// see interface documentation in header.
bool IntersectionGenerator::CanMerge(const NodeID node_at_intersection,
const Intersection &intersection,
std::size_t first_index,
@ -227,6 +229,8 @@ bool IntersectionGenerator::CanMerge(const NodeID node_at_intersection,
const auto target_id = GetActualTarget(index);
const auto other_target_id = GetActualTarget(other_index);
if (target_id == node_at_intersection || other_target_id == node_at_intersection)
return false;
const auto coordinate_at_target = node_info_list[target_id];
const auto coordinate_at_other_target = node_info_list[other_target_id];
@ -258,13 +262,14 @@ bool IntersectionGenerator::CanMerge(const NodeID node_at_intersection,
if (angle_between < 60)
return true;
// return false;
// Finally, we also allow merging if all streets offer the same name, it is only three roads and
// the angle is not fully extreme:
if (intersection.size() != 3)
return false;
const std::size_t missing_index = [first_index, second_index]() {
// since we have an intersection of size three now, there is only one index we are not looking
// at right now. The final index in the intersection is calculated next:
const std::size_t third_index = [first_index, second_index]() {
if (first_index == 0)
return second_index == 2 ? 1 : 2;
else if (first_index == 1)
@ -274,22 +279,23 @@ bool IntersectionGenerator::CanMerge(const NodeID node_at_intersection,
}();
// needs to be same road coming in
if (node_based_graph.GetEdgeData(intersection[missing_index].turn.eid).name_id !=
if (node_based_graph.GetEdgeData(intersection[third_index].turn.eid).name_id !=
first_data.name_id)
return false;
// we only allow collapsing of a Y like fork. So the angle to the missing index has to be
// we only allow collapsing of a Y like fork. So the angle to the third index has to be
// roughly equal:
const auto y_angle_difference =
angularDeviation(angularDeviation(intersection[missing_index].turn.angle,
angularDeviation(angularDeviation(intersection[third_index].turn.angle,
intersection[first_index].turn.angle),
angularDeviation(intersection[missing_index].turn.angle,
angularDeviation(intersection[third_index].turn.angle,
intersection[second_index].turn.angle));
// Allow larger angles if its three roads only of the same name
const bool could_be_valid_y_intersection =
// This is a heuristic and might need to be revised.
const bool assume_y_intersection =
angle_between < 100 && y_angle_difference < FUZZY_ANGLE_DIFFERENCE;
return could_be_valid_y_intersection;
return assume_y_intersection;
}
/*
@ -458,7 +464,8 @@ Intersection IntersectionGenerator::MergeSegregatedRoads(const NodeID intersecti
// OSM can have some very steep angles for joining roads. Considering the following intersection:
// x
// |__________c
// |
// v __________c
// /
// a ---d
// \ __________b
@ -467,13 +474,14 @@ Intersection IntersectionGenerator::MergeSegregatedRoads(const NodeID intersecti
// and d->b as a oneway, the turn von x->d is actually a turn from x->a. So when looking at the
// intersection coming from x, we want to interpret the situation as
// x
// a __ d __ |__________c
// |
// a __ d __ v__________c
// |
// |_______________b
//
// Where we see the turn to `d` as a right turn, rather than going straight.
// We do this by adjusting the local turn angle at `x` to turn onto `d` to be reflective of this
// situation.
// situation, where `v` would be the node at the intersection.
Intersection IntersectionGenerator::AdjustForJoiningRoads(const NodeID node_at_intersection,
Intersection intersection) const
{
@ -481,10 +489,11 @@ Intersection IntersectionGenerator::AdjustForJoiningRoads(const NodeID node_at_i
if (intersection.size() <= 1)
return intersection;
// We can't adjust the very first angle, because the u-turn should always be 0
for (std::size_t road_index = 1; road_index < intersection.size(); ++road_index)
const util::Coordinate coordinate_at_intersection = node_info_list[node_at_intersection];
// never adjust u-turns
for (std::size_t index = 1; index < intersection.size(); ++index)
{
auto &road = intersection[road_index];
auto &road = intersection[index];
// to find out about the above situation, we need to look at the next intersection (at d in
// the example). If the initial road can be merged to the left/right, we are about to adjust
// the angle.
@ -493,6 +502,13 @@ Intersection IntersectionGenerator::AdjustForJoiningRoads(const NodeID node_at_i
if (next_intersection_along_road.size() <= 1)
continue;
const auto node_at_next_intersection = node_based_graph.GetTarget(road.turn.eid);
const util::Coordinate coordinate_at_next_intersection =
node_info_list[node_at_next_intersection];
if (util::coordinate_calculation::haversineDistance(coordinate_at_intersection,
coordinate_at_next_intersection) > 30)
continue;
const auto adjustAngle = [](double angle, double offset) {
angle += offset;
if (angle > 360)
@ -502,7 +518,10 @@ Intersection IntersectionGenerator::AdjustForJoiningRoads(const NodeID node_at_i
return angle;
};
if (CanMerge(node_based_graph.GetTarget(road.turn.eid), next_intersection_along_road, 0, 1))
// check if the u-turn edge at the next intersection could be merged to the left/right. If
// this is the case and the road is not far away (see previous distance check), if
// influences the perceived angle.
if (CanMerge(node_at_next_intersection, next_intersection_along_road, 0, 1))
{
const auto offset = 0.5 * angularDeviation(next_intersection_along_road[0].turn.angle,
next_intersection_along_road[1].turn.angle);
@ -510,7 +529,7 @@ Intersection IntersectionGenerator::AdjustForJoiningRoads(const NodeID node_at_i
// angle to the left
road.turn.angle = adjustAngle(road.turn.angle, offset);
}
else if (CanMerge(node_based_graph.GetTarget(road.turn.eid),
else if (CanMerge(node_at_next_intersection,
next_intersection_along_road,
0,
next_intersection_along_road.size() - 1))
@ -536,19 +555,19 @@ IntersectionGenerator::GetActualNextIntersection(const NodeID starting_node,
{
// This function skips over traffic lights/graph compression issues and similar to find the next
// actual intersection
Intersection potential_result = GetConnectedRoads(starting_node, via_edge);
Intersection result = GetConnectedRoads(starting_node, via_edge);
// Skip over stuff that has not been compressed due to barriers/parallel edges
NodeID node_at_intersection = starting_node;
EdgeID incoming_edge = via_edge;
while (potential_result.size() == 2 &&
node_based_graph.GetEdgeData(via_edge).IsCompatibleToExceptForName(
node_based_graph.GetEdgeData(potential_result[1].turn.eid)))
while (result.size() == 2 &&
node_based_graph.GetEdgeData(via_edge).IsCompatibleTo(
node_based_graph.GetEdgeData(result[1].turn.eid)))
{
node_at_intersection = node_based_graph.GetTarget(incoming_edge);
incoming_edge = potential_result[1].turn.eid;
potential_result = GetConnectedRoads(node_at_intersection, incoming_edge);
incoming_edge = result[1].turn.eid;
result = GetConnectedRoads(node_at_intersection, incoming_edge);
}
// return output if requested
@ -557,7 +576,7 @@ IntersectionGenerator::GetActualNextIntersection(const NodeID starting_node,
if (resulting_via_edge)
*resulting_via_edge = incoming_edge;
return potential_result;
return result;
}
} // namespace guidance

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@ -23,7 +23,7 @@ namespace detail
{
inline bool requiresAnnouncement(const EdgeData &from, const EdgeData &to)
{
return !from.IsCompatibleTo(to);
return !from.CanCombineWith(to);
}
}
@ -610,12 +610,13 @@ std::size_t IntersectionHandler::findObviousTurn(const EdgeID via_edge,
{
// since we look at the intersection in the wrong direction, a similar angle
// actually represents a near 180 degree different in bearings between the two
// roads.
// roads. So if there is a road that is enterable in the opposite direction just
// prior, a turn is not obvious
const auto &turn_data = node_based_graph.GetEdgeData(comparison_road.turn.eid);
if (angularDeviation(comparison_road.turn.angle, STRAIGHT_ANGLE) > GROUP_ANGLE &&
angularDeviation(comparison_road.turn.angle, continue_road.turn.angle) <
FUZZY_ANGLE_DIFFERENCE &&
continue_data.IsCompatibleTo(
node_based_graph.GetEdgeData(comparison_road.turn.eid)))
!turn_data.reversed && continue_data.CanCombineWith(turn_data))
return 0;
}
}