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
@@ -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