#include "extractor/guidance/constants.hpp" #include "extractor/guidance/intersection_generator.hpp" #include "extractor/guidance/toolkit.hpp" #include #include #include #include #include #include #include namespace osrm { namespace extractor { namespace guidance { IntersectionGenerator::IntersectionGenerator( const util::NodeBasedDynamicGraph &node_based_graph, const RestrictionMap &restriction_map, const std::unordered_set &barrier_nodes, const std::vector &node_info_list, const CompressedEdgeContainer &compressed_edge_container) : node_based_graph(node_based_graph), restriction_map(restriction_map), barrier_nodes(barrier_nodes), node_info_list(node_info_list), compressed_edge_container(compressed_edge_container) { } Intersection IntersectionGenerator::operator()(const NodeID from_node, const EdgeID via_eid) const { auto intersection = GetConnectedRoads(from_node, via_eid); const auto node_at_intersection = node_based_graph.GetTarget(via_eid); return AdjustForJoiningRoads( node_at_intersection, MergeSegregatedRoads(node_at_intersection, std::move(intersection))); } // a // | // | // v // For an intersection from_node --via_edi--> turn_node ----> c // ^ // | // | // b // This functions returns _all_ turns as if the graph was undirected. // That means we not only get (from_node, turn_node, c) in the above example // but also (from_node, turn_node, a), (from_node, turn_node, b). These turns are // marked as invalid and only needed for intersection classification. Intersection IntersectionGenerator::GetConnectedRoads(const NodeID from_node, const EdgeID via_eid) const { Intersection intersection; const NodeID turn_node = node_based_graph.GetTarget(via_eid); const NodeID only_restriction_to_node = [&]() { // If only restrictions refer to invalid ways somewhere far away, we rather ignore the // restriction than to not route over the intersection at all. const auto only_restriction_to_node = restriction_map.CheckForEmanatingIsOnlyTurn(from_node, turn_node); if (only_restriction_to_node != SPECIAL_NODEID) { // check if we can find an edge in the edge-rage for (const auto onto_edge : node_based_graph.GetAdjacentEdgeRange(turn_node)) if (only_restriction_to_node == node_based_graph.GetTarget(onto_edge)) return only_restriction_to_node; } // Ignore broken only restrictions. return SPECIAL_NODEID; }(); const bool is_barrier_node = barrier_nodes.find(turn_node) != barrier_nodes.end(); bool has_uturn_edge = false; bool uturn_could_be_valid = false; for (const EdgeID onto_edge : node_based_graph.GetAdjacentEdgeRange(turn_node)) { BOOST_ASSERT(onto_edge != SPECIAL_EDGEID); const NodeID to_node = node_based_graph.GetTarget(onto_edge); bool turn_is_valid = // reverse edges are never valid turns because the resulting turn would look like this: // from_node --via_edge--> turn_node <--onto_edge-- to_node // however we need this for capture intersection shape for incoming one-ways !node_based_graph.GetEdgeData(onto_edge).reversed && // we are not turning over a barrier (!is_barrier_node || from_node == to_node) && // We are at an only_-restriction but not at the right turn. (only_restriction_to_node == SPECIAL_NODEID || to_node == only_restriction_to_node) && // the turn is not restricted !restriction_map.CheckIfTurnIsRestricted(from_node, turn_node, to_node); auto angle = 0.; if (from_node == to_node) { uturn_could_be_valid = turn_is_valid; if (turn_is_valid && !is_barrier_node) { // we only add u-turns for dead-end streets. if (node_based_graph.GetOutDegree(turn_node) > 1) { auto number_of_emmiting_bidirectional_edges = 0; for (auto edge : node_based_graph.GetAdjacentEdgeRange(turn_node)) { auto target = node_based_graph.GetTarget(edge); auto reverse_edge = node_based_graph.FindEdge(target, turn_node); BOOST_ASSERT(reverse_edge != SPECIAL_EDGEID); if (!node_based_graph.GetEdgeData(reverse_edge).reversed) { ++number_of_emmiting_bidirectional_edges; } } // is a dead-end, only possible road is to go back turn_is_valid = number_of_emmiting_bidirectional_edges <= 1; } } has_uturn_edge = true; BOOST_ASSERT(angle >= 0. && angle < std::numeric_limits::epsilon()); } else { // unpack first node of second segment if packed const auto first_coordinate = getRepresentativeCoordinate( from_node, turn_node, via_eid, INVERT, compressed_edge_container, node_info_list); const auto third_coordinate = getRepresentativeCoordinate( turn_node, to_node, onto_edge, !INVERT, compressed_edge_container, node_info_list); angle = util::coordinate_calculation::computeAngle( first_coordinate, node_info_list[turn_node], third_coordinate); if (std::abs(angle) < std::numeric_limits::epsilon()) has_uturn_edge = true; } intersection.push_back( ConnectedRoad(TurnOperation{onto_edge, angle, {TurnType::Invalid, DirectionModifier::UTurn}, INVALID_LANE_DATAID}, turn_is_valid)); } // We hit the case of a street leading into nothing-ness. Since the code here assumes that this // will never happen we add an artificial invalid uturn in this case. if (!has_uturn_edge) { intersection.push_back( {TurnOperation{ via_eid, 0., {TurnType::Invalid, DirectionModifier::UTurn}, INVALID_LANE_DATAID}, false}); } const auto ByAngle = [](const ConnectedRoad &first, const ConnectedRoad second) { return first.turn.angle < second.turn.angle; }; std::sort(std::begin(intersection), std::end(intersection), ByAngle); BOOST_ASSERT(intersection[0].turn.angle >= 0. && intersection[0].turn.angle < std::numeric_limits::epsilon()); const auto valid_count = boost::count_if(intersection, [](const ConnectedRoad &road) { return road.entry_allowed; }); if (0 == valid_count && uturn_could_be_valid) { // after intersections sorting by angles, find the u-turn with (from_node == to_node) // that was inserted together with setting uturn_could_be_valid flag std::size_t self_u_turn = 0; while (self_u_turn < intersection.size() && intersection[self_u_turn].turn.angle < std::numeric_limits::epsilon() && from_node != node_based_graph.GetTarget(intersection[self_u_turn].turn.eid)) { ++self_u_turn; } BOOST_ASSERT(from_node == node_based_graph.GetTarget(intersection[self_u_turn].turn.eid)); intersection[self_u_turn].entry_allowed = true; } 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, std::size_t second_index) const { const auto &first_data = node_based_graph.GetEdgeData(intersection[first_index].turn.eid); const auto &second_data = node_based_graph.GetEdgeData(intersection[second_index].turn.eid); // only merge named ids if (first_data.name_id == EMPTY_NAMEID) return false; // need to be same name if (first_data.name_id != second_data.name_id) return false; // compatibility is required if (first_data.travel_mode != second_data.travel_mode) return false; if (first_data.road_classification != second_data.road_classification) return false; // may not be on a roundabout if (first_data.roundabout || second_data.roundabout) return false; // exactly one of them has to be reversed if (first_data.reversed == second_data.reversed) return false; // one of them needs to be invalid if (intersection[first_index].entry_allowed && intersection[second_index].entry_allowed) return false; // mergeable if the angle is not too big const auto angle_between = angularDeviation(intersection[first_index].turn.angle, intersection[second_index].turn.angle); const auto coordinate_at_in_edge = getRepresentativeCoordinate(node_at_intersection, node_based_graph.GetTarget(intersection[0].turn.eid), intersection[0].turn.eid, false, compressed_edge_container, node_info_list); const auto coordinate_at_intersection = node_info_list[node_at_intersection]; const auto isValidYArm = [this, intersection, coordinate_at_in_edge, coordinate_at_intersection, node_at_intersection](const std::size_t index, const std::size_t other_index) { const auto GetActualTarget = [&](const std::size_t index) { EdgeID last_in_edge_id; GetActualNextIntersection( node_at_intersection, intersection[index].turn.eid, nullptr, &last_in_edge_id); return node_based_graph.GetTarget(last_in_edge_id); }; 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]; const auto turn_angle = util::coordinate_calculation::computeAngle( coordinate_at_in_edge, coordinate_at_intersection, coordinate_at_target); const auto other_turn_angle = util::coordinate_calculation::computeAngle( coordinate_at_in_edge, coordinate_at_intersection, coordinate_at_other_target); const double distance_to_target = util::coordinate_calculation::haversineDistance( coordinate_at_intersection, coordinate_at_target); const constexpr double MAX_COLLAPSE_DISTANCE = 30; if (distance_to_target < MAX_COLLAPSE_DISTANCE) return false; const bool becomes_narrower = angularDeviation(turn_angle, other_turn_angle) < NARROW_TURN_ANGLE && angularDeviation(turn_angle, other_turn_angle) < angularDeviation(intersection[index].turn.angle, intersection[other_index].turn.angle); return becomes_narrower; }; const bool is_y_arm_first = isValidYArm(first_index, second_index); const bool is_y_arm_second = isValidYArm(second_index, first_index); // Only merge valid y-arms if (!is_y_arm_first || !is_y_arm_second) return false; if (angle_between < 60) return true; // 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; // 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) return second_index == 2 ? 0 : 2; else return second_index == 1 ? 0 : 1; }(); // needs to be same road coming in 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 third index has to be // roughly equal: const auto y_angle_difference = angularDeviation(angularDeviation(intersection[third_index].turn.angle, intersection[first_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 // 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 assume_y_intersection; } /* * Segregated Roads often merge onto a single intersection. * While technically representing different roads, they are * often looked at as a single road. * Due to the merging, turn Angles seem off, wenn we compute them from the * initial positions. * * bb>b>b(2)>b>b>b * * Would be seen as a slight turn going fro a to (2). A Sharp turn going from * (1) to (2). * * In cases like these, we megre this segregated roads into a single road to * end up with a case like: * * aaaaa-bbbbbb * * for the turn representation. * Anything containing the first u-turn in a merge affects all other angles * and is handled separately from all others. */ Intersection IntersectionGenerator::MergeSegregatedRoads(const NodeID intersection_node, Intersection intersection) const { const auto getRight = [&](std::size_t index) { return (index + intersection.size() - 1) % intersection.size(); }; const auto merge = [](const ConnectedRoad &first, const ConnectedRoad &second) -> ConnectedRoad { if (!first.entry_allowed) { ConnectedRoad result = second; result.turn.angle = (first.turn.angle + second.turn.angle) / 2; if (first.turn.angle - second.turn.angle > 180) result.turn.angle += 180; if (result.turn.angle > 360) result.turn.angle -= 360; return result; } else { BOOST_ASSERT(!second.entry_allowed); ConnectedRoad result = first; result.turn.angle = (first.turn.angle + second.turn.angle) / 2; if (first.turn.angle - second.turn.angle > 180) result.turn.angle += 180; if (result.turn.angle > 360) result.turn.angle -= 360; return result; } }; if (intersection.size() <= 1) return intersection; const bool is_connected_to_roundabout = [this, &intersection]() { for (const auto &road : intersection) { if (node_based_graph.GetEdgeData(road.turn.eid).roundabout) return true; } return false; }(); // check for merges including the basic u-turn // these result in an adjustment of all other angles. This is due to how these angles are // perceived. Considering the following example: // // c b // Y // a // // coming from a to b (given a road that splits at the fork into two one-ways), the turn is not // considered as a turn but rather as going straight. // Now if we look at the situation merging: // // a b // \ / // e - + - d // | // c // // With a,b representing the same road, the intersection itself represents a classif for way // intersection so we handle it like // // (a),b // | // e - + - d // | // c // // To be able to consider this adjusted representation down the line, we merge some roads. // If the merge occurs at the u-turn edge, we need to adjust all angles, though, since they are // with respect to the now changed perceived location of a. If we move (a) to the left, we add // the difference to all angles. Otherwise we subtract it. bool merged_first = false; // these result in an adjustment of all other angles if (CanMerge(intersection_node, intersection, 0, intersection.size() - 1)) { merged_first = true; // moving `a` to the left const double correction_factor = (360 - intersection[intersection.size() - 1].turn.angle) / 2; for (std::size_t i = 1; i + 1 < intersection.size(); ++i) intersection[i].turn.angle += correction_factor; // FIXME if we have a left-sided country, we need to switch this off and enable it below intersection[0] = merge(intersection.front(), intersection.back()); intersection[0].turn.angle = 0; intersection.pop_back(); } else if (CanMerge(intersection_node, intersection, 0, 1)) { merged_first = true; // moving `a` to the right const double correction_factor = (intersection[1].turn.angle) / 2; for (std::size_t i = 2; i < intersection.size(); ++i) intersection[i].turn.angle -= correction_factor; intersection[0] = merge(intersection[0], intersection[1]); intersection[0].turn.angle = 0; intersection.erase(intersection.begin() + 1); } if (merged_first && is_connected_to_roundabout) { /* * We are merging a u-turn against the direction of a roundabout * * -----------> roundabout * / \ * out in * * These cases have to be disabled, even if they are not forbidden specifically by a * relation */ intersection[0].entry_allowed = false; } // a merge including the first u-turn requres an adjustment of the turn angles // therefore these are handled prior to this step for (std::size_t index = 2; index < intersection.size(); ++index) { if (CanMerge(intersection_node, intersection, index, getRight(index))) { intersection[getRight(index)] = merge(intersection[getRight(index)], intersection[index]); intersection.erase(intersection.begin() + index); --index; } } const auto ByAngle = [](const ConnectedRoad &first, const ConnectedRoad second) { return first.turn.angle < second.turn.angle; }; std::sort(std::begin(intersection), std::end(intersection), ByAngle); return intersection; } // OSM can have some very steep angles for joining roads. Considering the following intersection: // x // | // v __________c // / // a ---d // \ __________b // // with c->d as a oneway // 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 __ 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, where `v` would be the node at the intersection. Intersection IntersectionGenerator::AdjustForJoiningRoads(const NodeID node_at_intersection, Intersection intersection) const { // nothing to do for dead ends if (intersection.size() <= 1) return intersection; 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[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. const auto next_intersection_along_road = GetConnectedRoads(node_at_intersection, road.turn.eid); 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) return angle - 360.; else if (angle < 0) return angle + 360.; return angle; }; // 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); // at the target intersection, we merge to the right, so we need to shift the current // angle to the left road.turn.angle = adjustAngle(road.turn.angle, offset); } else if (CanMerge(node_at_next_intersection, next_intersection_along_road, 0, next_intersection_along_road.size() - 1)) { const auto offset = 0.5 * angularDeviation( next_intersection_along_road[0].turn.angle, next_intersection_along_road[next_intersection_along_road.size() - 1] .turn.angle); // at the target intersection, we merge to the left, so we need to shift the current // angle to the right road.turn.angle = adjustAngle(road.turn.angle, -offset); } } return intersection; } Intersection IntersectionGenerator::GetActualNextIntersection(const NodeID starting_node, const EdgeID via_edge, NodeID *resulting_from_node = nullptr, EdgeID *resulting_via_edge = nullptr) const { // This function skips over traffic lights/graph compression issues and similar to find the next // actual intersection 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; // to prevent endless loops const auto termination_node = node_based_graph.GetTarget(via_edge); // using a maximum lookahead, we make sure not to end up in some form of loop std::unordered_set visited_nodes; while (visited_nodes.count(node_at_intersection) == 0 && (result.size() == 2 && node_based_graph.GetEdgeData(via_edge).IsCompatibleTo( node_based_graph.GetEdgeData(result[1].turn.eid)))) { visited_nodes.insert(node_at_intersection); node_at_intersection = node_based_graph.GetTarget(incoming_edge); incoming_edge = result[1].turn.eid; result = GetConnectedRoads(node_at_intersection, incoming_edge); // When looping back to the original node, we obviously are in a loop. Stop there. if (termination_node == node_based_graph.GetTarget(incoming_edge)) break; } // return output if requested if (resulting_from_node) *resulting_from_node = node_at_intersection; if (resulting_via_edge) *resulting_via_edge = incoming_edge; return result; } } // namespace guidance } // namespace extractor } // namespace osrm