#include "engine/guidance/post_processing.hpp" #include "extractor/guidance/constants.hpp" #include "extractor/guidance/turn_instruction.hpp" #include "engine/guidance/assemble_steps.hpp" #include "engine/guidance/lane_processing.hpp" #include "util/bearing.hpp" #include "util/guidance/name_announcements.hpp" #include "util/guidance/turn_lanes.hpp" #include #include #include #include #include #include #include #include #include using TurnInstruction = osrm::extractor::guidance::TurnInstruction; namespace TurnType = osrm::extractor::guidance::TurnType; namespace DirectionModifier = osrm::extractor::guidance::DirectionModifier; using osrm::util::angularDeviation; using osrm::extractor::guidance::getTurnDirection; using osrm::extractor::guidance::hasRampType; using osrm::extractor::guidance::mirrorDirectionModifier; using osrm::extractor::guidance::bearingToDirectionModifier; namespace osrm { namespace engine { namespace guidance { namespace { const constexpr std::size_t MIN_END_OF_ROAD_INTERSECTIONS = std::size_t{2}; const constexpr double MAX_COLLAPSE_DISTANCE = 30; // check if at least one of the turns is actually a maneuver inline bool hasManeuver(const RouteStep &first, const RouteStep &second) { return (first.maneuver.instruction.type != TurnType::Suppressed || second.maneuver.instruction.type != TurnType::Suppressed) && (first.maneuver.instruction.type != TurnType::NoTurn && second.maneuver.instruction.type != TurnType::NoTurn); } inline bool choiceless(const RouteStep &step, const RouteStep &previous) { // if the next turn is choiceless, we consider longer turn roads collapsable than usually // accepted. We might need to improve this to find out whether we merge onto a through-street. BOOST_ASSERT(!step.intersections.empty()); const auto is_without_choice = previous.distance < 4 * MAX_COLLAPSE_DISTANCE && 1 >= std::count(step.intersections.front().entry.begin(), step.intersections.front().entry.end(), true); return is_without_choice && step.maneuver.instruction.type != TurnType::EndOfRoad; } // List of types that can be collapsed, if all other restrictions pass bool isCollapsableInstruction(const TurnInstruction instruction) { return instruction.type == TurnType::NewName || (instruction.type == TurnType::Suppressed && instruction.direction_modifier == DirectionModifier::Straight) || (instruction.type == TurnType::Turn && instruction.direction_modifier == DirectionModifier::Straight) || (instruction.type == TurnType::Continue && instruction.direction_modifier == DirectionModifier::Straight) || (instruction.type == TurnType::Merge); } bool compatible(const RouteStep &lhs, const RouteStep &rhs) { return lhs.mode == rhs.mode; } // Checks if name change happens the user wants to know about. // Treats e.g. "Name (Ref)" -> "Name" changes still as same name. bool isNoticeableNameChange(const RouteStep &lhs, const RouteStep &rhs) { // TODO: rotary_name is not handled at the moment. return util::guidance::requiresNameAnnounced( lhs.name, lhs.ref, lhs.pronunciation, rhs.name, rhs.ref, rhs.pronunciation); } double nameSegmentLength(std::size_t at, const std::vector &steps) { BOOST_ASSERT(at < steps.size()); double result = steps[at].distance; while (at + 1 < steps.size() && !isNoticeableNameChange(steps[at], steps[at + 1])) { at += 1; result += steps[at].distance; } return result; } void fixFinalRoundabout(std::vector &steps) { for (std::size_t propagation_index = steps.size() - 1; propagation_index > 0; --propagation_index) { auto &propagation_step = steps[propagation_index]; propagation_step.maneuver.exit = 0; if (entersRoundabout(propagation_step.maneuver.instruction)) { // remember the current name as rotary name in tha case we end in a rotary if (propagation_step.maneuver.instruction.type == TurnType::EnterRotary || propagation_step.maneuver.instruction.type == TurnType::EnterRotaryAtExit) { propagation_step.rotary_name = propagation_step.name; propagation_step.rotary_pronunciation = propagation_step.pronunciation; } else if (propagation_step.maneuver.instruction.type == TurnType::EnterRoundaboutIntersection || propagation_step.maneuver.instruction.type == TurnType::EnterRoundaboutIntersectionAtExit) { propagation_step.maneuver.instruction.type = TurnType::EnterRoundabout; } return; } // accumulate turn data into the enter instructions else if (propagation_step.maneuver.instruction.type == TurnType::StayOnRoundabout) { // TODO this operates on the data that is in the instructions. // We are missing out on the final segment after the last stay-on-roundabout // instruction though. it is not contained somewhere until now steps[propagation_index - 1].ElongateBy(propagation_step); steps[propagation_index - 1].maneuver.exit = propagation_step.maneuver.exit; propagation_step.Invalidate(); } } } bool setUpRoundabout(RouteStep &step) { // basic entry into a roundabout // Special case handling, if an entry is directly tied to an exit const auto instruction = step.maneuver.instruction; if (instruction.type == TurnType::EnterRotaryAtExit || instruction.type == TurnType::EnterRoundaboutAtExit || instruction.type == TurnType::EnterRoundaboutIntersectionAtExit) { // Here we consider an actual entry, not an exit. We simply have to count the additional // exit step.maneuver.exit = 1; // prevent futher special case handling of these two. if (instruction.type == TurnType::EnterRotaryAtExit) step.maneuver.instruction.type = TurnType::EnterRotary; else if (instruction.type == TurnType::EnterRoundaboutAtExit) step.maneuver.instruction.type = TurnType::EnterRoundabout; else step.maneuver.instruction.type = TurnType::EnterRoundaboutIntersection; } if (leavesRoundabout(instruction)) { // This set-up, even though it looks the same, is actually looking at entering AND exiting step.maneuver.exit = 1; // count the otherwise missing exit // prevent futher special case handling of these two. if (instruction.type == TurnType::EnterAndExitRotary) step.maneuver.instruction.type = TurnType::EnterRotary; else if (instruction.type == TurnType::EnterAndExitRoundabout) step.maneuver.instruction.type = TurnType::EnterRoundabout; else step.maneuver.instruction.type = TurnType::EnterRoundaboutIntersection; return false; } else { return true; } } void closeOffRoundabout(const bool on_roundabout, std::vector &steps, const std::size_t step_index) { auto &step = steps[step_index]; step.maneuver.exit += 1; if (!on_roundabout) { // We reached a special case that requires the addition of a special route step in the // beginning. We started in a roundabout, so to announce the exit, we move use the exit // instruction and move it right to the beginning to make sure to immediately announce the // exit. BOOST_ASSERT(leavesRoundabout(steps[1].maneuver.instruction) || steps[1].maneuver.instruction.type == TurnType::StayOnRoundabout || steps[1].maneuver.instruction.type == TurnType::Suppressed || steps[1].maneuver.instruction.type == TurnType::NoTurn || steps[1].maneuver.instruction.type == TurnType::UseLane); steps[0].geometry_end = 1; steps[1].geometry_begin = 0; steps[1].AddInFront(steps[0]); steps[1].intersections.erase(steps[1].intersections.begin()); // otherwise we copy the // source if (leavesRoundabout(steps[1].maneuver.instruction)) steps[1].maneuver.exit = 1; steps[0].duration = 0; steps[0].distance = 0; const auto exitToEnter = [](const TurnType::Enum type) { if (TurnType::ExitRotary == type) return TurnType::EnterRotary; // if we do not enter the roundabout Intersection, we cannot treat the full traversal as // a turn. So we switch it up to the roundabout type else if (type == TurnType::ExitRoundaboutIntersection) return TurnType::EnterRoundabout; else return TurnType::EnterRoundabout; }; steps[1].maneuver.instruction.type = exitToEnter(step.maneuver.instruction.type); if (steps[1].maneuver.instruction.type == TurnType::EnterRotary) { steps[1].rotary_name = steps[0].name; steps[1].rotary_pronunciation = steps[0].pronunciation; } } // Normal exit from the roundabout, or exit from a previously fixed roundabout. Propagate the // index back to the entering location and prepare the current silent set of instructions for // removal. std::vector intermediate_steps; BOOST_ASSERT(!steps[step_index].intersections.empty()); // the very first intersection in the steps represents the location of the turn. Following // intersections are locations passed along the way const auto exit_intersection = steps[step_index].intersections.front(); const auto exit_bearing = exit_intersection.bearings[exit_intersection.out]; const auto destination_copy = step; if (step_index > 1) { // The very first route-step is head, so we cannot iterate past that one for (std::size_t propagation_index = step_index - 1; propagation_index > 0; --propagation_index) { auto &propagation_step = steps[propagation_index]; propagation_step.ElongateBy(steps[propagation_index + 1]); propagation_step.maneuver.exit = steps[propagation_index + 1].maneuver.exit; if (entersRoundabout(propagation_step.maneuver.instruction)) { const auto entry_intersection = propagation_step.intersections.front(); // remember rotary name if (propagation_step.maneuver.instruction.type == TurnType::EnterRotary || propagation_step.maneuver.instruction.type == TurnType::EnterRotaryAtExit) { propagation_step.rotary_name = propagation_step.name; propagation_step.rotary_pronunciation = propagation_step.pronunciation; } else if (propagation_step.maneuver.instruction.type == TurnType::EnterRoundaboutIntersection || propagation_step.maneuver.instruction.type == TurnType::EnterRoundaboutIntersectionAtExit) { BOOST_ASSERT(!propagation_step.intersections.empty()); const double angle = util::bearing::angleBetween( util::bearing::reverse(entry_intersection.bearings[entry_intersection.in]), exit_bearing); auto bearings = propagation_step.intersections.front().bearings; propagation_step.maneuver.instruction.direction_modifier = getTurnDirection(angle); } propagation_step.AdaptStepSignage(destination_copy); steps[propagation_index + 1].Invalidate(); break; } else { steps[propagation_index + 1].Invalidate(); } } // remove exit } } bool bearingsAreReversed(const double bearing_in, const double bearing_out) { // Nearly perfectly reversed angles have a difference close to 180 degrees (straight) const double left_turn_angle = [&]() { if (0 <= bearing_out && bearing_out <= bearing_in) return bearing_in - bearing_out; return bearing_in + 360 - bearing_out; }(); return angularDeviation(left_turn_angle, 180) <= 35; } bool isLinkroad(const RouteStep &pre_link_step, const RouteStep &link_step, const RouteStep &post_link_step) { const constexpr double MAX_LINK_ROAD_LENGTH = 60.0; return link_step.distance <= MAX_LINK_ROAD_LENGTH && link_step.name_id == EMPTY_NAMEID && pre_link_step.name_id != EMPTY_NAMEID && post_link_step.name_id != EMPTY_NAMEID; } bool isUTurn(const RouteStep &in_step, const RouteStep &out_step, const RouteStep &pre_in_step) { const bool is_possible_candidate = in_step.distance <= MAX_COLLAPSE_DISTANCE || choiceless(out_step, in_step) || (isLinkroad(pre_in_step, in_step, out_step) && out_step.name_id != EMPTY_NAMEID && pre_in_step.name_id != EMPTY_NAMEID && !isNoticeableNameChange(pre_in_step, out_step)); const bool takes_u_turn = bearingsAreReversed( util::bearing::reverse( in_step.intersections.front().bearings[in_step.intersections.front().in]), out_step.intersections.front().bearings[out_step.intersections.front().out]); return is_possible_candidate && takes_u_turn && compatible(in_step, out_step); } double findTotalTurnAngle(const RouteStep &entry_step, const RouteStep &exit_step) { const auto exit_intersection = exit_step.intersections.front(); const auto exit_step_exit_bearing = exit_intersection.bearings[exit_intersection.out]; const auto exit_step_entry_bearing = util::bearing::reverse(exit_intersection.bearings[exit_intersection.in]); const auto entry_intersection = entry_step.intersections.front(); const auto entry_step_entry_bearing = util::bearing::reverse(entry_intersection.bearings[entry_intersection.in]); const auto entry_step_exit_bearing = entry_intersection.bearings[entry_intersection.out]; const auto exit_angle = util::bearing::angleBetween(exit_step_entry_bearing, exit_step_exit_bearing); const auto entry_angle = util::bearing::angleBetween(entry_step_entry_bearing, entry_step_exit_bearing); const double total_angle = util::bearing::angleBetween(entry_step_entry_bearing, exit_step_exit_bearing); // We allow for minor deviations from a straight line if (((entry_step.distance < MAX_COLLAPSE_DISTANCE && exit_step.intersections.size() == 1) || (entry_angle <= 185 && exit_angle <= 185) || (entry_angle >= 175 && exit_angle >= 175)) && angularDeviation(total_angle, 180) > 20) { // both angles are in the same direction, the total turn gets increased // // a ---- b // \  // c // | // d // // Will be considered just like // a -----b // | // c // | // d return total_angle; } else { // to prevent ignoring angles like // a -- b // | // c -- d // We don't combine both turn angles here but keep the very first turn angle. // We choose the first one, since we consider the first maneuver in a merge range the // important one return entry_angle; } } std::size_t getPreviousIndex(std::size_t index, const std::vector &steps) { BOOST_ASSERT(index > 0); BOOST_ASSERT(index < steps.size()); --index; while (index > 0 && steps[index].maneuver.instruction.type == TurnType::NoTurn) --index; return index; } void collapseUTurn(std::vector &steps, const std::size_t two_back_index, const std::size_t one_back_index, const std::size_t step_index) { BOOST_ASSERT(two_back_index < steps.size()); BOOST_ASSERT(step_index < steps.size()); BOOST_ASSERT(one_back_index < steps.size()); const auto ¤t_step = steps[step_index]; // the simple case is a u-turn that changes directly into the in-name again const bool direct_u_turn = !isNoticeableNameChange(steps[two_back_index], current_step); // however, we might also deal with a dual-collapse scenario in which we have to // additionall collapse a name-change as well const auto next_step_index = step_index + 1; const bool continues_with_name_change = (next_step_index < steps.size()) && compatible(steps[step_index], steps[next_step_index]) && ((steps[next_step_index].maneuver.instruction.type == TurnType::UseLane && steps[next_step_index].maneuver.instruction.direction_modifier == DirectionModifier::Straight) || isCollapsableInstruction(steps[next_step_index].maneuver.instruction)); const bool u_turn_with_name_change = continues_with_name_change && steps[next_step_index].name_id != EMPTY_NAMEID && !isNoticeableNameChange(steps[two_back_index], steps[next_step_index]); if (direct_u_turn || u_turn_with_name_change) { steps[one_back_index].ElongateBy(steps[step_index]); steps[step_index].Invalidate(); if (u_turn_with_name_change) { BOOST_ASSERT_MSG(compatible(steps[one_back_index], steps[next_step_index]), "Compatibility should be transitive"); steps[one_back_index].ElongateBy(steps[next_step_index]); steps[next_step_index].Invalidate(); // will be skipped due to the // continue statement at the // beginning of this function } steps[one_back_index].AdaptStepSignage(steps[two_back_index]); steps[one_back_index].maneuver.instruction.type = TurnType::Continue; steps[one_back_index].maneuver.instruction.direction_modifier = DirectionModifier::UTurn; } } void collapseTurnAt(std::vector &steps, const std::size_t two_back_index, const std::size_t one_back_index, const std::size_t step_index) { BOOST_ASSERT(step_index < steps.size()); BOOST_ASSERT(one_back_index < steps.size()); const auto ¤t_step = steps[step_index]; const auto &one_back_step = steps[one_back_index]; // Don't collapse roundabouts if (entersRoundabout(current_step.maneuver.instruction) || entersRoundabout(one_back_step.maneuver.instruction)) return; // This function assumes driving on the right hand side of the streat BOOST_ASSERT(!one_back_step.intersections.empty() && !current_step.intersections.empty()); if (!hasManeuver(one_back_step, current_step)) return; // A maneuver is preceded by a name change if the instruction just before can be collapsed // normally or the instruction itself is collapsable and does not actually present a choice const auto maneuverPrecededByNameChange = [](const RouteStep &turning_point, const RouteStep &possible_name_change_location, const RouteStep &preceeding_step) { // the check against merge is a workaround for motorways if (possible_name_change_location.maneuver.instruction.type == TurnType::Merge || !compatible(possible_name_change_location, preceeding_step)) return false; return collapsable(possible_name_change_location, turning_point) || (isCollapsableInstruction(possible_name_change_location.maneuver.instruction) && choiceless(possible_name_change_location, preceeding_step)); }; // check if the actual turn we wan't to announce is delayed. This situation describes a turn // that is expressed by two turns, const auto isDelayedTurn = []( const RouteStep &opening_turn, const RouteStep &finishing_turn, const RouteStep &pre_turn) { // only possible if both are compatible if (!compatible(opening_turn, finishing_turn)) return false; else { const auto is_short_and_collapsable = opening_turn.distance <= MAX_COLLAPSE_DISTANCE && isCollapsableInstruction(finishing_turn.maneuver.instruction); const auto without_choice = choiceless(finishing_turn, opening_turn); const auto is_not_too_long_and_choiceless = opening_turn.distance <= 2 * MAX_COLLAPSE_DISTANCE && without_choice; // for ramps we allow longer stretches, since they are often on some major brides/large // roads. A combined distance of of 4 intersections would be to long for a normal // collapse. In case of a ramp though, we also account for situations that have the ramp // tagged late const auto is_delayed_turn_onto_a_ramp = opening_turn.distance <= 4 * MAX_COLLAPSE_DISTANCE && without_choice && hasRampType(finishing_turn.maneuver.instruction); const auto linkroad = isLinkroad(pre_turn, opening_turn, finishing_turn); return !hasRampType(opening_turn.maneuver.instruction) && (is_short_and_collapsable || is_not_too_long_and_choiceless || linkroad || is_delayed_turn_onto_a_ramp); } }; // Handle possible u-turns if (isUTurn(one_back_step, current_step, steps[two_back_index])) collapseUTurn(steps, two_back_index, one_back_index, step_index); // Very Short New Name that will be suppressed. Turn location remains at current_step else if (maneuverPrecededByNameChange(current_step, one_back_step, steps[two_back_index])) { BOOST_ASSERT(two_back_index < steps.size()); BOOST_ASSERT(!one_back_step.intersections.empty()); if (TurnType::Merge == current_step.maneuver.instruction.type) { steps[step_index].maneuver.instruction.direction_modifier = mirrorDirectionModifier(steps[step_index].maneuver.instruction.direction_modifier); steps[step_index].maneuver.instruction.type = TurnType::Turn; } else { const bool continue_or_suppressed = (TurnType::Continue == current_step.maneuver.instruction.type || (TurnType::Suppressed == current_step.maneuver.instruction.type && current_step.maneuver.instruction.direction_modifier != DirectionModifier::Straight)); const bool turning_name = (TurnType::NewName == current_step.maneuver.instruction.type && current_step.maneuver.instruction.direction_modifier != DirectionModifier::Straight && one_back_step.intersections.front().bearings.size() > 2); if (continue_or_suppressed) steps[step_index].maneuver.instruction.type = TurnType::Turn; else if (turning_name) steps[step_index].maneuver.instruction.type = TurnType::Turn; else if (TurnType::UseLane == current_step.maneuver.instruction.type && current_step.maneuver.instruction.direction_modifier != DirectionModifier::Straight && one_back_step.intersections.front().bearings.size() > 2) steps[step_index].maneuver.instruction.type = TurnType::Turn; // A new name with a continue/turning suppressed/name requires the adaption of the // direction modifier. The combination of the in-bearing and the out bearing gives the // new modifier for the turn if (continue_or_suppressed || turning_name) { const auto in_bearing = [](const RouteStep &step) { return util::bearing::reverse( step.intersections.front().bearings[step.intersections.front().in]); }; const auto out_bearing = [](const RouteStep &step) { return step.intersections.front().bearings[step.intersections.front().out]; }; const auto first_angle = util::bearing::angleBetween(in_bearing(one_back_step), out_bearing(one_back_step)); const auto second_angle = util::bearing::angleBetween(in_bearing(current_step), out_bearing(current_step)); const auto bearing_turn_angle = util::bearing::angleBetween( in_bearing(one_back_step), out_bearing(current_step)); // When looking at an intersection, some angles, even though present, feel more like // a straight turn. This happens most often at segregated intersections. // We consider two cases // I) a shift in the road: // // a g h // . | | // b ---- c // | | . // f e d // // Where a-d technicall continues straight, even though the shift models it as a // slight left and a slight right turn. // // II) A curved road // // g h // | | // b ---- c // . | | . // a f e d // // where a-d is a curve passing by an intersection. // // We distinguish this case from other bearings though where the interpretation as // straight would end up disguising turns. // check if there is another similar turn next to the turn itself const auto hasSimilarAngle = [&](const std::size_t index, const std::vector &bearings) { return (angularDeviation(bearings[index], bearings[(index + 1) % bearings.size()]) < extractor::guidance::NARROW_TURN_ANGLE) || (angularDeviation( bearings[index], bearings[(index + bearings.size() - 1) % bearings.size()]) < extractor::guidance::NARROW_TURN_ANGLE); }; const auto is_shift_or_curve = [&]() -> bool { // since we move an intersection modifier from a slight turn to a straight, we // need to make sure that there is not a similar angle which could prevent this // perception of angles to be true. if (hasSimilarAngle(one_back_step.intersections.front().in, one_back_step.intersections.front().bearings) || hasSimilarAngle(current_step.intersections.front().out, current_step.intersections.front().bearings)) return false; // Check if we are on a potential curve, both angles go in the same direction if (angularDeviation(first_angle, second_angle) < extractor::guidance::FUZZY_ANGLE_DIFFERENCE) { // We limit perceptive angles to narrow turns. If the total turn is going to // be not-narrow, we assume it to be more than a simple curve. return angularDeviation(bearing_turn_angle, extractor::guidance::STRAIGHT_ANGLE) < extractor::guidance::NARROW_TURN_ANGLE; } // if one of the angles is a left turn and the other one is a right turn, we // nearly reverse the angle else if ((first_angle > extractor::guidance::STRAIGHT_ANGLE) != (second_angle > extractor::guidance::STRAIGHT_ANGLE)) { // since we are not in a curve, we can check for a shift. If we are going // nearly straight, we call it a shift. return angularDeviation(bearing_turn_angle, extractor::guidance::STRAIGHT_ANGLE) < extractor::guidance::NARROW_TURN_ANGLE; } else { return false; } }(); // if the angles continue similar, it looks like we might be in a normal curve if (is_shift_or_curve) steps[step_index].maneuver.instruction.direction_modifier = DirectionModifier::Straight; else steps[step_index].maneuver.instruction.direction_modifier = getTurnDirection(bearing_turn_angle); // if the total direction of this turn is now straight, we can keep it suppressed/as // a new name. Else we have to interpret it as a turn. if (!is_shift_or_curve) steps[step_index].maneuver.instruction.type = TurnType::Turn; else steps[step_index].maneuver.instruction.type = TurnType::NewName; } else { const auto total_angle = findTotalTurnAngle(steps[one_back_index], current_step); steps[step_index].maneuver.instruction.direction_modifier = getTurnDirection(total_angle); } } steps[two_back_index].ElongateBy(one_back_step); // If the previous instruction asked to continue, the name change will have to // be changed into a turn steps[one_back_index].Invalidate(); } // very short segment after turn, turn location remains at one_back_step else if (isDelayedTurn( one_back_step, current_step, steps[two_back_index])) // checks for compatibility { steps[one_back_index].ElongateBy(steps[step_index]); // TODO check for lanes (https://github.com/Project-OSRM/osrm-backend/issues/2553) if (TurnType::Continue == one_back_step.maneuver.instruction.type && isNoticeableNameChange(steps[two_back_index], current_step)) { if (current_step.maneuver.instruction.type == TurnType::OnRamp || current_step.maneuver.instruction.type == TurnType::OffRamp) steps[one_back_index].maneuver.instruction.type = current_step.maneuver.instruction.type; else steps[one_back_index].maneuver.instruction.type = TurnType::Turn; } else if (TurnType::Turn == one_back_step.maneuver.instruction.type && !isNoticeableNameChange(steps[two_back_index], current_step)) { steps[one_back_index].maneuver.instruction.type = TurnType::Continue; const auto getBearing = [](bool in, const RouteStep &step) { const auto index = in ? step.intersections.front().in : step.intersections.front().out; return step.intersections.front().bearings[index]; }; // If we Merge onto the same street, we end up with a u-turn in some cases if (bearingsAreReversed(util::bearing::reverse(getBearing(true, one_back_step)), getBearing(false, current_step))) { steps[one_back_index].maneuver.instruction.direction_modifier = DirectionModifier::UTurn; } steps[one_back_index].AdaptStepSignage(current_step); } else if (TurnType::NewName == one_back_step.maneuver.instruction.type || (TurnType::NewName == current_step.maneuver.instruction.type && steps[one_back_index].maneuver.instruction.type == TurnType::Suppressed)) steps[one_back_index].maneuver.instruction.type = TurnType::Turn; if (TurnType::Merge == one_back_step.maneuver.instruction.type && current_step.maneuver.instruction.type != TurnType::Suppressed) // This suppressed is a check for highways. We might // need a highway-suppressed to get the turn onto a // highway... { steps[one_back_index].maneuver.instruction.direction_modifier = mirrorDirectionModifier( steps[one_back_index].maneuver.instruction.direction_modifier); } // on non merge-types, we check for a combined turn angle else if (TurnType::Merge != one_back_step.maneuver.instruction.type) { const auto combined_angle = findTotalTurnAngle(one_back_step, current_step); steps[one_back_index].maneuver.instruction.direction_modifier = getTurnDirection(combined_angle); } steps[one_back_index].name = current_step.name; steps[one_back_index].name_id = current_step.name_id; steps[step_index].Invalidate(); } else if (TurnType::Suppressed == current_step.maneuver.instruction.type && !isNoticeableNameChange(one_back_step, current_step) && compatible(one_back_step, current_step)) { steps[one_back_index].ElongateBy(current_step); const auto angle = findTotalTurnAngle(one_back_step, current_step); steps[one_back_index].maneuver.instruction.direction_modifier = getTurnDirection(angle); steps[step_index].Invalidate(); } else if (TurnType::Turn == one_back_step.maneuver.instruction.type && TurnType::OnRamp == current_step.maneuver.instruction.type && compatible(one_back_step, current_step)) { // turning onto a ramp makes the first turn into a ramp steps[one_back_index].ElongateBy(current_step); steps[one_back_index].maneuver.instruction.type = TurnType::OnRamp; const auto angle = findTotalTurnAngle(one_back_step, current_step); steps[one_back_index].maneuver.instruction.direction_modifier = getTurnDirection(angle); steps[one_back_index].AdaptStepSignage(current_step); steps[step_index].Invalidate(); } } // Staggered intersection are very short zig-zags of a few meters. // We do not want to announce these short left-rights or right-lefts: // // * -> b a -> * // | or | becomes a -> b // a -> * * -> b // bool isStaggeredIntersection(const std::vector &steps, const std::size_t ¤t_index, const std::size_t &previous_index) { const RouteStep previous = steps[previous_index]; const RouteStep current = steps[current_index]; // don't touch roundabouts if (entersRoundabout(previous.maneuver.instruction) || entersRoundabout(current.maneuver.instruction)) return false; // Base decision on distance since the zig-zag is a visual clue. // If adjusted, make sure to check validity of the is_right/is_left classification below const constexpr auto MAX_STAGGERED_DISTANCE = 3; // debatable, but keep short to be on safe side const auto angle = [](const RouteStep &step) { const auto &intersection = step.intersections.front(); const auto entry_bearing = intersection.bearings[intersection.in]; const auto exit_bearing = intersection.bearings[intersection.out]; return util::bearing::angleBetween(entry_bearing, exit_bearing); }; // Instead of using turn modifiers (e.g. as in isRightTurn) we want to be more strict here. // We do not want to trigger e.g. on sharp uturn'ish turns or going straight "turns". // Therefore we use the turn angle to derive 90 degree'ish right / left turns. // This more closely resembles what we understand as Staggered Intersection. // We have to be careful in cases with larger MAX_STAGGERED_DISTANCE values. If the distance // gets large, sharper angles might be not obvious enough to consider them a staggered // intersection. We might need to consider making the decision here dependent on the actual turn // angle taken. To do so, we could scale the angle-limits by a factor depending on the distance // between the turns. const auto is_right = [](const double angle) { return angle > 45 && angle < 135; }; const auto is_left = [](const double angle) { return angle > 225 && angle < 315; }; const auto left_right = is_left(angle(previous)) && is_right(angle(current)); const auto right_left = is_right(angle(previous)) && is_left(angle(current)); // A RouteStep holds distance/duration from the maneuver to the subsequent step. // We are only interested in the distance between the first and the second. const auto is_short = previous.distance < MAX_STAGGERED_DISTANCE; auto intermediary_mode_change = false; if (current_index > 1) { const auto &two_back_index = getPreviousIndex(previous_index, steps); const auto two_back_step = steps[two_back_index]; intermediary_mode_change = two_back_step.mode == current.mode && previous.mode != current.mode; } // previous step maneuver intersections should be length 1 to indicate that // there are no intersections between the two potentially collapsible turns const auto no_intermediary_intersections = previous.intersections.size() == 1; return is_short && (left_right || right_left) && !intermediary_mode_change && no_intermediary_intersections; } } // namespace // A check whether two instructions can be treated as one. This is only the case for very short // maneuvers that can, in some form, be seen as one. Lookahead of one step. bool collapsable(const RouteStep &step, const RouteStep &next) { const auto is_short_step = step.distance < MAX_COLLAPSE_DISTANCE; const auto instruction_can_be_collapsed = isCollapsableInstruction(step.maneuver.instruction); const auto is_use_lane = step.maneuver.instruction.type == TurnType::UseLane; const auto lanes_dont_change = step.intersections.front().lanes == next.intersections.front().lanes; if (is_short_step && instruction_can_be_collapsed) return true; // Prevent collapsing away important lane change steps if (is_short_step && is_use_lane && lanes_dont_change) return true; return false; } // Post processing can invalidate some instructions. For example StayOnRoundabout // is turned into exit counts. These instructions are removed by the following function std::vector removeNoTurnInstructions(std::vector steps) { // finally clean up the post-processed instructions. // Remove all invalid instructions from the set of instructions. // An instruction is invalid, if its NO_TURN and has WaypointType::None. // Two valid NO_TURNs exist in each leg in the form of Depart/Arrive // keep valid instructions const auto not_is_valid = [](const RouteStep &step) { return step.maneuver.instruction == TurnInstruction::NO_TURN() && step.maneuver.waypoint_type == WaypointType::None; }; boost::remove_erase_if(steps, not_is_valid); // the steps should still include depart and arrive at least BOOST_ASSERT(steps.size() >= 2); BOOST_ASSERT(steps.front().intersections.size() >= 1); BOOST_ASSERT(steps.front().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.front().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.front().maneuver.waypoint_type == WaypointType::Depart); BOOST_ASSERT(steps.back().intersections.size() == 1); BOOST_ASSERT(steps.back().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.back().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.back().maneuver.waypoint_type == WaypointType::Arrive); return steps; } // Every Step Maneuver consists of the information until the turn. // This list contains a set of instructions, called silent, which should // not be part of the final output. // They are required for maintenance purposes. We can calculate the number // of exits to pass in a roundabout and the number of intersections // that we come across. std::vector postProcess(std::vector steps) { // the steps should always include the first/last step in form of a location BOOST_ASSERT(steps.size() >= 2); if (steps.size() == 2) return steps; // Count Street Exits forward bool on_roundabout = false; bool has_entered_roundabout = false; // count the exits forward. if enter/exit roundabout happen both, no further treatment is // required. We might end up with only one of them (e.g. starting within a roundabout) // or having a via-point in the roundabout. // 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 && 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 (next_step_index < steps.size()) steps[next_step_index].maneuver.exit = step.maneuver.exit; } else if (leavesRoundabout(instruction)) { // if (!has_entered_roundabout) // in case the we are not on a roundabout, the very first instruction // after the depart will be transformed into a roundabout and become // the first valid instruction closeOffRoundabout(has_entered_roundabout, steps, step_index); has_entered_roundabout = false; on_roundabout = false; } else if (on_roundabout && next_step_index < steps.size()) { steps[next_step_index].maneuver.exit = step.maneuver.exit; } } // unterminated roundabout // Move backwards through the instructions until the start and remove the exit number // A roundabout without exit translates to enter-roundabout if (has_entered_roundabout || on_roundabout) { fixFinalRoundabout(steps); } BOOST_ASSERT(steps.front().intersections.size() >= 1); BOOST_ASSERT(steps.front().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.front().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.front().maneuver.waypoint_type == WaypointType::Depart); BOOST_ASSERT(steps.back().intersections.size() == 1); BOOST_ASSERT(steps.back().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.back().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.back().maneuver.waypoint_type == WaypointType::Arrive); return removeNoTurnInstructions(std::move(steps)); } // Post Processing to collapse unnecessary sets of combined instructions into a single one std::vector collapseTurns(std::vector steps) { if (steps.size() <= 2) return steps; const auto getPreviousNameIndex = [&steps](std::size_t index) { BOOST_ASSERT(index > 0); BOOST_ASSERT(index < steps.size()); --index; // make sure to skip the current name while (index > 0 && steps[index].name_id == EMPTY_NAMEID) { --index; } return index; }; // a series of turns is only possible to collapse if its only name changes and suppressed turns. const auto canCollapseAll = [&steps](std::size_t index, const std::size_t end_index) { BOOST_ASSERT(end_index <= steps.size()); if (!compatible(steps[index], steps[index + 1])) return false; ++index; for (; index < end_index; ++index) { if (steps[index].maneuver.instruction.type != TurnType::Suppressed && steps[index].maneuver.instruction.type != TurnType::NewName) return false; if (index + 1 < end_index && !compatible(steps[index], steps[index + 1])) return false; } return true; }; // first and last instructions are waypoints that cannot be collapsed for (std::size_t step_index = 1; step_index + 1 < steps.size(); ++step_index) { const auto ¤t_step = steps[step_index]; const auto next_step_index = step_index + 1; const auto one_back_index = getPreviousIndex(step_index, steps); BOOST_ASSERT(one_back_index < steps.size()); const auto &one_back_step = steps[one_back_index]; if (hasRoundaboutType(current_step.maneuver.instruction) || hasRoundaboutType(one_back_step.maneuver.instruction)) continue; if (!hasManeuver(one_back_step, current_step)) continue; // how long has a name change to be so that we announce it, even as a bridge? const constexpr auto name_segment_cutoff_length = 100; const auto isBasicNameChange = [](const RouteStep &step) { return step.intersections.size() == 1 && step.intersections.front().bearings.size() == 2 && DirectionModifier::Straight == step.maneuver.instruction.direction_modifier; }; // Handle sliproads from motorways in urban areas, save from modifying depart, since // TurnType::Sliproad != TurnType::NoTurn if (one_back_step.maneuver.instruction.type == TurnType::Sliproad) { if (current_step.maneuver.instruction.type == TurnType::Suppressed && compatible(one_back_step, current_step) && current_step.intersections.size() == 1 && current_step.intersections.front().entry.size() == 2) { // Traffic light on the sliproad, the road itself will be handled in the next // iteration, when one-back-index again points to the sliproad. steps[one_back_index].ElongateBy(steps[step_index]); steps[step_index].Invalidate(); } else { // Handle possible u-turns between highways that look like slip-roads if (steps[getPreviousIndex(one_back_index, steps)].name_id == steps[step_index].name_id && steps[step_index].name_id != EMPTY_NAMEID) { steps[one_back_index].maneuver.instruction.type = TurnType::Continue; } else { steps[one_back_index].maneuver.instruction.type = TurnType::Turn; } if (compatible(one_back_step, current_step)) { // Turn Types in the response depend on whether we find the same road name // (sliproad indcating a u-turn) or if we are turning onto a different road, in // which case we use a turn. if (!isNoticeableNameChange(steps[getPreviousIndex(one_back_index, steps)], current_step) && current_step.name_id != EMPTY_NAMEID) steps[one_back_index].maneuver.instruction.type = TurnType::Continue; else steps[one_back_index].maneuver.instruction.type = TurnType::Turn; steps[one_back_index].ElongateBy(steps[step_index]); steps[one_back_index].AdaptStepSignage(steps[step_index]); // the turn lanes for this turn are on the sliproad itself, so we have to // remember them steps[one_back_index].intersections.front().lanes = current_step.intersections.front().lanes; steps[one_back_index].intersections.front().lane_description = current_step.intersections.front().lane_description; const auto angle = findTotalTurnAngle(one_back_step, current_step); steps[one_back_index].maneuver.instruction.direction_modifier = getTurnDirection(angle); steps[step_index].Invalidate(); } else { // the sliproad turn is incompatible. So we handle it as a turn steps[one_back_index].maneuver.instruction.type = TurnType::Turn; } } } // Due to empty segments, we can get name-changes from A->A // These have to be handled in post-processing else if (isCollapsableInstruction(current_step.maneuver.instruction) && current_step.maneuver.instruction.type != TurnType::Suppressed && !isNoticeableNameChange(steps[getPreviousNameIndex(step_index)], current_step) && // canCollapseAll is also checking for compatible(step,step+1) for all indices canCollapseAll(getPreviousNameIndex(step_index), next_step_index)) { BOOST_ASSERT(step_index > 0); const std::size_t last_available_name_index = getPreviousNameIndex(step_index); for (std::size_t index = last_available_name_index + 1; index <= step_index; ++index) { steps[last_available_name_index].ElongateBy(steps[index]); steps[index].Invalidate(); } } // If we look at two consecutive name changes, we can check for a name oscillation. // A name oscillation changes from name A shortly to name B and back to A. // In these cases, the name change will be suppressed. else if (one_back_index > 0 && compatible(current_step, one_back_step) && ((isCollapsableInstruction(current_step.maneuver.instruction) && isCollapsableInstruction(one_back_step.maneuver.instruction)) || isStaggeredIntersection(steps, step_index, one_back_index))) { const auto two_back_index = getPreviousIndex(one_back_index, steps); BOOST_ASSERT(two_back_index < steps.size()); // valid, since one_back is collapsable or a turn and therefore not depart: if (!isNoticeableNameChange(steps[two_back_index], current_step)) { if (compatible(one_back_step, steps[two_back_index])) { steps[two_back_index] .ElongateBy(steps[one_back_index]) .ElongateBy(steps[step_index]); steps[one_back_index].Invalidate(); steps[step_index].Invalidate(); } // TODO discuss: we could think about changing the new-name to a pure notification // about mode changes } else if (nameSegmentLength(one_back_index, steps) < name_segment_cutoff_length && isBasicNameChange(one_back_step) && isBasicNameChange(current_step)) { if (compatible(steps[two_back_index], steps[one_back_index])) { steps[two_back_index].ElongateBy(steps[one_back_index]); steps[one_back_index].Invalidate(); if (nameSegmentLength(step_index, steps) < name_segment_cutoff_length && compatible(steps[two_back_index], steps[step_index])) { steps[two_back_index].ElongateBy(steps[step_index]); steps[step_index].Invalidate(); } } } else if (step_index + 2 < steps.size() && current_step.maneuver.instruction.type == TurnType::NewName && steps[next_step_index].maneuver.instruction.type == TurnType::NewName && !isNoticeableNameChange(one_back_step, steps[next_step_index])) { if (compatible(steps[step_index], steps[next_step_index])) { // 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] .ElongateBy(steps[step_index]) .ElongateBy(steps[next_step_index]); steps[step_index].Invalidate(); steps[next_step_index].Invalidate(); } } else if (choiceless(current_step, one_back_step) || one_back_step.distance <= MAX_COLLAPSE_DISTANCE) { // check for one of the multiple collapse scenarios and, if possible, collapse the // turn const auto two_back_index = getPreviousIndex(one_back_index, steps); BOOST_ASSERT(two_back_index < steps.size()); collapseTurnAt(steps, two_back_index, one_back_index, step_index); } } else if (one_back_index > 0 && (one_back_step.distance <= MAX_COLLAPSE_DISTANCE || choiceless(current_step, one_back_step) || isLinkroad( steps[getPreviousIndex(one_back_index, steps)], one_back_step, current_step))) { // check for one of the multiple collapse scenarios and, if possible, collapse the turn const auto two_back_index = getPreviousIndex(one_back_index, steps); BOOST_ASSERT(two_back_index < steps.size()); // all turns that are handled lower down are also compatible collapseTurnAt(steps, two_back_index, one_back_index, step_index); } if (steps[step_index].maneuver.instruction.type == TurnType::Turn) { const auto u_turn_one_back_index = getPreviousIndex(step_index, steps); if (u_turn_one_back_index > 0) { const auto u_turn_two_back_index = getPreviousIndex(u_turn_one_back_index, steps); if (isUTurn(steps[u_turn_one_back_index], steps[step_index], steps[u_turn_two_back_index])) { collapseUTurn(steps, u_turn_two_back_index, u_turn_one_back_index, step_index); } } } } // handle final sliproad if (steps.size() >= 3 && steps[getPreviousIndex(steps.size() - 1, steps)].maneuver.instruction.type == TurnType::Sliproad) { steps[getPreviousIndex(steps.size() - 1, steps)].maneuver.instruction.type = TurnType::Turn; } BOOST_ASSERT(steps.front().intersections.size() >= 1); BOOST_ASSERT(steps.front().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.front().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.front().maneuver.waypoint_type == WaypointType::Depart); BOOST_ASSERT(steps.back().intersections.size() == 1); BOOST_ASSERT(steps.back().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.back().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.back().maneuver.waypoint_type == WaypointType::Arrive); return removeNoTurnInstructions(std::move(steps)); } // Doing this step in post-processing provides a few challenges we cannot overcome. // The removal of an initial step imposes some copy overhead in the steps, moving all later // steps to the front. In addition, we cannot reduce the travel time that is accumulated at a // different location. // As a direct implication, we have to keep the time of the initial/final turns (which adds a // few seconds of inaccuracy at both ends. This is acceptable, however, since the turn should // usually not be as relevant. void trimShortSegments(std::vector &steps, LegGeometry &geometry) { if (steps.size() < 2 || geometry.locations.size() <= 2) return; // if phantom node is located at the connection of two segments, either one can be selected // as // turn // // a --- b // | // c // // If a route from b to c is requested, both a--b and b--c could be selected as start // segment. // In case of a--b, we end up with an unwanted turn saying turn-right onto b-c. // These cases start off with an initial segment which is of zero length. // We have to be careful though, since routing that starts in a roundabout has a valid. // To catch these cases correctly, we have to perform trimming prior to the post-processing BOOST_ASSERT(geometry.locations.size() >= steps.size()); // Look for distances under 1m const bool zero_length_step = steps.front().distance <= 1 && steps.size() > 2; const bool duplicated_coordinate = util::coordinate_calculation::haversineDistance( geometry.locations[0], geometry.locations[1]) <= 1; if (zero_length_step || duplicated_coordinate) { // remove the initial distance value geometry.segment_distances.erase(geometry.segment_distances.begin()); const auto offset = zero_length_step ? geometry.segment_offsets[1] : 1; if (offset > 0) { // fixup the coordinates/annotations/ids geometry.locations.erase(geometry.locations.begin(), geometry.locations.begin() + offset); geometry.annotations.erase(geometry.annotations.begin(), geometry.annotations.begin() + offset); geometry.osm_node_ids.erase(geometry.osm_node_ids.begin(), geometry.osm_node_ids.begin() + offset); } // We have to adjust the first step both for its name and the bearings if (zero_length_step) { // since we are not only checking for epsilon but for a full meter, we can have multiple // coordinates here. Move all offsets to the front and reduce by one. (This is an // inplace forward one and reduce by one) std::transform(geometry.segment_offsets.begin() + 1, geometry.segment_offsets.end(), geometry.segment_offsets.begin(), [offset](const std::size_t val) { return val - offset; }); geometry.segment_offsets.pop_back(); const auto ¤t_depart = steps.front(); auto &designated_depart = *(steps.begin() + 1); // FIXME this is required to be consistent with the route durations. The initial // turn is not actually part of the route, though designated_depart.duration += current_depart.duration; // update initial turn direction/bearings. Due to the duplicated first coordinate, // the initial bearing is invalid designated_depart.maneuver.waypoint_type = WaypointType::Depart; designated_depart.maneuver.bearing_before = 0; designated_depart.maneuver.instruction = TurnInstruction::NO_TURN(); // we need to make this conform with the intersection format for the first intersection auto &first_intersection = designated_depart.intersections.front(); designated_depart.intersections.front().lanes = util::guidance::LaneTuple(); designated_depart.intersections.front().lane_description.clear(); first_intersection.bearings = {first_intersection.bearings[first_intersection.out]}; first_intersection.entry = {true}; first_intersection.in = IntermediateIntersection::NO_INDEX; first_intersection.out = 0; // finally remove the initial (now duplicated move) steps.erase(steps.begin()); } else { // we need to make this at least 1 because we will substract 1 // from all offsets at the end of the loop. steps.front().geometry_begin = 1; // reduce all offsets by one (inplace) std::transform(geometry.segment_offsets.begin(), geometry.segment_offsets.end(), geometry.segment_offsets.begin(), [](const std::size_t val) { return val - 1; }); } // and update the leg geometry indices for the removed entry std::for_each(steps.begin(), steps.end(), [offset](RouteStep &step) { step.geometry_begin -= offset; step.geometry_end -= offset; }); auto &first_step = steps.front(); // we changed the geometry, we need to recalculate the bearing auto bearing = std::round(util::coordinate_calculation::bearing( geometry.locations[first_step.geometry_begin], geometry.locations[first_step.geometry_begin + 1])); first_step.maneuver.bearing_after = bearing; first_step.intersections.front().bearings.front() = bearing; } BOOST_ASSERT(steps.front().intersections.size() >= 1); BOOST_ASSERT(steps.front().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.front().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.front().maneuver.waypoint_type == WaypointType::Depart); BOOST_ASSERT(steps.back().intersections.size() == 1); BOOST_ASSERT(steps.back().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.back().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.back().maneuver.waypoint_type == WaypointType::Arrive); // make sure we still have enough segments if (steps.size() < 2 || geometry.locations.size() == 2) return; BOOST_ASSERT(geometry.locations.size() >= steps.size()); auto &next_to_last_step = *(steps.end() - 2); // in the end, the situation with the roundabout cannot occur. As a result, we can remove // all zero-length instructions if (next_to_last_step.distance <= 1 && steps.size() > 2) { geometry.segment_offsets.pop_back(); // remove all the last coordinates from the geometry geometry.locations.resize(geometry.segment_offsets.back() + 1); geometry.annotations.resize(geometry.segment_offsets.back() + 1); geometry.osm_node_ids.resize(geometry.segment_offsets.back() + 1); BOOST_ASSERT(geometry.segment_distances.back() <= 1); geometry.segment_distances.pop_back(); next_to_last_step.maneuver.waypoint_type = WaypointType::Arrive; next_to_last_step.maneuver.instruction = TurnInstruction::NO_TURN(); next_to_last_step.maneuver.bearing_after = 0; next_to_last_step.intersections.front().lanes = util::guidance::LaneTuple(); next_to_last_step.intersections.front().lane_description.clear(); next_to_last_step.geometry_end = next_to_last_step.geometry_begin + 1; BOOST_ASSERT(next_to_last_step.intersections.size() == 1); auto &last_intersection = next_to_last_step.intersections.back(); last_intersection.bearings = {last_intersection.bearings[last_intersection.in]}; last_intersection.entry = {true}; last_intersection.out = IntermediateIntersection::NO_INDEX; last_intersection.in = 0; steps.pop_back(); // Because we eliminated a really short segment, it was probably // near an intersection. The convention is *not* to make the // turn, so the `arrive` instruction should be on the same road // as the segment before it. Thus, we have to copy the names // and travel modes from the new next_to_last step. auto &new_next_to_last = *(steps.end() - 2); next_to_last_step.AdaptStepSignage(new_next_to_last); next_to_last_step.mode = new_next_to_last.mode; // the geometry indices of the last step are already correct; } else if (util::coordinate_calculation::haversineDistance( geometry.locations[geometry.locations.size() - 2], geometry.locations[geometry.locations.size() - 1]) <= 1) { // correct steps but duplicated coordinate in the end. // This can happen if the last coordinate snaps to a node in the unpacked geometry geometry.locations.pop_back(); geometry.annotations.pop_back(); geometry.osm_node_ids.pop_back(); geometry.segment_offsets.back()--; // since the last geometry includes the location of arrival, the arrival instruction // geometry overlaps with the previous segment BOOST_ASSERT(next_to_last_step.geometry_end == steps.back().geometry_begin + 1); BOOST_ASSERT(next_to_last_step.geometry_begin < next_to_last_step.geometry_end); next_to_last_step.geometry_end--; auto &last_step = steps.back(); last_step.geometry_begin--; last_step.geometry_end--; BOOST_ASSERT(next_to_last_step.geometry_end == last_step.geometry_begin + 1); BOOST_ASSERT(last_step.geometry_begin == last_step.geometry_end - 1); BOOST_ASSERT(next_to_last_step.geometry_end >= 2); // we changed the geometry, we need to recalculate the bearing auto bearing = std::round(util::coordinate_calculation::bearing( geometry.locations[next_to_last_step.geometry_end - 2], geometry.locations[last_step.geometry_begin])); last_step.maneuver.bearing_before = bearing; last_step.intersections.front().bearings.front() = util::bearing::reverse(bearing); } BOOST_ASSERT(steps.back().geometry_end == geometry.locations.size()); BOOST_ASSERT(steps.front().intersections.size() >= 1); BOOST_ASSERT(steps.front().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.front().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.front().maneuver.waypoint_type == WaypointType::Depart); BOOST_ASSERT(steps.back().intersections.size() == 1); BOOST_ASSERT(steps.back().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.back().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.back().maneuver.waypoint_type == WaypointType::Arrive); } // assign relative locations to depart/arrive instructions std::vector assignRelativeLocations(std::vector steps, const LegGeometry &leg_geometry, const PhantomNode &source_node, const PhantomNode &target_node) { // We report the relative position of source/target to the road only within a range that is // sufficiently different but not full of the path BOOST_ASSERT(steps.size() >= 2); BOOST_ASSERT(leg_geometry.locations.size() >= 2); const constexpr double MINIMAL_RELATIVE_DISTANCE = 5., MAXIMAL_RELATIVE_DISTANCE = 300.; const auto distance_to_start = util::coordinate_calculation::haversineDistance( source_node.input_location, leg_geometry.locations[0]); const auto initial_modifier = distance_to_start >= MINIMAL_RELATIVE_DISTANCE && distance_to_start <= MAXIMAL_RELATIVE_DISTANCE ? bearingToDirectionModifier(util::coordinate_calculation::computeAngle( source_node.input_location, leg_geometry.locations[0], leg_geometry.locations[1])) : extractor::guidance::DirectionModifier::UTurn; steps.front().maneuver.instruction.direction_modifier = initial_modifier; const auto distance_from_end = util::coordinate_calculation::haversineDistance( target_node.input_location, leg_geometry.locations.back()); const auto final_modifier = distance_from_end >= MINIMAL_RELATIVE_DISTANCE && distance_from_end <= MAXIMAL_RELATIVE_DISTANCE ? bearingToDirectionModifier(util::coordinate_calculation::computeAngle( leg_geometry.locations[leg_geometry.locations.size() - 2], leg_geometry.locations[leg_geometry.locations.size() - 1], target_node.input_location)) : extractor::guidance::DirectionModifier::UTurn; steps.back().maneuver.instruction.direction_modifier = final_modifier; BOOST_ASSERT(steps.front().intersections.size() >= 1); BOOST_ASSERT(steps.front().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.front().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.front().maneuver.waypoint_type == WaypointType::Depart); BOOST_ASSERT(steps.back().intersections.size() == 1); BOOST_ASSERT(steps.back().intersections.front().bearings.size() == 1); BOOST_ASSERT(steps.back().intersections.front().entry.size() == 1); BOOST_ASSERT(steps.back().maneuver.waypoint_type == WaypointType::Arrive); return steps; } LegGeometry resyncGeometry(LegGeometry leg_geometry, const std::vector &steps) { // The geometry uses an adjacency array-like structure for representation. // To sync it back up with the steps, we cann add a segment for every step. leg_geometry.segment_offsets.clear(); leg_geometry.segment_distances.clear(); leg_geometry.segment_offsets.push_back(0); for (const auto &step : steps) { leg_geometry.segment_distances.push_back(step.distance); // the leg geometry does not follow the begin/end-convetion. So we have to subtract one // to get the back-index. leg_geometry.segment_offsets.push_back(step.geometry_end - 1); } // remove the data from the reached-target step again leg_geometry.segment_offsets.pop_back(); leg_geometry.segment_distances.pop_back(); return leg_geometry; } std::vector buildIntersections(std::vector steps) { std::size_t last_valid_instruction = 0; for (std::size_t step_index = 0; step_index < steps.size(); ++step_index) { auto &step = steps[step_index]; const auto instruction = step.maneuver.instruction; if (instruction.type == TurnType::Suppressed) { BOOST_ASSERT(compatible(steps[last_valid_instruction], step)); // count intersections. We cannot use exit, since intersections can follow directly // after a roundabout steps[last_valid_instruction].ElongateBy(step); steps[step_index].Invalidate(); } else if (!isSilent(instruction)) { // End of road is a turn that helps to identify the location of a turn. If the turn does // not pass by any oter intersections, the end-of-road characteristic does not improve // the instructions. // Here we reduce the verbosity of our output by reducing end-of-road emissions in cases // where no intersections have been passed in between. // Since the instruction is located at the beginning of a step, we need to check the // previous instruction. if (instruction.type == TurnType::EndOfRoad) { BOOST_ASSERT(step_index > 0); const auto &previous_step = steps[last_valid_instruction]; if (previous_step.intersections.size() < MIN_END_OF_ROAD_INTERSECTIONS) step.maneuver.instruction.type = TurnType::Turn; } // Remember the last non silent instruction last_valid_instruction = step_index; } } return removeNoTurnInstructions(std::move(steps)); } // `useLane` steps are only returned on `straight` maneuvers when there // are surrounding lanes also tagged as `straight`. If there are no other `straight` // lanes, it is not an ambiguous maneuver, and we can collapse the `useLane` step. std::vector collapseUseLane(std::vector steps) { const auto containsTag = [](const extractor::guidance::TurnLaneType::Mask mask, const extractor::guidance::TurnLaneType::Mask tag) { return (mask & tag) != extractor::guidance::TurnLaneType::empty; }; const auto canCollapseUseLane = [containsTag](const RouteStep &step) { // the lane description is given left to right, lanes are counted from the right. // Therefore we access the lane description using the reverse iterator auto right_most_lanes = step.LanesToTheRight(); if (!right_most_lanes.empty() && containsTag(right_most_lanes.front(), (extractor::guidance::TurnLaneType::straight | extractor::guidance::TurnLaneType::none))) return false; auto left_most_lanes = step.LanesToTheLeft(); if (!left_most_lanes.empty() && containsTag(left_most_lanes.back(), (extractor::guidance::TurnLaneType::straight | extractor::guidance::TurnLaneType::none))) return false; return true; }; for (std::size_t step_index = 1; step_index < steps.size(); ++step_index) { const auto &step = steps[step_index]; if (step.maneuver.instruction.type == TurnType::UseLane && canCollapseUseLane(step)) { const auto previous = getPreviousIndex(step_index, steps); if (compatible(steps[previous], step)) { steps[previous].ElongateBy(steps[step_index]); steps[step_index].Invalidate(); } } } return removeNoTurnInstructions(std::move(steps)); } } // namespace guidance } // namespace engine } // namespace osrm