#include "engine/guidance/post_processing.hpp" #include "extractor/guidance/turn_instruction.hpp" #include "engine/guidance/assemble_steps.hpp" #include "engine/guidance/toolkit.hpp" #include "util/guidance/toolkit.hpp" #include #include #include #include #include #include #include #include using TurnInstruction = osrm::extractor::guidance::TurnInstruction; using TurnType = osrm::extractor::guidance::TurnType; using DirectionModifier = osrm::extractor::guidance::DirectionModifier; using osrm::util::guidance::angularDeviation; using osrm::util::guidance::getTurnDirection; namespace osrm { namespace engine { namespace guidance { namespace { // invalidate a step and set its content to nothing void invalidateStep(RouteStep &step) { step = getInvalidRouteStep(); } void print(const std::vector &steps) { std::cout << "Path\n"; int segment = 0; for (const auto &step : steps) { const auto type = static_cast::type>(step.maneuver.instruction.type); const auto modifier = static_cast::type>( step.maneuver.instruction.direction_modifier); std::cout << "\t[" << ++segment << "]: " << type << " " << modifier << " " << static_cast(step.maneuver.waypoint_type) << " Duration: " << step.duration << " Distance: " << step.distance << " Geometry: " << step.geometry_begin << " " << step.geometry_end << " exit: " << step.maneuver.exit << " Intersections: " << step.intersections.size() << " ["; for (const auto &intersection : step.intersections) { std::cout << "(bearings:"; for( auto bearing : intersection.bearings) std:: cout << " " << bearing; std::cout << ", entry: "; for( auto entry : intersection.entry) std:: cout << " " << entry; std::cout << ")"; } std::cout << "] name[" << step.name_id << "]: " << step.name << std::endl; } } RouteStep forwardInto(RouteStep destination, const RouteStep &source) { // Merge a turn into a silent turn // Overwrites turn instruction and increases exit NR destination.duration += source.duration; destination.distance += source.distance; if (destination.geometry_begin < source.geometry_begin) { destination.intersections.insert(destination.intersections.end(), source.intersections.begin(), source.intersections.end()); } else { destination.intersections.insert(destination.intersections.begin(), source.intersections.begin(), source.intersections.end()); } destination.geometry_begin = std::min(destination.geometry_begin, source.geometry_begin); destination.geometry_end = std::max(destination.geometry_end, source.geometry_end); destination.maneuver.exit = destination.intersections.size() - 1; return destination; } 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]; if (entersRoundabout(propagation_step.maneuver.instruction)) { propagation_step.maneuver.exit = 0; propagation_step.geometry_end = steps.back().geometry_begin; // 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; 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] = forwardInto(std::move(steps[propagation_index - 1]), propagation_step); propagation_step.maneuver.instruction = TurnInstruction::NO_TURN(); // mark intermediate instructions invalid } } } 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) { 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)) { 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[0].geometry_end = 1; steps[1] = forwardInto(steps[1], steps[0]); steps[0].duration = 0; steps[0].distance = 0; const auto exitToEnter = [](const TurnType 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; } // 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()); const auto exit_intersection = steps[step_index].intersections.back(); const auto exit_bearing = exit_intersection.bearings[exit_intersection.out]; 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 = forwardInto(propagation_step, steps[propagation_index + 1]); if (entersRoundabout(propagation_step.maneuver.instruction)) { propagation_step.maneuver.exit = step.maneuver.exit; propagation_step.geometry_end = step.geometry_end; 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; } else if (propagation_step.maneuver.instruction.type == TurnType::EnterRoundaboutIntersection || propagation_step.maneuver.instruction.type == TurnType::EnterRoundaboutIntersectionAtExit) { // Compute the angle between two bearings on a normal turn circle // // Bearings Angles // // 0 180 // 315 45 225 135 // // 270 x 90 270 x 90 // // 225 135 315 45 // 180 0 // // A turn from north to north-east offerst bearing 0 and 45 has to be translated // into a turn of 135 degrees. The same holdes for 90 - 135 (east to south // east). // For north, the transformation works by angle = 540 (360 + 180) - exit_bearing // % 360; // All other cases are handled by first rotating both bearings to an // entry_bearing of 0. BOOST_ASSERT(!propagation_step.intersections.empty()); const double angle = [](const double entry_bearing, const double exit_bearing) { const double offset = 360 - entry_bearing; const double rotated_exit = [](double bearing, const double offset) { bearing += offset; return bearing > 360 ? bearing - 360 : bearing; }(exit_bearing, offset); const auto angle = 540 - rotated_exit; return angle > 360 ? angle - 360 : angle; }(util::bearing::reverseBearing(entry_intersection.bearings[entry_intersection.in]), exit_bearing); propagation_step.maneuver.instruction.direction_modifier = ::osrm::util::guidance::getTurnDirection(angle); } propagation_step.name = step.name; propagation_step.name_id = step.name_id; break; } else { BOOST_ASSERT(propagation_step.maneuver.instruction.type = TurnType::StayOnRoundabout); propagation_step.maneuver.instruction = TurnInstruction::NO_TURN(); // mark intermediate instructions invalid } } // remove exit step.maneuver.instruction = TurnInstruction::NO_TURN(); } } // elongate a step by another. the data is added either at the front, or the back RouteStep elongate(RouteStep step, const RouteStep &by_step) { BOOST_ASSERT(step.mode == by_step.mode); step.duration += by_step.duration; step.distance += by_step.distance; // by_step comes after step -> we append at the end if (step.geometry_end == by_step.geometry_begin + 1) { step.geometry_end = by_step.geometry_end; // if we elongate in the back, we only need to copy the intersections to the beginning. // the bearings remain the same, as the location of the turn doesn't change step.intersections.insert(step.intersections.end(), by_step.intersections.begin(), by_step.intersections.end()); } // by_step comes before step -> we append at the front else { BOOST_ASSERT(step.maneuver.waypoint_type == WaypointType::None && by_step.maneuver.waypoint_type == WaypointType::None); BOOST_ASSERT(by_step.geometry_end == step.geometry_begin + 1); step.geometry_begin = by_step.geometry_begin; // elongating in the front changes the location of the maneuver step.maneuver = by_step.maneuver; step.intersections.insert(step.intersections.begin(), by_step.intersections.begin(), by_step.intersections.end()); } return step; } // 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. The additional in_step is to find out about // a possible u-turn. bool collapsable(const RouteStep &step) { const constexpr double MAX_COLLAPSE_DISTANCE = 25; return step.distance < MAX_COLLAPSE_DISTANCE; } 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]; const auto bearingsAreReversed = [](const double bearing_in, const double bearing_out) { // Nearly perfectly reversed angles have a difference close to 180 degrees (straight) return angularDeviation(bearing_in, bearing_out) > 170; }; BOOST_ASSERT(!one_back_step.intersections.empty() && !current_step.intersections.empty()); const auto isCollapsableInstruction = [](const TurnInstruction instruction) { return instruction.type == TurnType::NewName || (instruction.type == TurnType::Turn && instruction.direction_modifier == DirectionModifier::Straight); }; // Very Short New Name if (isCollapsableInstruction(one_back_step.maneuver.instruction)) { BOOST_ASSERT(two_back_index < steps.size()); if (one_back_step.mode == steps[two_back_index].mode) { steps[two_back_index] = elongate(std::move(steps[two_back_index]), one_back_step); // If the previous instruction asked to continue, the name change will have to // be changed into a turn invalidateStep(steps[one_back_index]); if (TurnType::Continue == current_step.maneuver.instruction.type) steps[step_index].maneuver.instruction.type = TurnType::Turn; } } // very short segment after turn else if (isCollapsableInstruction(current_step.maneuver.instruction)) { if (one_back_step.mode == current_step.mode) { steps[step_index] = elongate(std::move(steps[step_index]), steps[one_back_index]); invalidateStep(steps[one_back_index]); if (TurnType::Continue == current_step.maneuver.instruction.type) { steps[step_index].maneuver.instruction.type = TurnType::Turn; } } } // Potential U-Turn else if (bearingsAreReversed(util::bearing::reverseBearing(one_back_step.intersections.front().bearings[one_back_step.intersections.front().in]), current_step.intersections.front().bearings[current_step.intersections.front().out])) { BOOST_ASSERT(two_back_index < steps.size()); // the simple case is a u-turn that changes directly into the in-name again 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 const bool continues_with_name_change = (step_index + 1 < steps.size()) && isCollapsableInstruction(steps[step_index + 1].maneuver.instruction); const bool u_turn_with_name_change = collapsable(current_step) && continues_with_name_change && steps[step_index + 1].name == steps[two_back_index].name; if (direct_u_turn || u_turn_with_name_change) { steps[one_back_index] = elongate(std::move(steps[one_back_index]), steps[step_index]); invalidateStep(steps[step_index]); 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 // continue statement at the // beginning of this function } steps[one_back_index].name = steps[two_back_index].name; steps[one_back_index].maneuver.instruction.type = TurnType::Continue; steps[one_back_index].maneuver.instruction.direction_modifier = DirectionModifier::UTurn; } } } } // namespace // 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); 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 lag. 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 (entersRoundabout(instruction)) { last_valid_instruction = step_index; has_entered_roundabout = setUpRoundabout(step); if (has_entered_roundabout && step_index + 1 < steps.size()) steps[step_index + 1].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; } 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 last_valid_instruction = 1; } closeOffRoundabout(has_entered_roundabout, steps, step_index); has_entered_roundabout = false; on_roundabout = false; } else if (instruction.type == TurnType::Suppressed) { // count intersections. We cannot use exit, since intersections can follow directly // after a roundabout steps[last_valid_instruction] = elongate(steps[last_valid_instruction], step); step.maneuver.instruction = TurnInstruction::NO_TURN(); } else if (!isSilent(instruction)) { // Remember the last non silent instruction last_valid_instruction = step_index; } } // 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; // Get the previous non-invalid instruction const auto getPreviousIndex = [&steps](std::size_t index) { BOOST_ASSERT(index > 0); BOOST_ASSERT(index < steps.size()); --index; while (index > 0 && steps[index].maneuver.instruction == TurnInstruction::NO_TURN()) --index; return index; }; // Check for an initial unwanted new-name { const auto ¤t_step = steps[1]; if (TurnType::NewName == current_step.maneuver.instruction.type && current_step.name == steps[0].name) { steps[0] = elongate(std::move(steps[0]), steps[1]); invalidateStep(steps[1]); } } const auto isCollapsableInstruction = [](const TurnInstruction instruction) { return instruction.type == TurnType::NewName || (instruction.type == TurnType::Turn && instruction.direction_modifier == DirectionModifier::Straight); }; // first and last instructions are waypoints that cannot be collapsed for (std::size_t step_index = 2; step_index < steps.size(); ++step_index) { const auto ¤t_step = steps[step_index]; const auto one_back_index = getPreviousIndex(step_index); BOOST_ASSERT(one_back_index < steps.size()); // cannot collapse the depart instruction if (one_back_index == 0 || current_step.maneuver.instruction == TurnInstruction::NO_TURN()) continue; const auto &one_back_step = steps[one_back_index]; const auto two_back_index = getPreviousIndex(one_back_index); BOOST_ASSERT(two_back_index < steps.size()); // Due to empty segments, we can get name-changes from A->A // These have to be handled in post-processing if (isCollapsableInstruction(current_step.maneuver.instruction) && current_step.name == steps[one_back_index].name) { steps[one_back_index] = elongate(std::move(steps[one_back_index]), steps[step_index]); invalidateStep(steps[step_index]); } // If we look at two consecutive name changes, we can check for a name oszillation. // A name oszillation changes from name A shortly to name B and back to A. // In these cases, the name change will be suppressed. else if (isCollapsableInstruction(current_step.maneuver.instruction) && isCollapsableInstruction(one_back_step.maneuver.instruction)) { // valid due to step_index starting at 2 const auto &coming_from_name = steps[two_back_index].name; if (current_step.name == coming_from_name) { if (current_step.mode == one_back_step.mode && one_back_step.mode == steps[two_back_index].mode) { steps[two_back_index] = elongate(elongate(std::move(steps[two_back_index]), steps[one_back_index]), steps[step_index]); invalidateStep(steps[one_back_index]); invalidateStep(steps[step_index]); } // TODO discuss: we could think about changing the new-name to a pure notification // about mode changes } } else if (collapsable(one_back_step)) { // check for one of the multiple collapse scenarios and, if possible, collapse the turn collapseTurnAt(steps, two_back_index, one_back_index, step_index); } } 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) { // fixup the coordinate geometry.locations.erase(geometry.locations.begin()); geometry.annotations.erase(geometry.annotations.begin()); // remove the initial distance value geometry.segment_distances.erase(geometry.segment_distances.begin()); // We have to adjust the first step both for its name and the bearings if (zero_length_step) { // move offsets to front BOOST_ASSERT(geometry.segment_offsets[1] == 1); // geometry offsets have to be adjusted. 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(), [](const std::size_t val) { return val - 1; }); 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(); first_intersection.bearings = {first_intersection.bearings[first_intersection.out]}; first_intersection.entry = {true}; first_intersection.in = Intersection::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(), [](RouteStep &step) { --step.geometry_begin; --step.geometry_end; }); 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) { geometry.locations.pop_back(); geometry.annotations.pop_back(); geometry.segment_offsets.pop_back(); 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; 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 = Intersection::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.name = new_next_to_last.name; next_to_last_step.name_id = new_next_to_last.name_id; 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.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::reverseBearing(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); } // 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 ? angleToDirectionModifier(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 ? angleToDirectionModifier(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; } } // namespace guidance } // namespace engine } // namespace osrm