#include "extractor/guidance/constants.hpp" #include "extractor/guidance/intersection_scenario_three_way.hpp" #include "extractor/guidance/toolkit.hpp" #include "extractor/guidance/turn_handler.hpp" #include "util/simple_logger.hpp" #include "util/guidance/toolkit.hpp" #include #include #include using EdgeData = osrm::util::NodeBasedDynamicGraph::EdgeData; using osrm::util::guidance::getTurnDirection; using osrm::util::guidance::angularDeviation; namespace osrm { namespace extractor { namespace guidance { TurnHandler::TurnHandler(const util::NodeBasedDynamicGraph &node_based_graph, const std::vector &node_info_list, const util::NameTable &name_table) : IntersectionHandler(node_based_graph, node_info_list, name_table) { } TurnHandler::~TurnHandler() {} bool TurnHandler::canProcess(const NodeID, const EdgeID, const Intersection &) const { return true; } Intersection TurnHandler:: operator()(const NodeID, const EdgeID via_eid, Intersection intersection) const { if (intersection.size() == 1) return handleOneWayTurn(std::move(intersection)); if (intersection[0].entry_allowed) { intersection[0].turn.instruction = {findBasicTurnType(via_eid, intersection[0]), DirectionModifier::UTurn}; } if (intersection.size() == 2) return handleTwoWayTurn(via_eid, std::move(intersection)); if (intersection.size() == 3) return handleThreeWayTurn(via_eid, std::move(intersection)); return handleComplexTurn(via_eid, std::move(intersection)); } Intersection TurnHandler::handleOneWayTurn(Intersection intersection) const { BOOST_ASSERT(intersection[0].turn.angle < 0.001); return intersection; } Intersection TurnHandler::handleTwoWayTurn(const EdgeID via_edge, Intersection intersection) const { BOOST_ASSERT(intersection[0].turn.angle < 0.001); intersection[1].turn.instruction = getInstructionForObvious(intersection.size(), via_edge, false, intersection[1]); if (intersection[1].turn.instruction.type == TurnType::Suppressed) intersection[1].turn.instruction.type = TurnType::NoTurn; return intersection; } Intersection TurnHandler::handleThreeWayTurn(const EdgeID via_edge, Intersection intersection) const { BOOST_ASSERT(intersection[0].turn.angle < 0.001); const auto isObviousOfTwo = [this](const ConnectedRoad road, const ConnectedRoad other) { const auto first_class = node_based_graph.GetEdgeData(road.turn.eid).road_classification.road_class; const auto second_class = node_based_graph.GetEdgeData(other.turn.eid).road_classification.road_class; const bool is_ramp = isRampClass(first_class); const bool is_obvious_by_road_class = (!is_ramp && (2 * getPriority(first_class) < getPriority(second_class))) || (!isLowPriorityRoadClass(first_class) && isLowPriorityRoadClass(second_class)); if (is_obvious_by_road_class) return true; const bool other_is_obvious_by_road_flass = (!isRampClass(second_class) && (2 * getPriority(second_class) < getPriority(first_class))) || (!isLowPriorityRoadClass(second_class) && isLowPriorityRoadClass(first_class)); if (other_is_obvious_by_road_flass) return false; const bool turn_is_perfectly_straight = angularDeviation(road.turn.angle, STRAIGHT_ANGLE) < std::numeric_limits::epsilon(); if (turn_is_perfectly_straight) return true; const bool is_much_narrower_than_other = angularDeviation(other.turn.angle, STRAIGHT_ANGLE) / angularDeviation(road.turn.angle, STRAIGHT_ANGLE) > INCREASES_BY_FOURTY_PERCENT; return is_much_narrower_than_other; }; /* Two nearly straight turns -> FORK OOOOOOO / IIIIII \ OOOOOOO */ if (isFork(intersection[0], intersection[1], intersection[2])) { if (intersection[1].entry_allowed && intersection[2].entry_allowed) { const auto left_class = node_based_graph.GetEdgeData(intersection[2].turn.eid) .road_classification.road_class; const auto right_class = node_based_graph.GetEdgeData(intersection[1].turn.eid) .road_classification.road_class; if (canBeSeenAsFork(left_class, right_class)) { assignFork(via_edge, intersection[2], intersection[1]); } else if (isObviousOfTwo(intersection[1], intersection[2])) { intersection[1].turn.instruction = getInstructionForObvious(intersection.size(), via_edge, false, intersection[1]); intersection[2].turn.instruction = {findBasicTurnType(via_edge, intersection[2]), DirectionModifier::SlightLeft}; } else if (isObviousOfTwo(intersection[2], intersection[1])) { intersection[2].turn.instruction = getInstructionForObvious(intersection.size(), via_edge, false, intersection[2]); intersection[1].turn.instruction = {findBasicTurnType(via_edge, intersection[1]), DirectionModifier::SlightRight}; } else { intersection[1].turn.instruction = {findBasicTurnType(via_edge, intersection[1]), DirectionModifier::SlightRight}; intersection[2].turn.instruction = {findBasicTurnType(via_edge, intersection[2]), DirectionModifier::SlightLeft}; } } else { if (intersection[1].entry_allowed) intersection[1].turn.instruction = getInstructionForObvious(intersection.size(), via_edge, false, intersection[1]); if (intersection[2].entry_allowed) intersection[2].turn.instruction = getInstructionForObvious(intersection.size(), via_edge, false, intersection[2]); } } /* T Intersection OOOOOOO T OOOOOOOO I I I */ else if (isEndOfRoad(intersection[0], intersection[1], intersection[2])) { if (intersection[1].entry_allowed) { if (TurnType::Ramp != findBasicTurnType(via_edge, intersection[1])) intersection[1].turn.instruction = {TurnType::EndOfRoad, DirectionModifier::Right}; else intersection[1].turn.instruction = {TurnType::Ramp, DirectionModifier::Right}; } if (intersection[2].entry_allowed) { if (TurnType::Ramp != findBasicTurnType(via_edge, intersection[2])) intersection[2].turn.instruction = {TurnType::EndOfRoad, DirectionModifier::Left}; else intersection[2].turn.instruction = {TurnType::Ramp, DirectionModifier::Left}; } } else { if (isObviousOfTwo(intersection[1], intersection[2])) { intersection[1].turn.instruction = getInstructionForObvious( 3, via_edge, isThroughStreet(1, intersection), intersection[1]); } else { intersection[1].turn.instruction = {findBasicTurnType(via_edge, intersection[1]), getTurnDirection(intersection[1].turn.angle)}; } if (isObviousOfTwo(intersection[2], intersection[1])) { intersection[2].turn.instruction = getInstructionForObvious( 3, via_edge, isThroughStreet(2, intersection), intersection[2]); } else { intersection[2].turn.instruction = {findBasicTurnType(via_edge, intersection[2]), getTurnDirection(intersection[2].turn.angle)}; } } return intersection; } Intersection TurnHandler::handleComplexTurn(const EdgeID via_edge, Intersection intersection) const { static int fallback_count = 0; const std::size_t obvious_index = findObviousTurn(via_edge, intersection); const auto fork_range = findFork(intersection); std::size_t straightmost_turn = 0; double straightmost_deviation = 180; for (std::size_t i = 0; i < intersection.size(); ++i) { const double deviation = angularDeviation(intersection[i].turn.angle, STRAIGHT_ANGLE); if (deviation < straightmost_deviation) { straightmost_deviation = deviation; straightmost_turn = i; } } // check whether the obvious choice is actually a through street if (obvious_index != 0) { intersection[obvious_index].turn.instruction = getInstructionForObvious( intersection.size(), via_edge, isThroughStreet(obvious_index, intersection), intersection[obvious_index]); // assign left/right turns intersection = assignLeftTurns(via_edge, std::move(intersection), obvious_index + 1); intersection = assignRightTurns(via_edge, std::move(intersection), obvious_index); } else if (fork_range.first != 0 && fork_range.second - fork_range.first <= 2) // found fork { if (fork_range.second - fork_range.first == 1) { auto &left = intersection[fork_range.second]; auto &right = intersection[fork_range.first]; const auto left_class = node_based_graph.GetEdgeData(left.turn.eid).road_classification.road_class; const auto right_class = node_based_graph.GetEdgeData(right.turn.eid).road_classification.road_class; if (canBeSeenAsFork(left_class, right_class)) assignFork(via_edge, left, right); else if (getPriority(left_class) > getPriority(right_class)) { right.turn.instruction = getInstructionForObvious(intersection.size(), via_edge, false, right); left.turn.instruction = {findBasicTurnType(via_edge, left), DirectionModifier::SlightLeft}; } else { left.turn.instruction = getInstructionForObvious(intersection.size(), via_edge, false, left); right.turn.instruction = {findBasicTurnType(via_edge, right), DirectionModifier::SlightRight}; } } else if (fork_range.second - fork_range.first == 2) { assignFork(via_edge, intersection[fork_range.second], intersection[fork_range.first + 1], intersection[fork_range.first]); } // assign left/right turns intersection = assignLeftTurns(via_edge, std::move(intersection), fork_range.second + 1); intersection = assignRightTurns(via_edge, std::move(intersection), fork_range.first); } else if (straightmost_deviation < FUZZY_ANGLE_DIFFERENCE && !intersection[straightmost_turn].entry_allowed) { // invalid straight turn intersection = assignLeftTurns(via_edge, std::move(intersection), straightmost_turn + 1); intersection = assignRightTurns(via_edge, std::move(intersection), straightmost_turn); } // no straight turn else if (intersection[straightmost_turn].turn.angle > 180) { // at most three turns on either side intersection = assignLeftTurns(via_edge, std::move(intersection), straightmost_turn); intersection = assignRightTurns(via_edge, std::move(intersection), straightmost_turn); } else if (intersection[straightmost_turn].turn.angle < 180) { intersection = assignLeftTurns(via_edge, std::move(intersection), straightmost_turn + 1); intersection = assignRightTurns(via_edge, std::move(intersection), straightmost_turn + 1); } else { if (fallback_count++ < 10) { util::SimpleLogger().Write(logWARNING) << "Resolved to keep fallback on complex turn assignment" << "Straightmost: " << straightmost_turn; ; for (const auto &road : intersection) { const auto &out_data = node_based_graph.GetEdgeData(road.turn.eid); util::SimpleLogger().Write(logWARNING) << "road: " << toString(road) << " Name: " << out_data.name_id << " Road Class: " << (int)out_data.road_classification.road_class; } } } return intersection; } std::size_t TurnHandler::findObviousTurn(const EdgeID via_edge, const Intersection &intersection) const { // no obvious road if (intersection.size() == 1) return 0; // a single non u-turn is obvious if (intersection.size() == 2) return 1; // at least three roads std::size_t best = 0; double best_deviation = 180; std::size_t best_continue = 0; double best_continue_deviation = 180; const EdgeData &in_data = node_based_graph.GetEdgeData(via_edge); for (std::size_t i = 1; i < intersection.size(); ++i) { const double deviation = angularDeviation(intersection[i].turn.angle, STRAIGHT_ANGLE); if (intersection[i].entry_allowed && deviation < best_deviation) { best_deviation = deviation; best = i; } const auto out_data = node_based_graph.GetEdgeData(intersection[i].turn.eid); if (intersection[i].entry_allowed && out_data.name_id == in_data.name_id && deviation < best_continue_deviation) { best_continue_deviation = deviation; best_continue = i; } } if (best == 0) return 0; if (best_deviation >= 2 * NARROW_TURN_ANGLE) return 0; // has no obvious continued road if (best_continue == 0 || true) { // Find left/right deviation const double left_deviation = angularDeviation( intersection[(best + 1) % intersection.size()].turn.angle, STRAIGHT_ANGLE); const double right_deviation = angularDeviation(intersection[best - 1].turn.angle, STRAIGHT_ANGLE); if (best_deviation < MAXIMAL_ALLOWED_NO_TURN_DEVIATION && std::min(left_deviation, right_deviation) > FUZZY_ANGLE_DIFFERENCE) return best; // other narrow turns? if (angularDeviation(intersection[best - 1].turn.angle, STRAIGHT_ANGLE) <= FUZZY_ANGLE_DIFFERENCE) return 0; if (angularDeviation(intersection[(best + 1) % intersection.size()].turn.angle, STRAIGHT_ANGLE) <= FUZZY_ANGLE_DIFFERENCE) return 0; // Well distinct turn that is nearly straight if ((left_deviation / best_deviation >= DISTINCTION_RATIO || (left_deviation > best_deviation && !intersection[(best + 1) % intersection.size()].entry_allowed)) && (right_deviation / best_deviation >= DISTINCTION_RATIO || (right_deviation > best_deviation && !intersection[best - 1].entry_allowed))) { return best; } } return 0; // no obvious turn } // Assignment of left turns hands of to right turns. // To do so, we mirror every road segment and reverse the order. // After the mirror and reversal / we assign right turns and // mirror again and restore the original order. Intersection TurnHandler::assignLeftTurns(const EdgeID via_edge, Intersection intersection, const std::size_t starting_at) const { BOOST_ASSERT(!intersection.empty()); BOOST_ASSERT(starting_at <= intersection.size()); for (auto &road : intersection) road = mirror(road); std::reverse(intersection.begin() + 1, intersection.end()); // account for the u-turn in the beginning const auto count = intersection.size() - starting_at + 1; intersection = assignRightTurns(via_edge, std::move(intersection), count); std::reverse(intersection.begin() + 1, intersection.end()); for (auto &road : intersection) road = mirror(road); return intersection; } // can only assign three turns Intersection TurnHandler::assignRightTurns(const EdgeID via_edge, Intersection intersection, const std::size_t up_to) const { BOOST_ASSERT(up_to <= intersection.size()); const auto count_valid = [&intersection, up_to]() { std::size_t count = 0; for (std::size_t i = 1; i < up_to; ++i) if (intersection[i].entry_allowed) ++count; return count; }; if (up_to <= 1 || count_valid() == 0) return intersection; // handle single turn if (up_to == 2) { assignTrivialTurns(via_edge, intersection, 1, up_to); } // Handle Turns 1-3 else if (up_to == 3) { const auto first_direction = getTurnDirection(intersection[1].turn.angle); const auto second_direction = getTurnDirection(intersection[2].turn.angle); if (first_direction == second_direction) { // conflict handleDistinctConflict(via_edge, intersection[2], intersection[1]); } else { assignTrivialTurns(via_edge, intersection, 1, up_to); } } // Handle Turns 1-4 else if (up_to == 4) { const auto first_direction = getTurnDirection(intersection[1].turn.angle); const auto second_direction = getTurnDirection(intersection[2].turn.angle); const auto third_direction = getTurnDirection(intersection[3].turn.angle); if (first_direction != second_direction && second_direction != third_direction) { // due to the circular order, the turn directions are unique // first_direction != third_direction is implied BOOST_ASSERT(first_direction != third_direction); assignTrivialTurns(via_edge, intersection, 1, up_to); } else if (2 >= (intersection[1].entry_allowed + intersection[2].entry_allowed + intersection[3].entry_allowed)) { // at least a single invalid if (!intersection[3].entry_allowed) { handleDistinctConflict(via_edge, intersection[2], intersection[1]); } else if (!intersection[1].entry_allowed) { handleDistinctConflict(via_edge, intersection[3], intersection[2]); } else // handles one-valid as well as two valid (1,3) { handleDistinctConflict(via_edge, intersection[3], intersection[1]); } } // From here on out, intersection[1-3].entry_allowed has to be true (Otherwise we would have // triggered 2>= ...) // // Conflicting Turns, but at least farther than what we call a narrow turn else if (angularDeviation(intersection[1].turn.angle, intersection[2].turn.angle) >= NARROW_TURN_ANGLE && angularDeviation(intersection[2].turn.angle, intersection[3].turn.angle) >= NARROW_TURN_ANGLE) { BOOST_ASSERT(intersection[1].entry_allowed && intersection[2].entry_allowed && intersection[3].entry_allowed); intersection[1].turn.instruction = {findBasicTurnType(via_edge, intersection[1]), DirectionModifier::SharpRight}; intersection[2].turn.instruction = {findBasicTurnType(via_edge, intersection[2]), DirectionModifier::Right}; intersection[3].turn.instruction = {findBasicTurnType(via_edge, intersection[3]), DirectionModifier::SlightRight}; } else if (((first_direction == second_direction && second_direction == third_direction) || (first_direction == second_direction && angularDeviation(intersection[2].turn.angle, intersection[3].turn.angle) < GROUP_ANGLE) || (second_direction == third_direction && angularDeviation(intersection[1].turn.angle, intersection[2].turn.angle) < GROUP_ANGLE))) { BOOST_ASSERT(intersection[1].entry_allowed && intersection[2].entry_allowed && intersection[3].entry_allowed); // count backwards from the slightest turn assignTrivialTurns(via_edge, intersection, 1, up_to); } else if (((first_direction == second_direction && angularDeviation(intersection[2].turn.angle, intersection[3].turn.angle) >= GROUP_ANGLE) || (second_direction == third_direction && angularDeviation(intersection[1].turn.angle, intersection[2].turn.angle) >= GROUP_ANGLE))) { BOOST_ASSERT(intersection[1].entry_allowed && intersection[2].entry_allowed && intersection[3].entry_allowed); if (angularDeviation(intersection[2].turn.angle, intersection[3].turn.angle) >= GROUP_ANGLE) { handleDistinctConflict(via_edge, intersection[2], intersection[1]); intersection[3].turn.instruction = {findBasicTurnType(via_edge, intersection[3]), third_direction}; } else { intersection[1].turn.instruction = {findBasicTurnType(via_edge, intersection[1]), first_direction}; handleDistinctConflict(via_edge, intersection[3], intersection[2]); } } else { util::SimpleLogger().Write(logWARNING) << "Reached fallback for right turns, size 3 " << " Valids: " << (intersection[1].entry_allowed + intersection[2].entry_allowed + intersection[3].entry_allowed); for (const auto road : intersection) { const auto &out_data = node_based_graph.GetEdgeData(road.turn.eid); util::SimpleLogger().Write(logWARNING) << "\troad: " << toString(road) << " Name: " << out_data.name_id << " Road Class: " << (int)out_data.road_classification.road_class; } assignTrivialTurns(via_edge, intersection, 1, up_to); } } else { assignTrivialTurns(via_edge, intersection, 1, up_to); } return intersection; } std::pair TurnHandler::findFork(const Intersection &intersection) const { std::size_t best = 0; double best_deviation = 180; // TODO handle road classes for (std::size_t i = 1; i < intersection.size(); ++i) { const double deviation = angularDeviation(intersection[i].turn.angle, STRAIGHT_ANGLE); if (intersection[i].entry_allowed && deviation < best_deviation) { best_deviation = deviation; best = i; } } if (best_deviation <= NARROW_TURN_ANGLE) { std::size_t left = best, right = best; if (intersection[best].turn.angle >= 180) { // due to best > 1, we can safely decrement right --right; if (angularDeviation(intersection[right].turn.angle, STRAIGHT_ANGLE) > NARROW_TURN_ANGLE) return std::make_pair(std::size_t{0}, std::size_t{0}); } else { ++left; if (left >= intersection.size() || angularDeviation(intersection[left].turn.angle, STRAIGHT_ANGLE) > NARROW_TURN_ANGLE) return std::make_pair(std::size_t{0}, std::size_t{0}); } while (left + 1 < intersection.size() && angularDeviation(intersection[left].turn.angle, intersection[left + 1].turn.angle) < NARROW_TURN_ANGLE && angularDeviation(intersection[left].turn.angle, STRAIGHT_ANGLE) <= GROUP_ANGLE) ++left; while (right > 1 && angularDeviation(intersection[right].turn.angle, intersection[right - 1].turn.angle) < NARROW_TURN_ANGLE && angularDeviation(intersection[right - 1].turn.angle, STRAIGHT_ANGLE) <= GROUP_ANGLE) --right; // TODO check whether 2*NARROW_TURN is too large if (0 < right && right < left && angularDeviation(intersection[left].turn.angle, intersection[(left + 1) % intersection.size()].turn.angle) >= GROUP_ANGLE && angularDeviation(intersection[right].turn.angle, intersection[right - 1].turn.angle) >= GROUP_ANGLE) return std::make_pair(right, left); } return std::make_pair(std::size_t{0}, std::size_t{0}); } void TurnHandler::handleDistinctConflict(const EdgeID via_edge, ConnectedRoad &left, ConnectedRoad &right) const { // single turn of both is valid (don't change the valid one) // or multiple identical angles -> bad OSM intersection if ((!left.entry_allowed || !right.entry_allowed) || (left.turn.angle == right.turn.angle)) { if (left.entry_allowed) left.turn.instruction = {findBasicTurnType(via_edge, left), getTurnDirection(left.turn.angle)}; if (right.entry_allowed) right.turn.instruction = {findBasicTurnType(via_edge, right), getTurnDirection(right.turn.angle)}; return; } if (getTurnDirection(left.turn.angle) == DirectionModifier::Straight || getTurnDirection(left.turn.angle) == DirectionModifier::SlightLeft || getTurnDirection(right.turn.angle) == DirectionModifier::SlightRight) { const auto left_class = node_based_graph.GetEdgeData(left.turn.eid).road_classification.road_class; const auto right_class = node_based_graph.GetEdgeData(right.turn.eid).road_classification.road_class; if (canBeSeenAsFork(left_class, right_class)) assignFork(via_edge, left, right); else if (getPriority(left_class) > getPriority(right_class)) { // FIXME this should possibly know about the actual roads? // here we don't know about the intersection size. To be on the save side, // we declare it // as complex (at least size 4) right.turn.instruction = getInstructionForObvious(4, via_edge, false, right); left.turn.instruction = {findBasicTurnType(via_edge, left), DirectionModifier::SlightLeft}; } else { // FIXME this should possibly know about the actual roads? // here we don't know about the intersection size. To be on the save side, // we declare it // as complex (at least size 4) left.turn.instruction = getInstructionForObvious(4, via_edge, false, left); right.turn.instruction = {findBasicTurnType(via_edge, right), DirectionModifier::SlightRight}; } } const auto left_type = findBasicTurnType(via_edge, left); const auto right_type = findBasicTurnType(via_edge, right); // Two Right Turns if (angularDeviation(left.turn.angle, 90) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION) { // Keep left perfect, shift right left.turn.instruction = {left_type, DirectionModifier::Right}; right.turn.instruction = {right_type, DirectionModifier::SharpRight}; return; } if (angularDeviation(right.turn.angle, 90) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION) { // Keep Right perfect, shift left left.turn.instruction = {left_type, DirectionModifier::SlightRight}; right.turn.instruction = {right_type, DirectionModifier::Right}; return; } // Two Right Turns if (angularDeviation(left.turn.angle, 270) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION) { // Keep left perfect, shift right left.turn.instruction = {left_type, DirectionModifier::Left}; right.turn.instruction = {right_type, DirectionModifier::SlightLeft}; return; } if (angularDeviation(right.turn.angle, 270) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION) { // Keep Right perfect, shift left left.turn.instruction = {left_type, DirectionModifier::SharpLeft}; right.turn.instruction = {right_type, DirectionModifier::Left}; return; } // Shift the lesser penalty if (getTurnDirection(left.turn.angle) == DirectionModifier::SharpLeft) { left.turn.instruction = {left_type, DirectionModifier::SharpLeft}; right.turn.instruction = {right_type, DirectionModifier::Left}; return; } if (getTurnDirection(right.turn.angle) == DirectionModifier::SharpRight) { left.turn.instruction = {left_type, DirectionModifier::Right}; right.turn.instruction = {right_type, DirectionModifier::SharpRight}; return; } if (getTurnDirection(left.turn.angle) == DirectionModifier::Right) { if (angularDeviation(left.turn.angle, 90) > angularDeviation(right.turn.angle, 90)) { left.turn.instruction = {left_type, DirectionModifier::SlightRight}; right.turn.instruction = {right_type, DirectionModifier::Right}; } else { left.turn.instruction = {left_type, DirectionModifier::Right}; right.turn.instruction = {right_type, DirectionModifier::SharpRight}; } } else { if (angularDeviation(left.turn.angle, 270) > angularDeviation(right.turn.angle, 270)) { left.turn.instruction = {left_type, DirectionModifier::SharpLeft}; right.turn.instruction = {right_type, DirectionModifier::Left}; } else { left.turn.instruction = {left_type, DirectionModifier::Left}; right.turn.instruction = {right_type, DirectionModifier::SlightLeft}; } } } } // namespace guidance } // namespace extractor } // namespace osrm