osrm-backend/src/engine/guidance/post_processing.cpp
2016-05-19 16:44:31 +02:00

825 lines
36 KiB
C++

#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 <boost/assert.hpp>
#include <boost/range/algorithm_ext/erase.hpp>
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <iostream>
#include <limits>
#include <utility>
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<RouteStep> &steps)
{
std::cout << "Path\n";
int segment = 0;
for (const auto &step : steps)
{
const auto type =
static_cast<std::underlying_type<TurnType>::type>(step.maneuver.instruction.type);
const auto modifier = static_cast<std::underlying_type<DirectionModifier>::type>(
step.maneuver.instruction.direction_modifier);
std::cout << "\t[" << ++segment << "]: " << type << " " << modifier
<< " 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 << "(" << intersection.duration << " " << intersection.distance << " "
<< " Bearings: " << intersection.bearing_before << " "
<< intersection.bearing_after << " -- ";
for( auto bearing : intersection.bearing_class.getAvailableBearings() )
std:: cout << " " << bearing;
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);
return destination;
}
void fixFinalRoundabout(std::vector<RouteStep> &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<RouteStep> &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<std::size_t> intermediate_steps;
BOOST_ASSERT(!steps[step_index].intersections.empty());
const auto exit_bearing = steps[step_index].intersections.back().bearing_after;
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;
// 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;
}(propagation_step.intersections.front().bearing_before, 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;
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());
}
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<RouteStep> &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 &current_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(one_back_step.intersections.front().bearing_before,
current_step.intersections.front().bearing_after))
{
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<RouteStep> removeNoTurnInstructions(std::vector<RouteStep> 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);
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<RouteStep> postProcess(std::vector<RouteStep> 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].intersections.insert(
steps[last_valid_instruction].intersections.end(), step.intersections.begin(),
step.intersections.end());
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);
}
return removeNoTurnInstructions(std::move(steps));
}
// Post Processing to collapse unnecessary sets of combined instructions into a single one
std::vector<RouteStep> collapseTurns(std::vector<RouteStep> 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 &current_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 &current_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);
}
}
return removeNoTurnInstructions(std::move(steps));
}
void trimShortSegments(std::vector<RouteStep> &steps, LegGeometry &geometry)
{
// 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.
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 &current_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 = {TurnInstruction::NO_TURN(), WaypointType::Depart, 0};
// finally remove the initial (now duplicated move)
steps.erase(steps.begin());
}
else
{
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; });
steps.front().maneuver = {TurnInstruction::NO_TURN(), WaypointType::Depart, 0};
}
// 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;
});
}
// 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 = {TurnInstruction::NO_TURN(), WaypointType::Arrive, 0};
BOOST_ASSERT(!next_to_last_step.intersections.empty());
next_to_last_step.intersections.front().bearing_after = 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--;
steps.back().geometry_begin--;
steps.back().geometry_end--;
steps.back().maneuver = {TurnInstruction::NO_TURN(), WaypointType::Arrive, 0};
}
}
// assign relative locations to depart/arrive instructions
std::vector<RouteStep> assignRelativeLocations(std::vector<RouteStep> 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;
BOOST_ASSERT(!steps.front().intersections.empty());
steps.front().intersections.front().bearing_before = 0;
steps.front().intersections.front().bearing_after =
util::coordinate_calculation::bearing(leg_geometry.locations[0], leg_geometry.locations[1]);
steps.front().intersections.front() = util::guidance::setIntersectionClasses(
std::move(steps.front().intersections.front()), source_node);
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.back().intersections.size() == 1);
BOOST_ASSERT(!steps.back().intersections.empty());
steps.back().intersections.front().bearing_before = util::coordinate_calculation::bearing(
leg_geometry.locations[leg_geometry.locations.size() - 2],
leg_geometry.locations[leg_geometry.locations.size() - 1]);
steps.back().intersections.front().bearing_after = 0;
steps.back().intersections.front() = util::guidance::setIntersectionClasses(
std::move(steps.back().intersections.front()), target_node);
return steps;
}
LegGeometry resyncGeometry(LegGeometry leg_geometry, const std::vector<RouteStep> &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