osrm-backend/src/engine/guidance/post_processing.cpp

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#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 <boost/assert.hpp>
#include <boost/numeric/conversion/cast.hpp>
#include <boost/range/algorithm_ext/erase.hpp>
#include <boost/range/iterator_range.hpp>
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <limits>
#include <utility>
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<RouteStep> &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<RouteStep> &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<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[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<std::size_t> 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<RouteStep> &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<RouteStep> &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 &current_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<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];
// 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<short> &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<RouteStep> &steps,
const std::size_t &current_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<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);
// 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<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 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<RouteStep> collapseTurns(std::vector<RouteStep> 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 &current_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<RouteStep> &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 &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.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<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
? 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<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;
}
std::vector<RouteStep> buildIntersections(std::vector<RouteStep> 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<RouteStep> collapseUseLane(std::vector<RouteStep> 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