osrm-backend/src/engine/guidance/post_processing.cpp
2016-04-05 22:59:14 +02:00

449 lines
18 KiB
C++

#include "engine/guidance/post_processing.hpp"
#include "extractor/guidance/turn_instruction.hpp"
#include "engine/guidance/toolkit.hpp"
#include "engine/guidance/assemble_steps.hpp"
#include <boost/assert.hpp>
#include <boost/range/algorithm_ext/erase.hpp>
#include <algorithm>
#include <iostream>
#include <cmath>
#include <cstddef>
#include <limits>
#include <utility>
using TurnInstruction = osrm::extractor::guidance::TurnInstruction;
using TurnType = osrm::extractor::guidance::TurnType;
using DirectionModifier = osrm::extractor::guidance::DirectionModifier;
namespace osrm
{
namespace engine
{
namespace guidance
{
namespace detail
{
bool canMergeTrivially(const RouteStep &destination, const RouteStep &source)
{
return destination.maneuver.exit == 0 && destination.name_id == source.name_id &&
isSilent(source.maneuver.instruction);
}
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;
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 (propagation_index == 0 || entersRoundabout(propagation_step.maneuver.instruction))
{
propagation_step.maneuver.exit = 0;
propagation_step.geometry_end = steps.back().geometry_begin;
break;
}
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)
{
step.maneuver.exit = 1;
// prevent futher special case handling of these two.
if (instruction.type == TurnType::EnterRotaryAtExit)
step.maneuver.instruction = TurnType::EnterRotary;
else
step.maneuver.instruction = TurnType::EnterRoundabout;
}
if (leavesRoundabout(instruction))
{
step.maneuver.exit = 1; // count the otherwise missing exit
if (instruction.type == TurnType::EnterRotaryAtExit)
step.maneuver.instruction = TurnType::EnterRotary;
else
step.maneuver.instruction = TurnType::EnterRoundabout;
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] = detail::forwardInto(steps[1], steps[0]);
steps[0].duration = 0;
steps[0].distance = 0;
steps[1].maneuver.instruction.type = step.maneuver.instruction.type == TurnType::ExitRotary
? TurnType::EnterRotary
: TurnType::EnterRoundabout;
}
// 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.
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 = detail::forwardInto(propagation_step, steps[propagation_index + 1]);
if (entersRoundabout(propagation_step.maneuver.instruction))
{
// TODO at this point, we can remember the additional name for a rotary
// This requires some initial thought on the data format, though
propagation_step.maneuver.exit = step.maneuver.exit;
propagation_step.geometry_end = step.geometry_end;
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();
}
}
} // namespace detail
void print(const std::vector<RouteStep> &steps)
{
std::cout << "Path\n";
int segment = 0;
for (const auto &step : steps)
{
const auto type = static_cast<int>(step.maneuver.instruction.type);
const auto modifier = static_cast<int>(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.maneuver.intersections.size() << " [";
for (auto intersection : step.maneuver.intersections)
std::cout << "(" << intersection.duration << " " << intersection.distance << ")";
std::cout << "] name[" << step.name_id << "]: " << step.name << std::endl;
}
}
// 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;
// adds an intersection to the initial route step
// It includes the length of the last step, until the intersection
// Also updates the length of the respective segment
auto addIntersection =
[](RouteStep into, const RouteStep &last_step, const RouteStep &intersection)
{
into.maneuver.intersections.push_back(
{last_step.duration, last_step.distance, intersection.maneuver.location});
return detail::forwardInto(std::move(into), intersection);
};
// 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 = detail::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;
}
detail::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] = addIntersection(
std::move(steps[last_valid_instruction]), steps[step_index - 1], step);
step.maneuver.instruction = TurnInstruction::NO_TURN();
}
else if (!isSilent(instruction))
{
// Remember the last non silent instruction
last_valid_instruction = step_index;
}
}
// unterminated roundabout
// Move backwards through the instructions until the start and remove the exit number
// A roundabout without exit translates to enter-roundabout.
if (has_entered_roundabout || on_roundabout)
{
detail::fixFinalRoundabout(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;
}
void trimShortSegments(std::vector<RouteStep> &steps, LegGeometry &geometry)
{
#if OSRM_POST_PROCESSING_PRINT_DEBUG
std::cout << "[Pre-Trimming]" << std::endl;
print(steps);
#endif
// 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)
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
if (steps.front().distance <= std::numeric_limits<double>::epsilon())
{
// We have to adjust the first step both for its name and the bearings
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;
geometry.locations.erase(geometry.locations.begin());
BOOST_ASSERT(geometry.segment_offsets[1] == 1);
// geometry offsets have to be adjusted. Move all offsets to the front 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();
// remove the initial distance value
geometry.segment_distances.erase(geometry.segment_distances.begin());
// update initial turn direction/bearings. Due to the duplicated first coordinate, the
// initial bearing is invalid
designated_depart.maneuver = detail::stepManeuverFromGeometry(
TurnInstruction::NO_TURN(), WaypointType::Depart, geometry);
// finally remove the initial (now duplicated move)
steps.erase(steps.begin());
// 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)
return;
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 <= std::numeric_limits<double>::epsilon())
{
geometry.locations.pop_back();
geometry.segment_offsets.pop_back();
BOOST_ASSERT(geometry.segment_distances.back() < std::numeric_limits<double>::epsilon());
geometry.segment_distances.pop_back();
next_to_last_step.maneuver = detail::stepManeuverFromGeometry(
TurnInstruction::NO_TURN(), WaypointType::Arrive, geometry);
steps.pop_back();
// the geometry indices of the last step are already correct;
}
}
// 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.at(0),
leg_geometry.locations.at(1)))
: extractor::guidance::DirectionModifier::UTurn;
steps.front().maneuver.instruction.direction_modifier = initial_modifier;
const auto distance_from_end = util::coordinate_calculation::haversineDistance(
target_node.input_location, leg_geometry.locations.back());
const auto final_modifier =
distance_from_end >= MINIMAL_RELATIVE_DISTANCE &&
distance_from_end <= MAXIMAL_RELATIVE_DISTANCE
? angleToDirectionModifier(util::coordinate_calculation::computeAngle(
leg_geometry.locations.at(leg_geometry.locations.size() - 2),
leg_geometry.locations.at(leg_geometry.locations.size() - 1),
target_node.input_location))
: extractor::guidance::DirectionModifier::UTurn;
steps.back().maneuver.instruction.direction_modifier = final_modifier;
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 fromt 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