osrm-backend/src/extractor/guidance/turn_handler.cpp
2016-08-24 10:12:27 +02:00

701 lines
29 KiB
C++

#include "extractor/guidance/constants.hpp"
#include "extractor/guidance/intersection_scenario_three_way.hpp"
#include "extractor/guidance/toolkit.hpp"
#include "extractor/guidance/turn_handler.hpp"
#include "util/guidance/toolkit.hpp"
#include <limits>
#include <utility>
#include <boost/assert.hpp>
using EdgeData = osrm::util::NodeBasedDynamicGraph::EdgeData;
using osrm::util::guidance::getTurnDirection;
using osrm::util::guidance::angularDeviation;
namespace osrm
{
namespace extractor
{
namespace guidance
{
TurnHandler::TurnHandler(const util::NodeBasedDynamicGraph &node_based_graph,
const std::vector<QueryNode> &node_info_list,
const util::NameTable &name_table,
const SuffixTable &street_name_suffix_table)
: IntersectionHandler(node_based_graph, node_info_list, name_table, street_name_suffix_table)
{
}
bool TurnHandler::canProcess(const NodeID, const EdgeID, const Intersection &) const
{
return true;
}
Intersection TurnHandler::
operator()(const NodeID, const EdgeID via_edge, Intersection intersection) const
{
if (intersection.size() == 1)
return handleOneWayTurn(std::move(intersection));
if (intersection[0].entry_allowed)
{
intersection[0].turn.instruction = {findBasicTurnType(via_edge, intersection[0]),
DirectionModifier::UTurn};
}
if (intersection.size() == 2)
return handleTwoWayTurn(via_edge, std::move(intersection));
if (intersection.size() == 3)
return handleThreeWayTurn(via_edge, std::move(intersection));
return handleComplexTurn(via_edge, std::move(intersection));
}
Intersection TurnHandler::handleOneWayTurn(Intersection intersection) const
{
BOOST_ASSERT(intersection[0].turn.angle < 0.001);
return intersection;
}
Intersection TurnHandler::handleTwoWayTurn(const EdgeID via_edge, Intersection intersection) const
{
BOOST_ASSERT(intersection[0].turn.angle < 0.001);
intersection[1].turn.instruction =
getInstructionForObvious(intersection.size(), via_edge, false, intersection[1]);
return intersection;
}
bool TurnHandler::isObviousOfTwo(const EdgeID via_edge,
const ConnectedRoad &road,
const ConnectedRoad &other) const
{
const auto &in_data = node_based_graph.GetEdgeData(via_edge);
const auto &first_data = node_based_graph.GetEdgeData(road.turn.eid);
const auto &second_data = node_based_graph.GetEdgeData(other.turn.eid);
const auto &first_classification = first_data.road_classification;
const auto &second_classification = second_data.road_classification;
const bool is_ramp = first_classification.IsRampClass();
const bool is_obvious_by_road_class =
(!is_ramp &&
(2 * first_classification.GetPriority() < second_classification.GetPriority()) &&
in_data.road_classification == first_classification) ||
(!first_classification.IsLowPriorityRoadClass() &&
second_classification.IsLowPriorityRoadClass());
if (is_obvious_by_road_class)
return true;
const bool other_is_obvious_by_road_class =
(!second_classification.IsRampClass() &&
(2 * second_classification.GetPriority() < first_classification.GetPriority()) &&
in_data.road_classification == second_classification) ||
(!second_classification.IsLowPriorityRoadClass() &&
first_classification.IsLowPriorityRoadClass());
if (other_is_obvious_by_road_class)
return false;
const bool turn_is_perfectly_straight =
angularDeviation(road.turn.angle, STRAIGHT_ANGLE) < std::numeric_limits<double>::epsilon();
if (turn_is_perfectly_straight && in_data.name_id != EMPTY_NAMEID &&
in_data.name_id == node_based_graph.GetEdgeData(road.turn.eid).name_id)
return true;
const bool is_much_narrower_than_other =
angularDeviation(other.turn.angle, STRAIGHT_ANGLE) /
angularDeviation(road.turn.angle, STRAIGHT_ANGLE) >
INCREASES_BY_FOURTY_PERCENT &&
angularDeviation(angularDeviation(other.turn.angle, STRAIGHT_ANGLE),
angularDeviation(road.turn.angle, STRAIGHT_ANGLE)) >
FUZZY_ANGLE_DIFFERENCE;
return is_much_narrower_than_other;
}
Intersection TurnHandler::handleThreeWayTurn(const EdgeID via_edge, Intersection intersection) const
{
const auto &in_data = node_based_graph.GetEdgeData(via_edge);
const auto &first_data = node_based_graph.GetEdgeData(intersection[1].turn.eid);
const auto &second_data = node_based_graph.GetEdgeData(intersection[2].turn.eid);
const auto obvious_index = findObviousTurn(via_edge, intersection);
std::cout << "[intersection]\n";
for (auto road : intersection)
std::cout << "\t" << toString(road) << std::endl;
std::cout << "Obvious: " << obvious_index << std::endl;
BOOST_ASSERT(intersection[0].turn.angle < 0.001);
/* Two nearly straight turns -> FORK
OOOOOOO
/
IIIIII
\
OOOOOOO
*/
const auto fork_range = findFork(via_edge, intersection);
if (fork_range.first == 1 && fork_range.second == 2)
assignFork(via_edge, intersection[2], intersection[1]);
/* T Intersection
OOOOOOO T OOOOOOOO
I
I
I
*/
else if (isEndOfRoad(intersection[0], intersection[1], intersection[2]) && obvious_index == 0)
{
if (intersection[1].entry_allowed)
{
if (TurnType::OnRamp != findBasicTurnType(via_edge, intersection[1]))
intersection[1].turn.instruction = {TurnType::EndOfRoad, DirectionModifier::Right};
else
intersection[1].turn.instruction = {TurnType::OnRamp, DirectionModifier::Right};
}
if (intersection[2].entry_allowed)
{
if (TurnType::OnRamp != findBasicTurnType(via_edge, intersection[2]))
intersection[2].turn.instruction = {TurnType::EndOfRoad, DirectionModifier::Left};
else
intersection[2].turn.instruction = {TurnType::OnRamp, DirectionModifier::Left};
}
}
else
{
std::cout << "Name IDs: " << (int)in_data.name_id << " " << (int)first_data.name_id << " "
<< (int)second_data.name_id << std::endl;
if (obvious_index == 1 &&
(in_data.name_id != second_data.name_id || first_data.name_id == second_data.name_id))
{
std::cout << "Assigning Obvious first" << std::endl;
intersection[1].turn.instruction = getInstructionForObvious(
3, via_edge, isThroughStreet(1, intersection), intersection[1]);
}
else
{
intersection[1].turn.instruction = {findBasicTurnType(via_edge, intersection[1]),
getTurnDirection(intersection[1].turn.angle)};
}
if (obvious_index == 2 &&
(in_data.name_id != first_data.name_id || first_data.name_id == second_data.name_id))
{
std::cout << "Assigning Obvious Second" << std::endl;
intersection[2].turn.instruction = getInstructionForObvious(
3, via_edge, isThroughStreet(2, intersection), intersection[2]);
}
else
{
intersection[2].turn.instruction = {findBasicTurnType(via_edge, intersection[2]),
getTurnDirection(intersection[2].turn.angle)};
}
}
return intersection;
}
Intersection TurnHandler::handleComplexTurn(const EdgeID via_edge, Intersection intersection) const
{
const std::size_t obvious_index = findObviousTurn(via_edge, intersection);
std::cout << "[intersection]\n";
for (auto road : intersection)
std::cout << "\t" << toString(road) << std::endl;
std::cout << "Obvious: " << obvious_index << std::endl;
const auto fork_range = findFork(via_edge, intersection);
std::size_t straightmost_turn = 0;
double straightmost_deviation = 180;
for (std::size_t i = 0; i < intersection.size(); ++i)
{
const double deviation = angularDeviation(intersection[i].turn.angle, STRAIGHT_ANGLE);
if (deviation < straightmost_deviation)
{
straightmost_deviation = deviation;
straightmost_turn = i;
}
}
// check whether there is a turn of the same name
const auto &in_data = node_based_graph.GetEdgeData(via_edge);
const bool has_same_name_turn = [&]() {
for (std::size_t i = 1; i < intersection.size(); ++i)
{
if (node_based_graph.GetEdgeData(intersection[i].turn.eid).name_id == in_data.name_id)
return true;
}
return false;
}();
// check whether the obvious choice is actually a through street
if (obvious_index != 0)
{
intersection[obvious_index].turn.instruction =
getInstructionForObvious(intersection.size(),
via_edge,
isThroughStreet(obvious_index, intersection),
intersection[obvious_index]);
if (has_same_name_turn &&
node_based_graph.GetEdgeData(intersection[obvious_index].turn.eid).name_id !=
in_data.name_id &&
intersection[obvious_index].turn.instruction.type == TurnType::NewName)
{
// this is a special case that is necessary to correctly handle obvious turns on
// continuing streets. Right now osrm does not know about right of way. If a street
// turns to the left just like:
//
// a
// a
// aaaaaaa b b
//
// And another road exits here, we don't want to call it a new name, even though the
// turn is obvious and does not require steering. To correctly handle these situations
// in turn collapsing, we use the turn + straight combination here
intersection[obvious_index].turn.instruction.type = TurnType::Turn;
intersection[obvious_index].turn.instruction.direction_modifier =
DirectionModifier::Straight;
}
// assign left/right turns
intersection = assignLeftTurns(via_edge, std::move(intersection), obvious_index + 1);
intersection = assignRightTurns(via_edge, std::move(intersection), obvious_index);
}
else if (fork_range.first != 0 && fork_range.second - fork_range.first <= 2) // found fork
{
if (fork_range.second - fork_range.first == 1)
{
auto &left = intersection[fork_range.second];
auto &right = intersection[fork_range.first];
const auto left_classification =
node_based_graph.GetEdgeData(left.turn.eid).road_classification;
const auto right_classification =
node_based_graph.GetEdgeData(right.turn.eid).road_classification;
if (canBeSeenAsFork(left_classification, right_classification))
assignFork(via_edge, left, right);
else if (left_classification.GetPriority() > right_classification.GetPriority())
{
right.turn.instruction =
getInstructionForObvious(intersection.size(), via_edge, false, right);
left.turn.instruction = {findBasicTurnType(via_edge, left),
DirectionModifier::SlightLeft};
}
else
{
left.turn.instruction =
getInstructionForObvious(intersection.size(), via_edge, false, left);
right.turn.instruction = {findBasicTurnType(via_edge, right),
DirectionModifier::SlightRight};
}
}
else if (fork_range.second - fork_range.first == 2)
{
assignFork(via_edge,
intersection[fork_range.second],
intersection[fork_range.first + 1],
intersection[fork_range.first]);
}
// assign left/right turns
intersection = assignLeftTurns(via_edge, std::move(intersection), fork_range.second + 1);
intersection = assignRightTurns(via_edge, std::move(intersection), fork_range.first);
}
else if (straightmost_deviation < FUZZY_ANGLE_DIFFERENCE &&
!intersection[straightmost_turn].entry_allowed)
{
// invalid straight turn
intersection = assignLeftTurns(via_edge, std::move(intersection), straightmost_turn + 1);
intersection = assignRightTurns(via_edge, std::move(intersection), straightmost_turn);
}
// no straight turn
else if (intersection[straightmost_turn].turn.angle > 180)
{
// at most three turns on either side
intersection = assignLeftTurns(via_edge, std::move(intersection), straightmost_turn);
intersection = assignRightTurns(via_edge, std::move(intersection), straightmost_turn);
}
else if (intersection[straightmost_turn].turn.angle < 180)
{
intersection = assignLeftTurns(via_edge, std::move(intersection), straightmost_turn + 1);
intersection = assignRightTurns(via_edge, std::move(intersection), straightmost_turn + 1);
}
else
{
assignTrivialTurns(via_edge, intersection, 1, intersection.size());
}
return intersection;
}
// Assignment of left turns hands of to right turns.
// To do so, we mirror every road segment and reverse the order.
// After the mirror and reversal / we assign right turns and
// mirror again and restore the original order.
Intersection TurnHandler::assignLeftTurns(const EdgeID via_edge,
Intersection intersection,
const std::size_t starting_at) const
{
BOOST_ASSERT(starting_at <= intersection.size());
const auto switch_left_and_right = [](Intersection &intersection) {
BOOST_ASSERT(!intersection.empty());
for (auto &road : intersection)
road = mirror(std::move(road));
std::reverse(intersection.begin() + 1, intersection.end());
};
switch_left_and_right(intersection);
// account for the u-turn in the beginning
const auto count = intersection.size() - starting_at + 1;
intersection = assignRightTurns(via_edge, std::move(intersection), count);
switch_left_and_right(intersection);
return intersection;
}
// can only assign three turns
Intersection TurnHandler::assignRightTurns(const EdgeID via_edge,
Intersection intersection,
const std::size_t up_to) const
{
BOOST_ASSERT(up_to <= intersection.size());
const auto count_valid = [&intersection, up_to]() {
std::size_t count = 0;
for (std::size_t i = 1; i < up_to; ++i)
if (intersection[i].entry_allowed)
++count;
return count;
};
if (up_to <= 1 || count_valid() == 0)
return intersection;
// handle single turn
if (up_to == 2)
{
assignTrivialTurns(via_edge, intersection, 1, up_to);
}
// Handle Turns 1-3
else if (up_to == 3)
{
const auto first_direction = getTurnDirection(intersection[1].turn.angle);
const auto second_direction = getTurnDirection(intersection[2].turn.angle);
if (first_direction == second_direction)
{
// conflict
handleDistinctConflict(via_edge, intersection[2], intersection[1]);
}
else
{
assignTrivialTurns(via_edge, intersection, 1, up_to);
}
}
// Handle Turns 1-4
else if (up_to == 4)
{
const auto first_direction = getTurnDirection(intersection[1].turn.angle);
const auto second_direction = getTurnDirection(intersection[2].turn.angle);
const auto third_direction = getTurnDirection(intersection[3].turn.angle);
if (first_direction != second_direction && second_direction != third_direction)
{
// due to the circular order, the turn directions are unique
// first_direction != third_direction is implied
BOOST_ASSERT(first_direction != third_direction);
assignTrivialTurns(via_edge, intersection, 1, up_to);
}
else if (2 >= (intersection[1].entry_allowed + intersection[2].entry_allowed +
intersection[3].entry_allowed))
{
// at least a single invalid
if (!intersection[3].entry_allowed)
{
handleDistinctConflict(via_edge, intersection[2], intersection[1]);
}
else if (!intersection[1].entry_allowed)
{
handleDistinctConflict(via_edge, intersection[3], intersection[2]);
}
else // handles one-valid as well as two valid (1,3)
{
handleDistinctConflict(via_edge, intersection[3], intersection[1]);
}
}
// From here on out, intersection[1-3].entry_allowed has to be true (Otherwise we would have
// triggered 2>= ...)
//
// Conflicting Turns, but at least farther than what we call a narrow turn
else if (angularDeviation(intersection[1].turn.angle, intersection[2].turn.angle) >=
NARROW_TURN_ANGLE &&
angularDeviation(intersection[2].turn.angle, intersection[3].turn.angle) >=
NARROW_TURN_ANGLE)
{
BOOST_ASSERT(intersection[1].entry_allowed && intersection[2].entry_allowed &&
intersection[3].entry_allowed);
intersection[1].turn.instruction = {findBasicTurnType(via_edge, intersection[1]),
DirectionModifier::SharpRight};
intersection[2].turn.instruction = {findBasicTurnType(via_edge, intersection[2]),
DirectionModifier::Right};
intersection[3].turn.instruction = {findBasicTurnType(via_edge, intersection[3]),
DirectionModifier::SlightRight};
}
else if (((first_direction == second_direction && second_direction == third_direction) ||
(first_direction == second_direction &&
angularDeviation(intersection[2].turn.angle, intersection[3].turn.angle) <
GROUP_ANGLE) ||
(second_direction == third_direction &&
angularDeviation(intersection[1].turn.angle, intersection[2].turn.angle) <
GROUP_ANGLE)))
{
BOOST_ASSERT(intersection[1].entry_allowed && intersection[2].entry_allowed &&
intersection[3].entry_allowed);
// count backwards from the slightest turn
assignTrivialTurns(via_edge, intersection, 1, up_to);
}
else if (((first_direction == second_direction &&
angularDeviation(intersection[2].turn.angle, intersection[3].turn.angle) >=
GROUP_ANGLE) ||
(second_direction == third_direction &&
angularDeviation(intersection[1].turn.angle, intersection[2].turn.angle) >=
GROUP_ANGLE)))
{
BOOST_ASSERT(intersection[1].entry_allowed && intersection[2].entry_allowed &&
intersection[3].entry_allowed);
if (angularDeviation(intersection[2].turn.angle, intersection[3].turn.angle) >=
GROUP_ANGLE)
{
handleDistinctConflict(via_edge, intersection[2], intersection[1]);
intersection[3].turn.instruction = {findBasicTurnType(via_edge, intersection[3]),
third_direction};
}
else
{
intersection[1].turn.instruction = {findBasicTurnType(via_edge, intersection[1]),
first_direction};
handleDistinctConflict(via_edge, intersection[3], intersection[2]);
}
}
else
{
assignTrivialTurns(via_edge, intersection, 1, up_to);
}
}
else
{
assignTrivialTurns(via_edge, intersection, 1, up_to);
}
return intersection;
}
std::pair<std::size_t, std::size_t> TurnHandler::findFork(const EdgeID via_edge,
const Intersection &intersection) const
{
std::size_t best = 0;
double best_deviation = 180;
// TODO handle road classes
for (std::size_t i = 1; i < intersection.size(); ++i)
{
const double deviation = angularDeviation(intersection[i].turn.angle, STRAIGHT_ANGLE);
if (intersection[i].entry_allowed && deviation < best_deviation)
{
best_deviation = deviation;
best = i;
}
}
if (best_deviation <= NARROW_TURN_ANGLE)
{
std::size_t left = best, right = best;
while (left + 1 < intersection.size() &&
(angularDeviation(intersection[left + 1].turn.angle, STRAIGHT_ANGLE) <=
NARROW_TURN_ANGLE ||
(angularDeviation(intersection[left].turn.angle,
intersection[left + 1].turn.angle) <= NARROW_TURN_ANGLE &&
angularDeviation(intersection[left].turn.angle, STRAIGHT_ANGLE) <= GROUP_ANGLE)))
++left;
while (
right > 1 &&
(angularDeviation(intersection[right - 1].turn.angle, STRAIGHT_ANGLE) <=
NARROW_TURN_ANGLE ||
(angularDeviation(intersection[right].turn.angle, intersection[right - 1].turn.angle) <
NARROW_TURN_ANGLE &&
angularDeviation(intersection[right - 1].turn.angle, STRAIGHT_ANGLE) <= GROUP_ANGLE)))
--right;
if (left == right)
return std::make_pair(std::size_t{0}, std::size_t{0});
const bool valid_indices = 0 < right && right < left;
const bool separated_at_left_side =
angularDeviation(intersection[left].turn.angle,
intersection[(left + 1) % intersection.size()].turn.angle) >=
GROUP_ANGLE;
const bool separated_at_right_side =
right > 0 &&
angularDeviation(intersection[right].turn.angle, intersection[right - 1].turn.angle) >=
GROUP_ANGLE;
const bool not_more_than_three = (left - right) <= 2;
const bool has_obvious = [&]() {
if (left - right == 1)
{
return isObviousOfTwo(via_edge, intersection[left], intersection[right]) ||
isObviousOfTwo(via_edge, intersection[right], intersection[left]);
}
else if (left - right == 2)
{
return isObviousOfTwo(via_edge, intersection[right + 1], intersection[right]) ||
isObviousOfTwo(via_edge, intersection[right], intersection[right + 1]) ||
isObviousOfTwo(via_edge, intersection[left], intersection[right + 1]) ||
isObviousOfTwo(via_edge, intersection[right + 1], intersection[left]);
}
return false;
}();
const bool has_compatible_classes = [&]() {
const bool ramp_class = node_based_graph.GetEdgeData(intersection[right].turn.eid)
.road_classification.IsLinkClass();
for (std::size_t index = right + 1; index <= left; ++index)
if (ramp_class !=
node_based_graph.GetEdgeData(intersection[index].turn.eid)
.road_classification.IsLinkClass())
return false;
return true;
}();
// TODO check whether 2*NARROW_TURN is too large
if (valid_indices && separated_at_left_side && separated_at_right_side &&
not_more_than_three && !has_obvious && has_compatible_classes)
return std::make_pair(right, left);
}
return std::make_pair(std::size_t{0}, std::size_t{0});
}
void TurnHandler::handleDistinctConflict(const EdgeID via_edge,
ConnectedRoad &left,
ConnectedRoad &right) const
{
// single turn of both is valid (don't change the valid one)
// or multiple identical angles -> bad OSM intersection
if ((!left.entry_allowed || !right.entry_allowed) || (left.turn.angle == right.turn.angle))
{
if (left.entry_allowed)
left.turn.instruction = {findBasicTurnType(via_edge, left),
getTurnDirection(left.turn.angle)};
if (right.entry_allowed)
right.turn.instruction = {findBasicTurnType(via_edge, right),
getTurnDirection(right.turn.angle)};
return;
}
if (getTurnDirection(left.turn.angle) == DirectionModifier::Straight ||
getTurnDirection(left.turn.angle) == DirectionModifier::SlightLeft ||
getTurnDirection(right.turn.angle) == DirectionModifier::SlightRight)
{
const auto left_classification =
node_based_graph.GetEdgeData(left.turn.eid).road_classification;
const auto right_classification =
node_based_graph.GetEdgeData(right.turn.eid).road_classification;
if (canBeSeenAsFork(left_classification, right_classification))
assignFork(via_edge, left, right);
else if (left_classification.GetPriority() > right_classification.GetPriority())
{
// FIXME this should possibly know about the actual roads?
// here we don't know about the intersection size. To be on the save side,
// we declare it
// as complex (at least size 4)
right.turn.instruction = getInstructionForObvious(4, via_edge, false, right);
left.turn.instruction = {findBasicTurnType(via_edge, left),
DirectionModifier::SlightLeft};
}
else
{
// FIXME this should possibly know about the actual roads?
// here we don't know about the intersection size. To be on the save side,
// we declare it
// as complex (at least size 4)
left.turn.instruction = getInstructionForObvious(4, via_edge, false, left);
right.turn.instruction = {findBasicTurnType(via_edge, right),
DirectionModifier::SlightRight};
}
}
const auto left_type = findBasicTurnType(via_edge, left);
const auto right_type = findBasicTurnType(via_edge, right);
// Two Right Turns
if (angularDeviation(left.turn.angle, 90) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION)
{
// Keep left perfect, shift right
left.turn.instruction = {left_type, DirectionModifier::Right};
right.turn.instruction = {right_type, DirectionModifier::SharpRight};
return;
}
if (angularDeviation(right.turn.angle, 90) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION)
{
// Keep Right perfect, shift left
left.turn.instruction = {left_type, DirectionModifier::SlightRight};
right.turn.instruction = {right_type, DirectionModifier::Right};
return;
}
// Two Right Turns
if (angularDeviation(left.turn.angle, 270) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION)
{
// Keep left perfect, shift right
left.turn.instruction = {left_type, DirectionModifier::Left};
right.turn.instruction = {right_type, DirectionModifier::SlightLeft};
return;
}
if (angularDeviation(right.turn.angle, 270) < MAXIMAL_ALLOWED_NO_TURN_DEVIATION)
{
// Keep Right perfect, shift left
left.turn.instruction = {left_type, DirectionModifier::SharpLeft};
right.turn.instruction = {right_type, DirectionModifier::Left};
return;
}
// Shift the lesser penalty
if (getTurnDirection(left.turn.angle) == DirectionModifier::SharpLeft)
{
left.turn.instruction = {left_type, DirectionModifier::SharpLeft};
right.turn.instruction = {right_type, DirectionModifier::Left};
return;
}
if (getTurnDirection(right.turn.angle) == DirectionModifier::SharpRight)
{
left.turn.instruction = {left_type, DirectionModifier::Right};
right.turn.instruction = {right_type, DirectionModifier::SharpRight};
return;
}
if (getTurnDirection(left.turn.angle) == DirectionModifier::Right)
{
if (angularDeviation(left.turn.angle, 90) > angularDeviation(right.turn.angle, 90))
{
left.turn.instruction = {left_type, DirectionModifier::SlightRight};
right.turn.instruction = {right_type, DirectionModifier::Right};
}
else
{
left.turn.instruction = {left_type, DirectionModifier::Right};
right.turn.instruction = {right_type, DirectionModifier::SharpRight};
}
}
else
{
if (angularDeviation(left.turn.angle, 270) > angularDeviation(right.turn.angle, 270))
{
left.turn.instruction = {left_type, DirectionModifier::SharpLeft};
right.turn.instruction = {right_type, DirectionModifier::Left};
}
else
{
left.turn.instruction = {left_type, DirectionModifier::Left};
right.turn.instruction = {right_type, DirectionModifier::SlightLeft};
}
}
}
} // namespace guidance
} // namespace extractor
} // namespace osrm