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113
libs/routing/pedestrian_directions.cpp
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113
libs/routing/pedestrian_directions.cpp
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#include "routing/pedestrian_directions.hpp"
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#include "routing/turns.hpp"
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#include "routing/turns_generator.hpp"
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#include "routing/turns_generator_utils.hpp"
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#include <utility>
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namespace routing
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{
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using namespace std;
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using namespace turns;
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PedestrianDirectionsEngine::PedestrianDirectionsEngine(MwmDataSource & dataSource, shared_ptr<NumMwmIds> numMwmIds)
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: DirectionsEngine(dataSource, std::move(numMwmIds))
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{}
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// Angles in degrees for finding route segments with no actual forks.
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double constexpr kMaxForwardAngleCandidates = 95.0;
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double constexpr kMaxForwardAngleActual = 60.0;
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size_t PedestrianDirectionsEngine::GetTurnDirection(IRoutingResult const & result, size_t const outgoingSegmentIndex,
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NumMwmIds const & numMwmIds,
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RoutingSettings const & vehicleSettings, TurnItem & turn)
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{
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if (outgoingSegmentIndex == result.GetSegments().size())
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{
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turn.m_pedestrianTurn = PedestrianDirection::ReachedYourDestination;
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return 0;
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}
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// See comment for the same in CarDirectionsEngine::GetTurnDirection().
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if (outgoingSegmentIndex == 2) // The same as turnItem.m_index == 2.
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return 0;
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TurnInfo turnInfo;
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if (!GetTurnInfo(result, outgoingSegmentIndex, vehicleSettings, turnInfo))
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return 0;
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double const turnAngle = CalcTurnAngle(result, outgoingSegmentIndex, numMwmIds, vehicleSettings);
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turn.m_pedestrianTurn = PedestrianDirection::None;
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ASSERT_GREATER(turnInfo.m_ingoing->m_path.size(), 1, ());
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TurnCandidates nodes;
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size_t ingoingCount = 0;
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m2::PointD const junctionPoint = turnInfo.m_ingoing->m_path.back().GetPoint();
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result.GetPossibleTurns(turnInfo.m_ingoing->m_segmentRange, junctionPoint, ingoingCount, nodes);
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if (nodes.isCandidatesAngleValid)
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{
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ASSERT(is_sorted(nodes.candidates.begin(), nodes.candidates.end(), base::LessBy(&TurnCandidate::m_angle)),
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("Turn candidates should be sorted by its angle field."));
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}
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/// @todo Proper handling of isCandidatesAngleValid == False, when we don't have angles of candidates.
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if (nodes.candidates.size() == 0)
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return 0;
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turn.m_pedestrianTurn = IntermediateDirectionPedestrian(turnAngle);
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if (turn.m_pedestrianTurn == PedestrianDirection::GoStraight)
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{
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turn.m_pedestrianTurn = PedestrianDirection::None;
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return 0;
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}
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Segment firstOutgoingSeg;
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if (!turnInfo.m_outgoing->m_segmentRange.GetFirstSegment(numMwmIds, firstOutgoingSeg))
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return 0;
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CorrectCandidatesSegmentByOutgoing(turnInfo, firstOutgoingSeg, nodes);
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RemoveUTurnCandidate(turnInfo, numMwmIds, nodes.candidates);
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// If there is no fork on the road we don't need to generate any turn. It is pointless because
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// there is no possibility of leaving the route.
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if (nodes.candidates.size() <= 1)
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turn.m_pedestrianTurn = PedestrianDirection::None;
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if (fabs(CalcOneSegmentTurnAngle(turnInfo)) < kMaxForwardAngleActual &&
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HasSingleForwardTurn(nodes, kMaxForwardAngleCandidates))
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turn.m_pedestrianTurn = PedestrianDirection::None;
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return 0;
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}
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void PedestrianDirectionsEngine::FixupTurns(vector<RouteSegment> & routeSegments)
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{
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double constexpr kMergeDistMeters = 15.0;
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for (size_t idx = 0; idx < routeSegments.size(); ++idx)
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{
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auto const & turn = routeSegments[idx].GetTurn();
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if (turn.IsTurnNone())
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continue;
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bool const prevStepNoTurn =
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idx > 0 && routeSegments[idx - 1].GetTurn().m_pedestrianTurn == PedestrianDirection::GoStraight;
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bool const needToTurn = routeSegments[idx].GetTurn().m_pedestrianTurn == PedestrianDirection::TurnLeft ||
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routeSegments[idx].GetTurn().m_pedestrianTurn == PedestrianDirection::TurnRight;
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// Merging turns which are closer to each other under some circumstance.
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if (prevStepNoTurn && needToTurn)
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{
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auto const & junction = routeSegments[idx].GetJunction();
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auto const & prevJunction = routeSegments[idx - 1].GetJunction();
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if (mercator::DistanceOnEarth(junction.GetPoint(), prevJunction.GetPoint()) < kMergeDistMeters)
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routeSegments[idx - 1].ClearTurn();
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}
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}
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}
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} // namespace routing
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