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use std::collections::{BTreeSet, HashMap, HashSet};
use std::fmt;
use anyhow::Result;
use serde::{Deserialize, Serialize};
use abstutil::wraparound_get;
use geom::{Polygon, Pt2D, Ring};
use crate::{CommonEndpoint, Direction, LaneID, Map, RoadID, RoadSideID, SideOfRoad};
// See https://github.com/a-b-street/abstreet/issues/841. Slow but correct when enabled.
const LOSSLESS_BLOCKFINDING: bool = true;
/// A block is defined by a perimeter that traces along the sides of roads. Inside the perimeter,
/// the block may contain buildings and interior roads. In the simple case, a block represents a
/// single "city block", with no interior roads. It may also cover a "neighborhood", where the
/// perimeter contains some "major" and the interior consists only of "minor" roads.
// TODO Maybe "block" is a misleading term. "Contiguous road trace area"?
#[derive(Clone, Serialize, Deserialize)]
pub struct Block {
pub perimeter: Perimeter,
/// The polygon covers the interior of the block.
pub polygon: Polygon,
}
/// A sequence of roads in order, beginning and ending at the same place. No "crossings" -- tracing
/// along this sequence should geometrically yield a simple polygon.
// TODO Handle the map boundary. Sometimes this perimeter should be broken up by border
// intersections or possibly by water/park areas.
#[derive(Clone, Serialize, Deserialize)]
pub struct Perimeter {
pub roads: Vec<RoadSideID>,
/// These roads exist entirely within the perimeter
pub interior: BTreeSet<RoadID>,
}
impl Perimeter {
/// Starting at any lane, snap to the nearest side of that road, then begin tracing a single
/// block, with no interior roads. This will fail if a map boundary is reached. The results are
/// unusual when crossing the entrance to a tunnel or bridge, and so `skip` is used to avoid
/// tracing there.
pub fn single_block(map: &Map, start: LaneID, skip: &HashSet<RoadID>) -> Result<Perimeter> {
let mut roads = Vec::new();
let start_road_side = map.get_l(start).get_nearest_side_of_road(map);
if skip.contains(&start_road_side.road) {
bail!("Started on a road we shouldn't trace");
}
// We need to track which side of the road we're at, but also which direction we're facing
let mut current_road_side = start_road_side;
let mut current_intersection = map.get_l(start).dst_i;
loop {
let i = map.get_i(current_intersection);
if i.is_border() {
bail!("hit the map boundary");
}
let mut sorted_roads = i.get_road_sides_sorted_by_incoming_angle(map);
sorted_roads.retain(|id| !skip.contains(&id.road));
let idx = sorted_roads
.iter()
.position(|x| *x == current_road_side)
.unwrap() as isize;
// Do we go clockwise or counter-clockwise around the intersection? Well, unless we're
// at a dead-end, we want to avoid the other side of the same road.
let mut next = *wraparound_get(&sorted_roads, idx + 1);
assert_ne!(next, current_road_side);
if next.road == current_road_side.road {
next = *wraparound_get(&sorted_roads, idx - 1);
assert_ne!(next, current_road_side);
if next.road == current_road_side.road {
// We must be at a dead-end
assert_eq!(2, sorted_roads.len());
}
}
roads.push(current_road_side);
current_road_side = next;
current_intersection = map
.get_r(current_road_side.road)
.other_endpt(current_intersection);
if current_road_side == start_road_side {
roads.push(start_road_side);
break;
}
}
assert_eq!(roads[0], *roads.last().unwrap());
Ok(Perimeter {
roads,
interior: BTreeSet::new(),
})
}
/// This calculates all single block perimeters for the entire map. The resulting list does not
/// cover roads near the map boundary.
pub fn find_all_single_blocks(map: &Map) -> Vec<Perimeter> {
let skip = Perimeter::find_roads_to_skip_tracing(map);
let mut seen = HashSet::new();
let mut perimeters = Vec::new();
for lane in map.all_lanes() {
let side = lane.get_nearest_side_of_road(map);
if seen.contains(&side) {
continue;
}
match Perimeter::single_block(map, lane.id, &skip) {
Ok(perimeter) => {
seen.extend(perimeter.roads.clone());
perimeters.push(perimeter);
}
Err(err) => {
// The logs are quite spammy and not helpful yet, since they're all expected
// cases near the map boundary
if false {
warn!("Failed from {}: {}", lane.id, err);
}
// Don't try again
seen.insert(side);
}
}
}
perimeters
}
/// Trying to form blocks near railways or cycleways that involve bridges/tunnels often causes
/// overlapping geometry or blocks that're way too large. These are extremely imperfect
/// heuristics to avoid the worst problems.
pub fn find_roads_to_skip_tracing(map: &Map) -> HashSet<RoadID> {
let mut skip = HashSet::new();
for r in map.all_roads() {
if r.is_light_rail() {
skip.insert(r.id);
} else if r.is_cycleway() && r.zorder != 0 {
skip.insert(r.id);
}
}
skip
}
/// A perimeter has the first and last road matching up, but that's confusing to
/// work with. Temporarily undo that.
fn undo_invariant(&mut self) {
assert_eq!(Some(self.roads[0]), self.roads.pop());
}
/// Restore the first=last invariant. Methods may temporarily break this, but must restore it
/// before returning.
fn restore_invariant(&mut self) {
self.roads.push(self.roads[0]);
}
/// Try to merge two blocks. Returns true if this is successful, which will only be when the
/// blocks are adjacent, but the merge wouldn't create an interior "hole".
///
/// Note this may modify both perimeters and still return `false`. The modification is just to
/// rotate the order of the road loop; this doesn't logically change the perimeter.
///
/// TODO Due to https://github.com/a-b-street/abstreet/issues/841, it seems like rotation
/// sometimes breaks `to_block`, so for now, always revert to the original upon failure.
// TODO Would it be cleaner to return a Result here and always restore the invariant?
fn try_to_merge(&mut self, map: &Map, other: &mut Perimeter, debug_failures: bool) -> bool {
let orig_self = self.clone();
let orig_other = other.clone();
self.undo_invariant();
other.undo_invariant();
// Calculate common roads
let roads1: HashSet<RoadID> = self.roads.iter().map(|id| id.road).collect();
let roads2: HashSet<RoadID> = other.roads.iter().map(|id| id.road).collect();
let common: HashSet<RoadID> = roads1.intersection(&roads2).cloned().collect();
if common.is_empty() {
if debug_failures {
warn!("No common roads");
}
*self = orig_self;
*other = orig_other;
return false;
}
// "Rotate" the order of roads, so that all of the overlapping roads are at the end of the
// list. If the entire perimeter is surrounded by the other, then no rotation needed.
if self.roads.len() != common.len() {
while common.contains(&self.roads[0].road)
|| !common.contains(&self.roads.last().unwrap().road)
{
self.roads.rotate_left(1);
}
}
// Same thing with the other
if other.roads.len() != common.len() {
while common.contains(&other.roads[0].road)
|| !common.contains(&other.roads.last().unwrap().road)
{
other.roads.rotate_left(1);
}
}
if debug_failures {
println!("\nCommon: {:?}\n{:?}\n{:?}", common, self, other);
}
// Check if all of the common roads are at the end of each perimeter,
// so we can "blindly" do this snipping. If this isn't true, then the overlapping portions
// are split by non-overlapping roads. This happens when merging the two blocks would
// result in a "hole."
let mut ok = true;
for id in self.roads.iter().rev().take(common.len()) {
if !common.contains(&id.road) {
if debug_failures {
warn!(
"The common roads on the first aren't consecutive, near {:?}",
id
);
}
ok = false;
break;
}
}
for id in other.roads.iter().rev().take(common.len()) {
if !common.contains(&id.road) {
if debug_failures {
warn!(
"The common roads on the second aren't consecutive, near {:?}",
id
);
}
ok = false;
break;
}
}
if !ok {
*self = orig_self;
*other = orig_other;
return false;
}
// Very straightforward snipping now
for _ in 0..common.len() {
self.roads.pop().unwrap();
other.roads.pop().unwrap();
}
// This order assumes everything is clockwise to start with.
self.roads.append(&mut other.roads);
// TODO This case was introduced with find_roads_to_skip_tracing. Not sure why.
if self.roads.is_empty() {
if debug_failures {
warn!("Two perimeters had every road in common: {:?}", common);
}
*self = orig_self;
*other = orig_other;
return false;
}
self.interior.extend(common);
self.interior.append(&mut other.interior);
// Restore the first=last invariant
self.restore_invariant();
// Make sure we didn't wind up with any internal dead-ends
self.collapse_deadends();
// TODO This is an expensive sanity check needed for
// https://github.com/a-b-street/abstreet/issues/841
if LOSSLESS_BLOCKFINDING && self.clone().to_block(map).is_err() {
*self = orig_self;
*other = orig_other;
return false;
}
true
}
/// Try to merge all given perimeters. If successful, only one perimeter will be returned.
/// Perimeters are never "destroyed" -- if not merged, they'll appear in the results. If
/// `stepwise_debug` is true, returns after performing just one merge.
pub fn merge_all(map: &Map, mut input: Vec<Perimeter>, stepwise_debug: bool) -> Vec<Perimeter> {
// Internal dead-ends break merging, so first collapse of those. Do this before even
// looking for neighbors, since find_common_roads doesn't understand dead-ends.
for p in &mut input {
p.collapse_deadends();
}
loop {
let mut debug = false;
let mut results: Vec<Perimeter> = Vec::new();
let num_input = input.len();
'INPUT: for mut perimeter in input {
if debug {
results.push(perimeter);
continue;
}
for other in &mut results {
if other.try_to_merge(map, &mut perimeter, stepwise_debug) {
// To debug, return after any single change
debug = stepwise_debug;
continue 'INPUT;
}
}
// No match
results.push(perimeter);
}
// Should we try merging again?
if results.len() > 1 && results.len() < num_input && !stepwise_debug {
input = results;
continue;
}
return results;
}
}
/// If the perimeter follows any dead-end roads, "collapse" them and instead make the perimeter
/// contain the dead-end.
pub fn collapse_deadends(&mut self) {
let orig = self.clone();
self.undo_invariant();
// TODO Workaround https://github.com/a-b-street/abstreet/issues/834. If this is a loop
// around a disconnected fragment of road, don't touch it
if self.roads.len() == 2 && self.roads[0].road == self.roads[1].road {
self.restore_invariant();
return;
}
// If the dead-end straddles the loop, it's confusing. Just rotate until that's not true.
while self.roads[0].road == self.roads.last().unwrap().road {
self.roads.rotate_left(1);
}
// TODO This won't handle a deadend that's more than 1 segment long
let mut roads: Vec<RoadSideID> = Vec::new();
for id in self.roads.drain(..) {
if Some(id.road) == roads.last().map(|id| id.road) {
roads.pop();
self.interior.insert(id.road);
} else {
roads.push(id);
}
}
self.roads = roads;
if self.roads.is_empty() {
// TODO This case was introduced with find_roads_to_skip_tracing. Not sure why.
*self = orig;
return;
}
self.restore_invariant();
}
/// Consider the perimeters as a graph, with adjacency determined by sharing any road in common.
/// Partition adjacent perimeters, subject to the predicate. Each partition should produce a
/// single result with `merge_all`.
pub fn partition_by_predicate<F: Fn(RoadID) -> bool>(
input: Vec<Perimeter>,
predicate: F,
) -> Vec<Vec<Perimeter>> {
let mut road_to_perimeters: HashMap<RoadID, Vec<usize>> = HashMap::new();
for (idx, perimeter) in input.iter().enumerate() {
for id in &perimeter.roads {
road_to_perimeters
.entry(id.road)
.or_insert_with(Vec::new)
.push(idx);
}
}
// Start at one perimeter, floodfill to adjacent perimeters, subject to the predicate.
// Returns the indices of everything in that component.
let floodfill = |start: usize| -> BTreeSet<usize> {
let mut visited = BTreeSet::new();
let mut queue = vec![start];
while !queue.is_empty() {
let current = queue.pop().unwrap();
if visited.contains(¤t) {
continue;
}
visited.insert(current);
for id in &input[current].roads {
if predicate(id.road) {
queue.extend(road_to_perimeters[&id.road].clone());
}
}
}
visited
};
let mut partitions: Vec<BTreeSet<usize>> = Vec::new();
let mut finished: HashSet<usize> = HashSet::new();
for start in 0..input.len() {
if finished.contains(&start) {
continue;
}
let partition = floodfill(start);
finished.extend(partition.clone());
partitions.push(partition);
}
// Map the indices back to the actual perimeters.
let mut perimeters: Vec<Option<Perimeter>> = input.into_iter().map(Some).collect();
let mut results = Vec::new();
for indices in partitions {
let mut partition = Vec::new();
for idx in indices {
partition.push(perimeters[idx].take().unwrap());
}
results.push(partition);
}
// Sanity check
for maybe_perimeter in perimeters {
assert!(maybe_perimeter.is_none());
}
results
}
/// Assign each perimeter one of `num_colors`, such that no two adjacent perimeters share the
/// same color. May fail. The resulting colors are expressed as `[0, num_colors)`.
pub fn calculate_coloring(input: &[Perimeter], num_colors: usize) -> Option<Vec<usize>> {
let mut road_to_perimeters: HashMap<RoadID, Vec<usize>> = HashMap::new();
for (idx, perimeter) in input.iter().enumerate() {
for id in &perimeter.roads {
road_to_perimeters
.entry(id.road)
.or_insert_with(Vec::new)
.push(idx);
}
}
// Greedily fill out a color for each perimeter, in the same order as the input
let mut assigned_colors = Vec::new();
for (this_idx, perimeter) in input.iter().enumerate() {
let mut available_colors: Vec<bool> =
std::iter::repeat(true).take(num_colors).collect();
// Find all neighbors
for id in &perimeter.roads {
for other_idx in &road_to_perimeters[&id.road] {
// We assign colors in order, so any neighbor index smaller than us has been
// chosen
if *other_idx < this_idx {
available_colors[assigned_colors[*other_idx]] = false;
}
}
}
if let Some(color) = available_colors.iter().position(|x| *x) {
assigned_colors.push(color);
} else {
// Too few colors?
return None;
}
}
Some(assigned_colors)
}
pub fn to_block(self, map: &Map) -> Result<Block> {
// Trace along the perimeter and build the polygon
let mut pts: Vec<Pt2D> = Vec::new();
let mut first_intersection = None;
for pair in self.roads.windows(2) {
let lane1 = pair[0].get_outermost_lane(map);
let road1 = map.get_parent(lane1.id);
let lane2 = pair[1].get_outermost_lane(map);
// If lane1 and lane2 are the same, then it just means we found a dead-end road with
// exactly one lane, which is usually a footway or cycleway that legitimately is a
// dead-end, or connects to some other road we didn't import. We'll just trace around
// it like a normal dead-end road.
let mut pl = match pair[0].side {
SideOfRoad::Right => road1.center_pts.must_shift_right(road1.get_half_width()),
SideOfRoad::Left => road1.center_pts.must_shift_left(road1.get_half_width()),
};
if lane1.dir == Direction::Back {
pl = pl.reversed();
}
let keep_lane_orientation = if pair[0].road == pair[1].road {
// We're doubling back at a dead-end. Always follow the orientation of the lane.
true
} else {
match lane1.common_endpoint(lane2) {
CommonEndpoint::One(i) => i == lane1.dst_i,
CommonEndpoint::Both => {
// Two different roads link the same two intersections. I don't think we
// can decide the order of points other than seeing which endpoint is
// closest to our last point.
if let Some(last) = pts.last() {
last.dist_to(pl.first_pt()) < last.dist_to(pl.last_pt())
} else {
// The orientation doesn't matter
true
}
}
CommonEndpoint::None => bail!(
"{} and {} don't share a common endpoint",
lane1.id,
lane2.id
),
}
};
if !keep_lane_orientation {
pl = pl.reversed();
}
// Before we add this road's points, try to trace along the polygon's boundary. Usually
// this has no effect (we'll dedupe points), but sometimes there's an extra curve.
//
// Note this logic is similar to how we find SharedSidewalkCorners. Don't rely on that
// existing, since the outermost lane mightn't be a sidewalk.
//
// If the ring.doubles_back(), don't bother. If we tried to trace the boundary, it
// usually breaks the final Ring we produce. Better to skip bad intersection polygons
// and still produce a reasonable looking block.
let prev_i = if keep_lane_orientation {
lane1.src_i
} else {
lane1.dst_i
};
if first_intersection.is_none() {
first_intersection = Some(prev_i);
}
if let Some(last_pt) = pts.last() {
let prev_i = map.get_i(prev_i);
if let Some(ring) = prev_i.polygon.get_outer_ring() {
if !ring.doubles_back() {
// At dead-ends, trace around the intersection on the longer side
let longer = prev_i.is_deadend();
if let Some(slice) = ring.get_slice_between(*last_pt, pl.first_pt(), longer)
{
pts.extend(slice.into_points());
}
}
}
}
pts.extend(pl.into_points());
}
// Do the intersection boundary tracing for the last piece. We didn't know enough to do it
// the first time.
let first_intersection = map.get_i(first_intersection.unwrap());
if let Some(ring) = first_intersection.polygon.get_outer_ring() {
if !ring.doubles_back() {
let longer = first_intersection.is_deadend();
if let Some(slice) = ring.get_slice_between(*pts.last().unwrap(), pts[0], longer) {
pts.extend(slice.into_points());
}
}
}
pts.push(pts[0]);
pts.dedup();
let polygon = Ring::new(pts)?.into_polygon();
// TODO To debug anyway, can use buggy_new, but there's pretty much always a root problem
// in the map geometry that should be properly fixed.
//let polygon = Polygon::buggy_new(pts);
Ok(Block {
perimeter: self,
polygon,
})
}
/// Does this perimeter completely enclose the other?
pub fn contains(&self, other: &Perimeter) -> bool {
other
.roads
.iter()
.all(|id| self.interior.contains(&id.road) || self.roads.contains(id))
}
}
impl fmt::Debug for Perimeter {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
writeln!(f, "Perimeter:")?;
for id in &self.roads {
writeln!(f, "- {:?} of {}", id.side, id.road)?;
}
Ok(())
}
}