示例#1
0
        /// <summary>
        /// Contracts the given vertex.
        /// </summary>
        private void Contract()
        {
            var vertex     = _vertexInfo.Vertex;
            var enumerator = _graph.GetEdgeEnumerator();

            // remove 'downward' edge to vertex.
            var i = 0;

            while (i < _vertexInfo.Count)
            {
                var edge = _vertexInfo[i];

                _graph.RemoveEdge(edge.Neighbour, vertex);
                i++;
            }

            // add shortcuts.
            foreach (var s in _vertexInfo.Shortcuts)
            {
                var shortcut       = s.Value;
                var edge           = s.Key;
                var forwardMetric  = _weightHandler.GetMetric(shortcut.Forward);
                var backwardMetric = _weightHandler.GetMetric(shortcut.Backward);

                if (forwardMetric > 0 && forwardMetric < float.MaxValue &&
                    backwardMetric > 0 && backwardMetric < float.MaxValue &&
                    System.Math.Abs(backwardMetric - forwardMetric) < HierarchyBuilder <float> .E)
                { // forward and backward and identical weights.
                    _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex1, edge.Vertex2,
                                                   vertex, null, shortcut.Forward);
                    _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex2, edge.Vertex1,
                                                   vertex, null, shortcut.Backward);
                }
                else
                {
                    if (forwardMetric > 0 && forwardMetric < float.MaxValue)
                    {
                        _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex1, edge.Vertex2,
                                                       vertex, true, shortcut.Forward);
                        _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex2, edge.Vertex1,
                                                       vertex, false, shortcut.Forward);
                    }
                    if (backwardMetric > 0 && backwardMetric < float.MaxValue)
                    {
                        _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex1, edge.Vertex2,
                                                       vertex, false, shortcut.Backward);
                        _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex2, edge.Vertex1,
                                                       vertex, true, shortcut.Backward);
                    }
                }
            }

            _contractedFlags[vertex] = true;
            this.NotifyContracted(vertex);
        }
示例#2
0
        /// <summary>
        /// Executes the actual algorithm.
        /// </summary>
        protected override void DoRun()
        {
            float  distance;
            ushort edgeProfile;

            var enumerator1 = _source.GetEdgeEnumerator();
            var enumerator2 = _source.GetEdgeEnumerator();

            for (uint v = 0; v < _source.VertexCount; v++)
            {
                enumerator1.MoveTo(v);
                while (enumerator1.MoveNext())
                {
                    EdgeDataSerializer.Deserialize(enumerator1.Data0,
                                                   out distance, out edgeProfile);
                    var accessible1 = false;
                    var weight1     = _weightHandler.CalculateWeightAndDir(edgeProfile, distance, out accessible1);
                    if (enumerator1.DataInverted)
                    {
                        var dir = weight1.Direction;
                        dir.Reverse();
                        weight1.Direction = dir;
                    }
                    if (!accessible1)
                    { // not accessible.
                        continue;
                    }
                    var direction1 = weight1.Direction;
                    var edge1      = enumerator1.DirectedEdgeId();

                    // look at the neighbours of this edge.
                    enumerator2.MoveTo(enumerator1.To);
                    _restrictions.Update(enumerator1.To);
                    while (enumerator2.MoveNext())
                    {
                        var turn = new Turn(new OriginalEdge(v, enumerator1.To), Constants.NO_VERTEX);
                        EdgeDataSerializer.Deserialize(enumerator2.Data0,
                                                       out distance, out edgeProfile);
                        var accessible2 = false;
                        var weight2     = _weightHandler.CalculateWeightAndDir(edgeProfile, distance, out accessible2);
                        if (enumerator2.DataInverted)
                        {
                            var dir = weight2.Direction;
                            dir.Reverse();
                            weight2.Direction = dir;
                        }
                        if (!accessible2)
                        { // not accessible.
                            continue;
                        }

                        var direction2 = weight2.Direction;
                        turn.Vertex3 = enumerator2.To;
                        if (turn.IsUTurn)
                        { // is a u-turn, leave this out!
                            continue;
                        }

                        var direction = Dir.Combine(direction1, direction2);

                        if (direction.F &&
                            turn.IsRestrictedBy(_restrictions))
                        { // turn is restricted.
                            direction.F = false;
                        }

                        if (!direction.F)
                        { // there is no possible combination for these two edges.
                            continue;
                        }

                        // ok, we need to add this edge, it's a non-restricted turn, not a u-turn and edges are in correct direction.
                        var edge2 = enumerator2.DirectedEdgeId();

                        _weightHandler.AddOrUpdateEdge(_target, edge1.Raw, edge2.Raw, Constants.NO_VERTEX, true,
                                                       weight1.Weight);
                        //direction.Reverse();
                        _weightHandler.AddOrUpdateEdge(_target, edge2.Raw, edge1.Raw, Constants.NO_VERTEX, false,
                                                       weight1.Weight);
                    }
                }
            }
        }
示例#3
0
        /// <summary>
        /// Contracts the given vertex.
        /// </summary>
        private void Contract(uint vertex)
        {
            // get and keep edges.
            var enumerator = _graph.GetEdgeEnumerator(vertex);
            var edges      = new List <DynamicEdge>(enumerator);

            // check if this vertex has a potential restrictions.
            var hasRestrictions = _restrictionFlags[vertex];

            // loop over all edge-pairs once.
            for (var j = 1; j < edges.Count; j++)
            {
                var edge1          = edges[j];
                var edge1Sequence2 = edges[j].GetSequence2();
                if (edge1Sequence2.Length == 0)
                {
                    edge1Sequence2 = new uint[] { vertex };
                }

                bool?edge1Direction;
                var  edge1Weight          = _weightHandler.GetEdgeWeight(edge1, out edge1Direction);
                var  edge1CanMoveForward  = edge1Direction == null || edge1Direction.Value;
                var  edge1CanMoveBackward = edge1Direction == null || !edge1Direction.Value;

                // figure out what witness paths to calculate.
                var forwardWitnesses  = new EdgePath <T> [j];
                var backwardWitnesses = new EdgePath <T> [j];
                var targets           = new List <uint>(j);
                var targetWeights     = new List <T>(j);
                for (var k = 0; k < j; k++)
                {
                    var edge2 = edges[k];

                    bool?edge2Direction;
                    var  edge2Weight          = _weightHandler.GetEdgeWeight(edge2, out edge2Direction);
                    var  edge2CanMoveForward  = edge2Direction == null || edge2Direction.Value;
                    var  edge2CanMoveBackward = edge2Direction == null || !edge2Direction.Value;

                    // use witness flags to represent impossible routes.
                    if (!(edge1CanMoveBackward && edge2CanMoveForward))
                    {
                        forwardWitnesses[k] = new EdgePath <T>();
                    }
                    if (!(edge1CanMoveForward && edge2CanMoveBackward))
                    {
                        backwardWitnesses[k] = new EdgePath <T>();
                    }

                    targets.Add(edge2.Neighbour);
                    if (hasRestrictions)
                    {
                        targetWeights.Add(_weightHandler.Infinite);
                    }
                    else
                    {
                        targetWeights.Add(_weightHandler.Add(edge1Weight, edge2Weight));
                    }
                }

                // calculate all witness paths.
                _witnessCalculator.Calculate(_graph, _getRestrictions, edge1.Neighbour, targets, targetWeights, ref forwardWitnesses,
                                             ref backwardWitnesses, Constants.NO_VERTEX);

                // get all sequences where needed.
                var s1forward  = new uint[forwardWitnesses.Length][];
                var s2forward  = new uint[forwardWitnesses.Length][];
                var s1backward = new uint[backwardWitnesses.Length][];
                var s2backward = new uint[backwardWitnesses.Length][];
                for (var k = 0; k < j; k++)
                {
                    var edge2Sequence2 = edges[k].GetSequence2();
                    if (edge2Sequence2.Length == 0)
                    {
                        edge2Sequence2 = new uint[] { vertex };
                    }

                    if (forwardWitnesses[k].HasVertex(vertex))
                    { // get forward sequences.
                        s1forward[k] = forwardWitnesses[k].GetSequence1(enumerator, 1);
                        s2forward[k] = forwardWitnesses[k].GetSequence2(enumerator, 1);

                        if (!s1forward[k].IsSequenceIdentical(edge1Sequence2) ||
                            !s2forward[k].IsSequenceIdentical(edge2Sequence2))
                        { // start and end sequences of shortest paths need to match.
                            s1forward[k] = null;
                            s2forward[k] = null;
                        }
                    }
                    if (backwardWitnesses[k].HasVertex(vertex))
                    { // get backward sequences.
                        s1backward[k] = backwardWitnesses[k].GetSequence1(enumerator, 1);
                        s2backward[k] = backwardWitnesses[k].GetSequence2(enumerator, 1);

                        if (!s1backward[k].IsSequenceIdentical(edge1Sequence2) ||
                            !s2backward[k].IsSequenceIdentical(edge2Sequence2))
                        { // start and end sequences of shortest paths need to match.
                            s1backward[k] = null;
                            s2backward[k] = null;
                        }
                    }
                }

                // add contracted edges if needed.
                for (var k = 0; k < j; k++)
                {
                    var edge2 = edges[k];

                    if (edge1.Neighbour == edge2.Neighbour)
                    { // do not try to add a shortcut between identical vertices.
                        continue;
                    }

                    //if (s1forward[k] != null && s1backward[k] != null &&
                    //    System.Math.Abs(_weightHandler.GetMetric(forwardWitnesses[k].Weight) - _weightHandler.GetMetric(backwardWitnesses[k].Weight)) < E)
                    //{ // paths in both direction are possible and with the same weight, add just one edge in each direction.
                    //    s1backward[k].Reverse();
                    //    s2backward[k].Reverse();
                    //    _weightHandler.AddOrUpdateEdge(_graph, edge1.Neighbour, edge2.Neighbour, vertex, null,
                    //        forwardWitnesses[k].Weight, s1forward[k], s2forward[k]);
                    //    //_graph.AddOrUpdateEdge(edge1.Neighbour, edge2.Neighbour,
                    //    //    forwardWitnesses[k].Weight, null, vertex, s1forward[k], s2forward[k]);
                    //    _weightHandler.AddOrUpdateEdge(_graph, edge2.Neighbour, edge1.Neighbour, vertex, null,
                    //        backwardWitnesses[k].Weight, s2backward[k], s1backward[k]);
                    //    //_graph.AddOrUpdateEdge(edge2.Neighbour, edge1.Neighbour,
                    //    //    backwardWitnesses[k].Weight, null, vertex, s2backward[k], s1backward[k]);
                    //}
                    //else
                    //{ // add two edge per direction.
                    if (s1forward[k] != null)
                    {     // add forward edge.
                        _weightHandler.AddOrUpdateEdge(_graph, edge1.Neighbour, edge2.Neighbour, vertex, true,
                                                       forwardWitnesses[k].Weight, s1forward[k], s2forward[k]);
                        //_graph.AddOrUpdateEdge(edge1.Neighbour, edge2.Neighbour,
                        //    forwardWitnesses[k].Weight, true, vertex, s1forward[k], s2forward[k]);
                        s1forward[k].Reverse();
                        s2forward[k].Reverse();
                        _weightHandler.AddOrUpdateEdge(_graph, edge2.Neighbour, edge1.Neighbour, vertex, false,
                                                       forwardWitnesses[k].Weight, s2forward[k], s1forward[k]);
                        //_graph.AddOrUpdateEdge(edge2.Neighbour, edge1.Neighbour,
                        //    forwardWitnesses[k].Weight, false, vertex, s2forward[k], s1forward[k]);
                    }
                    if (s1backward[k] != null)
                    {     // add forward edge.
                        _weightHandler.AddOrUpdateEdge(_graph, edge1.Neighbour, edge2.Neighbour, vertex, false,
                                                       backwardWitnesses[k].Weight, s1backward[k], s2backward[k]);
                        //_graph.AddOrUpdateEdge(edge1.Neighbour, edge2.Neighbour,
                        //    backwardWitnesses[k].Weight, false, vertex, s2backward[k], s1backward[k]);
                        s1backward[k].Reverse();
                        s2backward[k].Reverse();
                        _weightHandler.AddOrUpdateEdge(_graph, edge2.Neighbour, edge1.Neighbour, vertex, true,
                                                       backwardWitnesses[k].Weight, s2backward[k], s1backward[k]);
                        //_graph.AddOrUpdateEdge(edge2.Neighbour, edge1.Neighbour,
                        //    backwardWitnesses[k].Weight, true, vertex, s1backward[k], s2backward[k]);
                    }
                    //}
                }
            }

            // remove 'downward' edge to vertex.
            var i = 0;

            while (i < edges.Count)
            {
                _graph.RemoveEdge(edges[i].Neighbour, vertex);

                if (_contractedFlags[edges[i].Neighbour])
                { // neighbour was already contracted, remove 'downward' edge and exclude it.
                    _graph.RemoveEdge(vertex, edges[i].Neighbour);
                    edges.RemoveAt(i);
                }
                else
                { // move to next edge.
                    i++;
                }
            }

            _contractedFlags[vertex] = true;
            _priorityCalculator.NotifyContracted(vertex);
        }
示例#4
0
        /// <summary>
        /// Contracts the given vertex.
        /// </summary>
        protected virtual void Contract()
        {
            var vertex = _vertexInfo.Vertex;

            // remove 'downward' edge to vertex.
            var i = 0;

            while (i < _vertexInfo.Count)
            {
                var edge = _vertexInfo[i];

                _graph.RemoveEdge(edge.Neighbour, vertex);
                i++;

                // TOOD: what to do when stuff is only removed, is nothing ok?
                //_witnessQueue.Add(edge.Neighbour);
            }

            // add shortcuts.
            foreach (var s in _vertexInfo.Shortcuts)
            {
                var shortcut = s.Value;
                var edge     = s.Key;

                if (edge.Vertex1 == edge.Vertex2)
                { // TODO: figure out how this is possible, it shouldn't!
                    continue;
                }

                var forwardMetric  = _weightHandler.GetMetric(shortcut.Forward);
                var backwardMetric = _weightHandler.GetMetric(shortcut.Backward);

                if (forwardMetric > 0 && forwardMetric < float.MaxValue &&
                    backwardMetric > 0 && backwardMetric < float.MaxValue &&
                    System.Math.Abs(backwardMetric - forwardMetric) < FastHierarchyBuilder <float> .E)
                { // forward and backward and identical weights.
                    _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex1, edge.Vertex2,
                                                   vertex, null, shortcut.Forward);
                    _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex2, edge.Vertex1,
                                                   vertex, null, shortcut.Backward);
                    _witnessQueue.Add(edge.Vertex1);
                    _witnessQueue.Add(edge.Vertex2);
                }
                else
                {
                    if (forwardMetric > 0 && forwardMetric < float.MaxValue)
                    {
                        _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex1, edge.Vertex2,
                                                       vertex, true, shortcut.Forward);
                        _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex2, edge.Vertex1,
                                                       vertex, false, shortcut.Forward);
                        _witnessQueue.Add(edge.Vertex1);
                        _witnessQueue.Add(edge.Vertex2);
                    }
                    if (backwardMetric > 0 && backwardMetric < float.MaxValue)
                    {
                        _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex1, edge.Vertex2,
                                                       vertex, false, shortcut.Backward);
                        _weightHandler.AddOrUpdateEdge(_graph, edge.Vertex2, edge.Vertex1,
                                                       vertex, true, shortcut.Backward);
                        _witnessQueue.Add(edge.Vertex1);
                        _witnessQueue.Add(edge.Vertex2);
                    }
                }
            }

            _contractedFlags[vertex] = true;
            this.NotifyContracted(vertex);
        }
示例#5
0
        /// <summary>
        /// Contracts the given vertex.
        /// </summary>
        private void Contract(uint vertex)
        {
            // get and keep edges.
            var edges = new List <MetaEdge>(_graph.GetEdgeEnumerator(vertex));

            // remove 'downward' edge to vertex.
            var i = 0;

            while (i < edges.Count)
            {
                _graph.RemoveEdge(edges[i].Neighbour, vertex);

                if (_contractedFlags[edges[i].Neighbour])
                { // neighbour was already contracted, remove 'downward' edge and exclude it.
                    _graph.RemoveEdge(vertex, edges[i].Neighbour);
                    edges.RemoveAt(i);
                }
                else
                { // move to next edge.
                    i++;
                }
            }

            // check for a restriction, if vertex is restricted don't add shortcuts.
            if (_restrictions != null &&
                _restrictions.Update(vertex))
            {
                if (_restrictions.Restricts(vertex))
                {
                    return;
                }
            }

            // loop over all edge-pairs once.
            for (var j = 1; j < edges.Count; j++)
            {
                var edge1 = edges[j];

                bool?edge1Direction;
                var  edge1Weight          = _weightHandler.GetEdgeWeight(edge1, out edge1Direction);
                var  edge1CanMoveForward  = edge1Direction == null || edge1Direction.Value;
                var  edge1CanMoveBackward = edge1Direction == null || !edge1Direction.Value;

                // figure out what witness paths to calculate.
                var forwardWitnesses  = new bool[j];
                var backwardWitnesses = new bool[j];
                var targets           = new List <uint>(j);
                var targetWeights     = new List <T>(j);
                var targetMetrics     = new List <float>(j);
                for (var k = 0; k < j; k++)
                {
                    var edge2 = edges[k];

                    bool?edge2Direction;
                    var  edge2Weight          = _weightHandler.GetEdgeWeight(edge2, out edge2Direction);
                    var  edge2CanMoveForward  = edge2Direction == null || edge2Direction.Value;
                    var  edge2CanMoveBackward = edge2Direction == null || !edge2Direction.Value;

                    // use witness flags to represent impossible routes.
                    forwardWitnesses[k]  = !(edge1CanMoveBackward && edge2CanMoveForward);
                    backwardWitnesses[k] = !(edge1CanMoveForward && edge2CanMoveBackward);

                    targets.Add(edge2.Neighbour);
                    var totalWeight = _weightHandler.Add(edge1Weight, edge2Weight);
                    targetWeights.Add(totalWeight);
                    targetMetrics.Add(_weightHandler.GetMetric(totalWeight));
                }

                // calculate all witness paths.
                _witnessCalculator.Calculate(_graph.Graph, edge1.Neighbour, targets, targetMetrics, ref forwardWitnesses,
                                             ref backwardWitnesses, vertex);

                // add contracted edges if needed.
                for (var k = 0; k < j; k++)
                {
                    var edge2 = edges[k];

                    if (edge1.Neighbour == edge2.Neighbour)
                    { // do not try to add a shortcut between identical vertices.
                        continue;
                    }

                    if (!forwardWitnesses[k] && !backwardWitnesses[k])
                    { // add bidirectional edge.
                        _weightHandler.AddOrUpdateEdge(_graph, edge1.Neighbour, edge2.Neighbour,
                                                       vertex, null, targetWeights[k]);
                        //_graph.AddOrUpdateEdge(edge1.Neighbour, edge2.Neighbour,
                        //    targetWeights[k], null, vertex);
                        _weightHandler.AddOrUpdateEdge(_graph, edge2.Neighbour, edge1.Neighbour,
                                                       vertex, null, targetWeights[k]);
                        //_graph.AddOrUpdateEdge(edge2.Neighbour, edge1.Neighbour,
                        //    targetWeights[k], null, vertex);
                    }
                    else if (!forwardWitnesses[k])
                    { // add forward edge.
                        _weightHandler.AddOrUpdateEdge(_graph, edge1.Neighbour, edge2.Neighbour,
                                                       vertex, true, targetWeights[k]);
                        //_graph.AddOrUpdateEdge(edge1.Neighbour, edge2.Neighbour,
                        //    targetWeights[k], true, vertex);
                        _weightHandler.AddOrUpdateEdge(_graph, edge2.Neighbour, edge1.Neighbour,
                                                       vertex, false, targetWeights[k]);
                        //_graph.AddOrUpdateEdge(edge2.Neighbour, edge1.Neighbour,
                        //    targetWeights[k], false, vertex);
                    }
                    else if (!backwardWitnesses[k])
                    { // add forward edge.
                        _weightHandler.AddOrUpdateEdge(_graph, edge1.Neighbour, edge2.Neighbour,
                                                       vertex, false, targetWeights[k]);
                        //_graph.AddOrUpdateEdge(edge1.Neighbour, edge2.Neighbour,
                        //    targetWeights[k], false, vertex);
                        _weightHandler.AddOrUpdateEdge(_graph, edge2.Neighbour, edge1.Neighbour,
                                                       vertex, true, targetWeights[k]);
                        //_graph.AddOrUpdateEdge(edge2.Neighbour, edge1.Neighbour,
                        //    targetWeights[k], true, vertex);
                    }
                }
            }

            _contractedFlags[vertex] = true;
            _priorityCalculator.NotifyContracted(vertex);
        }