Add documentation
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@ -82,6 +82,22 @@ namespace AspectedRouting.IO.itinero2
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_skeleton.AddDep("str_split");
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_skeleton.AddDep("str_split");
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_skeleton.AddDep("calculate_turn_cost_factor");
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_skeleton.AddDep("calculate_turn_cost_factor");
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/**
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* Calculates the turn cost factor for relation attributes or obstacles.
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Keep in mind that there are no true relations in the routerDB anymore, instead the attributes are copied onto a turn cost object.
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This turn cost object has a set of sequence of edges and is applied onto the vertex.0
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Obstacles such as bollards are converted into a turn cost as well.
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calculate_turn_cost_factor will be called for this bollard too to calculate the weight.
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If result.factor = -1 if passing is not possible - this is more or less equal to an infinite cost
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If result.factor = 0 if no weight/passing is possible
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If result.factor is positive, that is the cost.
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There is no forward or backward, so this should always be the same for the same attributes
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*/
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var code = new List<string> {
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var code = new List<string> {
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"--[[ Function called by itinero2 on every turn restriction relation"," ]]",
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"--[[ Function called by itinero2 on every turn restriction relation"," ]]",
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"function turn_cost_factor(attributes, result)",
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"function turn_cost_factor(attributes, result)",
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@ -1,5 +1,11 @@
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--[[
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--[[
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Calculates the turn cost factor for relation attributes, returns '0' if the turn is allowed and '-1' if the turn is forbidden.
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Returns '0' if the turn is allowed and '-1' if the turn is forbidden.
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Only used by itinero 2.0.
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The itinero 2.0 profile outputs a `turn_cost_factor` which immediately calls this one (see LuaPrinter2.MainFunction).
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Dependencies: str_split, containedIn
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Dependencies: str_split, containedIn
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]]
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]]
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function calculate_turn_cost_factor(attributes, vehicle_types)
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function calculate_turn_cost_factor(attributes, vehicle_types)
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