Forget my problem description. I found that "ch-algorithms" doesn't work correctly in edge-based traversal mode because levels designed only for nodes and LevelEdgeFIlter don't give opportunity to encounter both directions in edge high-level node.
Should i introduce levels for edges or something else?


On 17.03.2015 13:57, Peter wrote:
Hi!

I'm as yet in progress to full understanding how CH works. Described
problem i temporarily fixed by not to call "disconnect" after
contracting node (i don't know how important it is - in 0.3 was
"removeHigher2LowerEdges" flag).
Not sure what you mean here, but this is no longer necessary in 0.4

Unfortunately we can't afford be yours sponsor, but idea about crowd
funding sounds good.
Anyway i continue to trying to implement this.
Trust me: implementing this on your own will be a lot more expensive
than sponsoring :)

Regards,
Peter

17.03.2015 13:16, Peter пишет:
Hi,

it's not possible because both directions stop on high-level nodes on
different edges.

The search will be edge based and so the edges will be identical.

There is an issue for this #270, where we list the major problems with
turn costs and CH. This requires knowledge with CH and also some GH
internals. I guess this will take us roughly 2-4 full time weeks. As
this is relative unattractive long but very important (for us too) what
do you think about a crowd funding campaign?
Where every company in the need could sponsor us with only a fraction of
the costs. (And we would also sponsor the majority of our time for this)

Do not hesitate to contact me off-list if you or others are interested!

Kind Regards,
Peter

On 16.03.2015 12:57, dos65 wrote:
Hi, I’m trying to implement turn costs for CH.
TurnCosts works only with edge-based traversal mode and the condition
for finding path is reaching same node and same edge for both
directions. But with levelGraph it's not possible because both
directions stop on high-level nodes on different edges. Do you have
any ideas about that?

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