port of collision class
This commit is contained in:
288
src/text/collision.cpp
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288
src/text/collision.cpp
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#include <llmr/text/collision.hpp>
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#include <llmr/util/math.hpp>
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using namespace llmr;
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Collision::Collision() {
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const float m = 4096;
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// Hack to prevent cross-tile labels
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insert(
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{{GlyphBox{
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CollisionRect{CollisionPoint{0, 0}, CollisionPoint{0, m * 8}},
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CollisionRect{CollisionPoint{0, 0}, CollisionPoint{0, m * 8}}, 0},
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GlyphBox{
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CollisionRect{CollisionPoint{0, 0}, CollisionPoint{m * 8, 0}},
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CollisionRect{CollisionPoint{0, 0}, CollisionPoint{m * 8, 0}},
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0}}},
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CollisionAnchor(0, 0), 1, {{M_PI * 2, 0}}, false, 2);
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insert({{GlyphBox{
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CollisionRect{CollisionPoint{-m * 8, 0}, CollisionPoint{0, 0}},
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CollisionRect{CollisionPoint{-m * 8, 0}, CollisionPoint{0, 0}},
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0},
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GlyphBox{
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CollisionRect{CollisionPoint{0, -m * 8}, CollisionPoint{0, 0}},
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CollisionRect{CollisionPoint{0, -m * 8}, CollisionPoint{0, 0}},
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0}}},
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CollisionAnchor{m, m}, 1, {{M_PI * 2, 0}}, false, 2);
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}
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GlyphBox getMergedGlyphs(const GlyphBoxes &glyphs, bool horizontal, const CollisionAnchor& anchor) {
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GlyphBox mergedGlyphs;
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const float inf = std::numeric_limits<float>::infinity();
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mergedGlyphs.box = {{inf,inf},{-inf,-inf}};
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mergedGlyphs.rotate = horizontal;
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mergedGlyphs.anchor = anchor;
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CollisionRect& box = mergedGlyphs.box;
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for (const GlyphBox& glyph : glyphs) {
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const CollisionRect& gbox = glyph.box;
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box.tl.x = util::min(box.tl.x, gbox.tl.x);
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box.tl.y = util::min(box.tl.y, gbox.tl.y);
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box.br.x = util::max(box.br.x, gbox.br.x);
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box.br.y = util::max(box.br.y, gbox.br.y);
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mergedGlyphs.minScale = util::max(mergedGlyphs.minScale, glyph.minScale);
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}
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return mergedGlyphs;
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}
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Placement Collision::place(const GlyphBoxes &boxes,
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const CollisionAnchor &anchor,
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float minPlacementScale, float maxPlacementScale,
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float padding, bool horizontal) {
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float minScale = std::numeric_limits<float>::infinity();
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for (const GlyphBox& box : boxes) {
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minScale = util::min(minScale, box.minScale);
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}
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minPlacementScale = util::max(minPlacementScale, minScale);
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// Collision checks between rotating and fixed labels are
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// relatively expensive, so we use one box per label, not per glyph
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// for horizontal labels.
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GlyphBoxes glyphs;
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if (horizontal) {
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glyphs.push_back(getMergedGlyphs(boxes, horizontal, anchor));
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} else {
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glyphs = boxes;
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}
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// Calculate bboxes for all the glyphs
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for (GlyphBox &glyph : glyphs) {
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if (horizontal) {
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const CollisionRect &box = glyph.box;
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float x12 = box.tl.x * box.tl.x, y12 = box.tl.y * box.tl.y,
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x22 = box.br.x * box.br.x, y22 = box.br.y * box.br.y,
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diag = sqrt(
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util::max(x12 + y12, x12 + y22, x22 + y12, x22 + y22));
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glyph.bbox = {{-diag, -diag}, {diag, diag}};
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} else {
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glyph.bbox = glyph.box;
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}
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}
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// Calculate the minimum scale the entire label can be shown without collisions
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float scale = getPlacementScale(boxes, minPlacementScale, maxPlacementScale, padding);
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// Return if the label can never be placed without collision
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if (scale < 0) return {};
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// Calculate the range it is safe to rotate all glyphs
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PlacementRange rotationRange = getPlacementRange(glyphs, scale);
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insert(glyphs, anchor, scale, rotationRange, horizontal, padding);
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float zoom = log(scale) / log(2);
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return {zoom, rotationRange};
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}
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float Collision::getPlacementScale(const GlyphBoxes &glyphs,
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float minPlacementScale,
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float maxPlacementScale, float pad) {
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for (const GlyphBox &glyph : glyphs) {
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const CollisionRect &bbox = glyph.bbox;
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const CollisionRect &box = glyph.box;
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const CollisionAnchor &anchor = glyph.anchor;
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if (anchor.x < 0 || anchor.x > 4096 || anchor.y < 0 ||
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anchor.y > 4096) {
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return -1;
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}
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float minScale = fmax(minPlacementScale, glyph.minScale);
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float maxScale = glyph.maxScale;
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if (minScale >= maxScale) {
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continue;
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}
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// Compute the scaled bounding box of the unrotated glyph
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float minPlacedX = anchor.x + bbox.tl.x / minScale;
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float minPlacedY = anchor.y + bbox.tl.y / minScale;
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float maxPlacedX = anchor.x + bbox.br.x / minScale;
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float maxPlacedY = anchor.y + bbox.br.y / minScale;
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Box query_box{Point{minPlacedX, minPlacedY},
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Point{maxPlacedX, maxPlacedY}};
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std::vector<PlacementValue> blocking;
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tree.query(boost::geometry::index::intersects(query_box),
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std::back_inserter(blocking));
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if (blocking.size()) {
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const CollisionAnchor &na = anchor; // new anchor
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const CollisionRect &nb = box; // new box
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for (const PlacementValue &value : blocking) {
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const PlacementBox &placement = value.second;
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const CollisionAnchor &oa = placement.anchor; // old anchor
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const CollisionRect &ob = placement.box; // old box
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// If anchors are identical, we're going to skip the label.
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// NOTE: this isn't right because there can be glyphs with
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// the same anchor but differing box offsets.
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if (na == oa) {
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return -1;
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}
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// todo: unhardcode the 8 = tileExtent/tileSize
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float padding = fmax(pad, placement.padding) * 8.0f;
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// Original algorithm:
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float s1 = (ob.tl.x - nb.br.x - padding) /
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(na.x - oa.x); // scale at which new box is to the
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// left of old box
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float s2 = (ob.br.x - nb.tl.x + padding) /
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(na.x - oa.x); // scale at which new box is to the
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// right of old box
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float s3 = (ob.tl.y - nb.br.y - padding) /
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(na.y - oa.y); // scale at which new box is to the
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// top of old box
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float s4 = (ob.br.y - nb.tl.y + padding) /
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(na.y - oa.y); // scale at which new box is to the
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// bottom of old box
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if (isnan(s1) || isnan(s2)) {
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s1 = s2 = 1;
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}
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if (isnan(s3) || isnan(s4)) {
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s3 = s4 = 1;
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}
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float collisionFreeScale = fmin(fmax(s1, s2), fmax(s3, s4));
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// Only update label's min scale if the glyph was
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// restricted by a collision
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if (collisionFreeScale > minPlacementScale &&
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collisionFreeScale > minScale &&
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collisionFreeScale < maxScale &&
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collisionFreeScale < placement.maxScale) {
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minPlacementScale = collisionFreeScale;
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}
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if (minPlacementScale > maxPlacementScale) {
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return -1;
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}
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}
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}
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}
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return minPlacementScale;
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}
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PlacementRange Collision::getPlacementRange(const GlyphBoxes &glyphs,
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float placementScale) {
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PlacementRange placementRange = {{2.0f * M_PI, 0}};
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for (const GlyphBox &glyph : glyphs) {
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const CollisionRect &bbox = glyph.bbox;
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const CollisionAnchor &anchor = glyph.anchor;
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float minPlacedX = anchor.x + bbox.tl.x / placementScale;
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float minPlacedY = anchor.y + bbox.tl.y / placementScale;
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float maxPlacedX = anchor.x + bbox.br.x / placementScale;
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float maxPlacedY = anchor.y + bbox.br.y / placementScale;
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Box query_box{Point{minPlacedX, minPlacedY},
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Point{maxPlacedX, maxPlacedY}};
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std::vector<PlacementValue> blocking;
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tree.query(boost::geometry::index::intersects(query_box),
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std::back_inserter(blocking));
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for (const PlacementValue &value : blocking) {
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const Box &s = value.first;
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const PlacementBox &b = value.second;
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float x1, x2, y1, y2, intersectX, intersectY;
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// Adjust and compare bboxes to see if the glyphs might intersect
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if (placementScale > b.placementScale) {
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x1 = b.anchor.x + b.bbox.tl.x / placementScale;
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y1 = b.anchor.y + b.bbox.tl.y / placementScale;
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x2 = b.anchor.x + b.bbox.br.x / placementScale;
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y2 = b.anchor.y + b.bbox.br.y / placementScale;
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intersectX = x1 < maxPlacedX && x2 > minPlacedX;
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intersectY = y1 < maxPlacedY && y2 > minPlacedY;
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} else {
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x1 = anchor.x + bbox.tl.x / b.placementScale;
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y1 = anchor.y + bbox.tl.y / b.placementScale;
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x2 = anchor.x + bbox.br.x / b.placementScale;
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y2 = anchor.y + bbox.br.y / b.placementScale;
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intersectX = x1 < s.max_corner().get<0>() &&
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x2 > s.min_corner().get<0>();
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intersectY = y1 < s.max_corner().get<1>() &&
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y2 > s.min_corner().get<1>();
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}
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// If they can't intersect, skip more expensive rotation calculation
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if (!(intersectX && intersectY))
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continue;
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float scale = fmax(placementScale, b.placementScale);
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// TODO? glyph.box or glyph.bbox?
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CollisionRange range = rotationRange(glyph, b, scale);
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placementRange[0] = fmin(placementRange[0], range[0]);
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placementRange[1] = fmax(placementRange[1], range[1]);
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}
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}
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return placementRange;
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};
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void Collision::insert(const GlyphBoxes &glyphs, const CollisionAnchor &anchor,
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float placementScale,
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const PlacementRange &placementRange, bool horizontal,
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float padding) {
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for (const GlyphBox &glyph : glyphs) {
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const CollisionRect &bbox = glyph.bbox;
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const CollisionRect &box = glyph.box;
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float minScale = fmax(placementScale, glyph.minScale);
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Box bounds{Point{anchor.x + bbox.tl.x / minScale,
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anchor.y + bbox.tl.y / minScale},
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Point{anchor.x + bbox.br.x / minScale,
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anchor.y + bbox.br.y / minScale}};
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PlacementBox placement;
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placement.anchor = anchor;
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placement.box = box;
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placement.bbox = bbox;
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placement.rotate = horizontal;
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placement.placementRange = placementRange;
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placement.placementScale = minScale;
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placement.maxScale = glyph.maxScale;
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placement.padding = padding;
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tree.insert({bounds, placement});
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}
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}
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