port of collision class

This commit is contained in:
Konstantin Käfer
2014-03-17 16:53:40 +01:00
parent 88af0b8b6c
commit 1f2c71ec8b
9 changed files with 415 additions and 22 deletions

288
src/text/collision.cpp Normal file
View File

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