[core] Add global CollisionIndex to replace CollisionTile.

- Switches from tile to viewport coordinates
 - Represents line labels with circle geometries
 - Projects line labels at collision detection time to improve accuracy
 - Adapts tile-based symbol queries to viewport coordinates
This commit is contained in:
Chris Loer
2017-11-09 13:24:43 -08:00
committed by Chris Loer
parent 18d735ccc2
commit 4c6f0e8138
3 changed files with 401 additions and 0 deletions

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@@ -531,6 +531,8 @@ set(MBGL_CORE_FILES
src/mbgl/text/collision_feature.hpp
src/mbgl/text/collision_tile.cpp
src/mbgl/text/collision_tile.hpp
src/mbgl/text/collision_index.cpp
src/mbgl/text/collision_index.hpp
src/mbgl/text/cross_tile_symbol_index.cpp
src/mbgl/text/cross_tile_symbol_index.hpp
src/mbgl/text/get_anchors.cpp

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@@ -0,0 +1,338 @@
#include <mbgl/text/collision_index.hpp>
#include <mbgl/layout/symbol_instance.hpp>
#include <mbgl/geometry/feature_index.hpp>
#include <mbgl/math/log2.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/math/minmax.hpp>
#include <mbgl/util/intersection_tests.hpp>
#include <mbgl/layout/symbol_projection.hpp>
#include <mapbox/geometry/envelope.hpp>
#include <mbgl/renderer/buckets/symbol_bucket.hpp> // For PlacedSymbol: pull out to another location
#include <cmath>
namespace mbgl {
// When a symbol crosses the edge that causes it to be included in
// collision detection, it will cause changes in the symbols around
// it. This constant specifies how many pixels to pad the edge of
// the viewport for collision detection so that the bulk of the changes
// occur offscreen. Making this constant greater increases label
// stability, but it's expensive.
static const float viewportPadding = 100;
CollisionIndex::CollisionIndex(const TransformState& transformState_)
: transformState(transformState_)
, collisionGrid(transformState.getSize().width + 2 * viewportPadding, transformState.getSize().height + 2 * viewportPadding, 25)
, ignoredGrid(transformState.getSize().width + 2 * viewportPadding, transformState.getSize().height + 2 * viewportPadding, 25) {
pitchFactor = std::cos(transformState.getPitch()) * transformState.getCameraToCenterDistance();
}
float CollisionIndex::approximateTileDistance(const TileDistance& tileDistance, const float lastSegmentAngle, const float pixelsToTileUnits, const float cameraToAnchorDistance, const bool pitchWithMap) {
// This is a quick and dirty solution for chosing which collision circles to use (since collision circles are
// laid out in tile units). Ideally, I think we should generate collision circles on the fly in viewport coordinates
// at the time we do collision detection.
// incidenceStretch is the ratio of how much y space a label takes up on a tile while drawn perpendicular to the viewport vs
// how much space it would take up if it were drawn flat on the tile
// Using law of sines, camera_to_anchor/sin(ground_angle) = camera_to_center/sin(incidence_angle)
// Incidence angle 90 -> head on, sin(incidence_angle) = 1, no stretch
// Incidence angle 1 -> very oblique, sin(incidence_angle) =~ 0, lots of stretch
// ground_angle = u_pitch + PI/2 -> sin(ground_angle) = cos(u_pitch)
// incidenceStretch = 1 / sin(incidenceAngle)
const float incidenceStretch = pitchWithMap ? 1 : cameraToAnchorDistance / pitchFactor;
const float lastSegmentTile = tileDistance.lastSegmentViewportDistance * pixelsToTileUnits;
return tileDistance.prevTileDistance +
lastSegmentTile +
(incidenceStretch - 1) * lastSegmentTile * std::abs(std::sin(lastSegmentAngle));
}
bool CollisionIndex::placeFeature(CollisionFeature& feature,
const mat4& posMatrix,
const mat4& labelPlaneMatrix,
const float textPixelRatio,
PlacedSymbol& symbol,
const float scale,
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
const bool collisionDebug) {
if (!feature.alongLine) {
CollisionBox& box = feature.boxes.front();
const auto projectedPoint = projectAndGetPerspectiveRatio(posMatrix, box.anchor);
const float tileToViewport = textPixelRatio * projectedPoint.second;
box.px1 = box.x1 / tileToViewport + projectedPoint.first.x;
box.py1 = box.y1 / tileToViewport + projectedPoint.first.y;
box.px2 = box.x2 / tileToViewport + projectedPoint.first.x;
box.py2 = box.y2 / tileToViewport + projectedPoint.first.y;
if (!allowOverlap) {
if (collisionGrid.hitTest({{ box.px1, box.py1 }, { box.px2, box.py2 }})) {
return false;
}
}
return true;
} else {
return placeLineFeature(feature, posMatrix, labelPlaneMatrix, textPixelRatio, symbol, scale, fontSize, allowOverlap, pitchWithMap, collisionDebug);
}
}
bool CollisionIndex::placeLineFeature(CollisionFeature& feature,
const mat4& posMatrix,
const mat4& labelPlaneMatrix,
const float textPixelRatio,
PlacedSymbol& symbol,
const float scale,
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
const bool collisionDebug) {
const auto tileUnitAnchorPoint = symbol.anchorPoint;
const auto projectedAnchor = projectAnchor(posMatrix, tileUnitAnchorPoint);
const float fontScale = fontSize / 24;
const float lineOffsetX = symbol.lineOffset[0] * fontSize;
const float lineOffsetY = symbol.lineOffset[1] * fontSize;
const auto labelPlaneAnchorPoint = project(tileUnitAnchorPoint, labelPlaneMatrix).first;
const auto firstAndLastGlyph = placeFirstAndLastGlyph(
fontScale,
lineOffsetX,
lineOffsetY,
/*flip*/ false,
labelPlaneAnchorPoint,
tileUnitAnchorPoint,
symbol,
labelPlaneMatrix,
/*return tile distance*/ true);
bool collisionDetected = false;
const auto tileToViewport = projectedAnchor.first * textPixelRatio;
// equivalent to pixel_to_tile_units
const auto pixelsToTileUnits = tileToViewport / scale;
float firstTileDistance = 0, lastTileDistance = 0;
if (firstAndLastGlyph) {
firstTileDistance = approximateTileDistance(*(firstAndLastGlyph->first.tileDistance), firstAndLastGlyph->first.angle, pixelsToTileUnits, projectedAnchor.second, pitchWithMap);
lastTileDistance = approximateTileDistance(*(firstAndLastGlyph->second.tileDistance), firstAndLastGlyph->second.angle, pixelsToTileUnits, projectedAnchor.second, pitchWithMap);
}
bool atLeastOneCirclePlaced = false;
for (size_t i = 0; i < feature.boxes.size(); i++) {
CollisionBox& circle = feature.boxes[i];
const float boxSignedDistanceFromAnchor = circle.signedDistanceFromAnchor;
if (!firstAndLastGlyph ||
(boxSignedDistanceFromAnchor < -firstTileDistance) ||
(boxSignedDistanceFromAnchor > lastTileDistance)) {
// The label either doesn't fit on its line or we
// don't need to use this circle because the label
// doesn't extend this far. Either way, mark the circle unused.
circle.used = false;
continue;
}
const auto projectedPoint = projectPoint(posMatrix, circle.anchor);
const float tileUnitRadius = (circle.x2 - circle.x1) / 2;
const float radius = tileUnitRadius / tileToViewport;
if (atLeastOneCirclePlaced) {
const CollisionBox& previousCircle = feature.boxes[i - 1];
const float dx = projectedPoint.x - previousCircle.px;
const float dy = projectedPoint.y - previousCircle.py;
// The circle edges touch when the distance between their centers is 2x the radius
// When the distance is 1x the radius, they're doubled up, and we could remove
// every other circle while keeping them all in touch.
// We actually start removing circles when the distance is √2x the radius:
// thinning the number of circles as much as possible is a major performance win,
// and the small gaps introduced don't make a very noticeable difference.
const bool placedTooDensely = radius * radius * 2 > dx * dx + dy * dy;
if (placedTooDensely) {
const bool atLeastOneMoreCircle = (i + 1) < feature.boxes.size();
if (atLeastOneMoreCircle) {
const CollisionBox& nextCircle = feature.boxes[i + 1];
const float nextBoxDistanceFromAnchor = nextCircle.signedDistanceFromAnchor;
if ((nextBoxDistanceFromAnchor > -firstTileDistance) &&
(nextBoxDistanceFromAnchor < lastTileDistance)) {
// Hide significantly overlapping circles, unless this is the last one we can
// use, in which case we want to keep it in place even if it's tightly packed
// with the one before it.
circle.used = false;
continue;
}
}
}
}
atLeastOneCirclePlaced = true;
circle.px1 = projectedPoint.x - radius;
circle.px2 = projectedPoint.x + radius;
circle.py1 = projectedPoint.y - radius;
circle.py2 = projectedPoint.y + radius;
circle.used = true;
circle.px = projectedPoint.x;
circle.py = projectedPoint.y;
circle.radius = radius;
if (!allowOverlap) {
if (collisionGrid.hitTest({{circle.px, circle.py}, circle.radius})) {
if (!collisionDebug) {
return false;
} else {
// Don't early exit if we're showing the debug circles because we still want to calculate
// which circles are in use
collisionDetected = true;
}
}
}
}
return !collisionDetected && firstAndLastGlyph;
}
void CollisionIndex::insertFeature(CollisionFeature& feature, bool ignorePlacement) {
if (feature.alongLine) {
for (auto& circle : feature.boxes) {
if (!circle.used) {
continue;
}
if (ignorePlacement) {
ignoredGrid.insert(IndexedSubfeature(feature.indexedFeature), {{ circle.px, circle.py }, circle.radius});
} else {
collisionGrid.insert(IndexedSubfeature(feature.indexedFeature), {{ circle.px, circle.py }, circle.radius});
}
}
} else {
assert(feature.boxes.size() == 1);
auto& box = feature.boxes[0];
if (ignorePlacement) {
ignoredGrid.insert(IndexedSubfeature(feature.indexedFeature), {{ box.px1, box.py1 }, { box.px2, box.py2 }});
} else {
collisionGrid.insert(IndexedSubfeature(feature.indexedFeature), {{ box.px1, box.py1 }, { box.px2, box.py2 }});
}
}
}
std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const GeometryCoordinates& queryGeometry, const UnwrappedTileID& tileID, const std::string& sourceID) const {
std::vector<IndexedSubfeature> result;
if (queryGeometry.empty() || (collisionGrid.empty() && ignoredGrid.empty())) {
return result;
}
mat4 posMatrix;
mat4 projMatrix;
transformState.getProjMatrix(projMatrix);
transformState.matrixFor(posMatrix, tileID);
matrix::multiply(posMatrix, projMatrix, posMatrix);
// Two versions of the query here just because util::polygonIntersectsPolygon requires
// GeometryCoordinates (based on int16_t). Otherwise, work with floats.
GeometryCoordinates projectedPolygon;
LineString<float> projectedQuery;
for (const auto& point : queryGeometry) {
auto projected = projectPoint(posMatrix, convertPoint<float>(point));
projectedPolygon.push_back(convertPoint<int16_t>(projected));
projectedQuery.push_back(projected);
}
auto envelope = mapbox::geometry::envelope(projectedQuery);
using QueryResult = std::pair<IndexedSubfeature, GridIndex<IndexedSubfeature>::BBox>;
std::vector<QueryResult> thisTileFeatures;
std::vector<QueryResult> features = collisionGrid.queryWithBoxes(envelope);
for (auto& queryResult : features) {
auto& feature = queryResult.first;
CanonicalTileID featureTileID(feature.z, feature.x, feature.y);
if (feature.sourceID == sourceID && featureTileID == tileID.canonical) {
// We only have to filter on the canonical ID because even if the feature is showing multiple times
// we treat it as one feature.
thisTileFeatures.push_back(queryResult);
}
}
std::vector<QueryResult> ignoredFeatures = ignoredGrid.queryWithBoxes(envelope);
for (auto& queryResult : ignoredFeatures) {
auto& feature = queryResult.first;
CanonicalTileID featureTileID(feature.z, feature.x, feature.y);
if (feature.sourceID == sourceID && featureTileID == tileID.canonical) {
thisTileFeatures.push_back(queryResult);
}
}
std::unordered_map<std::string, std::unordered_set<std::size_t>> sourceLayerFeatures;
for (auto& queryResult : thisTileFeatures) {
auto& feature = queryResult.first;
auto& bbox = queryResult.second;
// Skip already seen features.
auto& seenFeatures = sourceLayerFeatures[feature.sourceLayerName];
if (seenFeatures.find(feature.index) != seenFeatures.end())
continue;
seenFeatures.insert(feature.index);
int16_t minX1 = bbox.min.x;
int16_t maxY1 = bbox.max.y;
int16_t minY1 = bbox.min.y;
int16_t maxX1 = bbox.max.x;
auto bboxPoints = GeometryCoordinates {
{ minX1, minY1 }, { maxX1, minY1 }, { maxX1, maxY1 }, { minX1, maxY1 }
};
if (!util::polygonIntersectsPolygon(projectedPolygon, bboxPoints))
continue;
result.push_back(feature);
}
return result;
}
std::pair<float,float> CollisionIndex::projectAnchor(const mat4& posMatrix, const Point<float>& point) const {
vec4 p = {{ point.x, point.y, 0, 1 }};
matrix::transformMat4(p, p, posMatrix);
return std::make_pair(
0.5 + 0.5 * (p[3] / transformState.getCameraToCenterDistance()),
p[3]
);
}
std::pair<Point<float>,float> CollisionIndex::projectAndGetPerspectiveRatio(const mat4& posMatrix, const Point<float>& point) const {
vec4 p = {{ point.x, point.y, 0, 1 }};
matrix::transformMat4(p, p, posMatrix);
return std::make_pair(
Point<float>(
(((p[0] / p[3] + 1) / 2) * transformState.getSize().width) + viewportPadding,
(((-p[1] / p[3] + 1) / 2) * transformState.getSize().height) + viewportPadding
),
0.5 + 0.5 * (p[3] / transformState.getCameraToCenterDistance())
);
}
Point<float> CollisionIndex::projectPoint(const mat4& posMatrix, const Point<float>& point) const {
vec4 p = {{ point.x, point.y, 0, 1 }};
matrix::transformMat4(p, p, posMatrix);
return Point<float>(
(((p[0] / p[3] + 1) / 2) * transformState.getSize().width) + viewportPadding,
(((-p[1] / p[3] + 1) / 2) * transformState.getSize().height) + viewportPadding
);
}
} // namespace mbgl

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@@ -0,0 +1,61 @@
#pragma once
#include <mbgl/geometry/feature_index.hpp>
#include <mbgl/text/collision_feature.hpp>
#include <mbgl/util/grid_index.hpp>
#include <mbgl/map/transform_state.hpp>
namespace mbgl {
class PlacedSymbol;
struct TileDistance;
class CollisionIndex {
public:
using CollisionGrid = GridIndex<IndexedSubfeature>;
explicit CollisionIndex(const TransformState&);
bool placeFeature(CollisionFeature& feature,
const mat4& posMatrix,
const mat4& labelPlaneMatrix,
const float textPixelRatio,
PlacedSymbol& symbol,
const float scale,
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
const bool collisionDebug);
void insertFeature(CollisionFeature& feature, bool ignorePlacement);
std::vector<IndexedSubfeature> queryRenderedSymbols(const GeometryCoordinates&, const UnwrappedTileID& tileID, const std::string& sourceID) const;
private:
bool placeLineFeature(CollisionFeature& feature,
const mat4& posMatrix,
const mat4& labelPlaneMatrix,
const float textPixelRatio,
PlacedSymbol& symbol,
const float scale,
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
const bool collisionDebug);
float approximateTileDistance(const TileDistance& tileDistance, const float lastSegmentAngle, const float pixelsToTileUnits, const float cameraToAnchorDistance, const bool pitchWithMap);
std::pair<float,float> projectAnchor(const mat4& posMatrix, const Point<float>& point) const;
std::pair<Point<float>,float> projectAndGetPerspectiveRatio(const mat4& posMatrix, const Point<float>& point) const;
Point<float> projectPoint(const mat4& posMatrix, const Point<float>& point) const;
TransformState transformState;
float pitchFactor;
CollisionGrid collisionGrid;
CollisionGrid ignoredGrid;
};
} // namespace mbgl