Files
MapLibreParticleLab/src/text/rotation_range.cpp
Konstantin Käfer 2ff8b409fe port 954dc6591f
2014-08-01 16:33:59 +02:00

262 lines
9.4 KiB
C++

#include <mbgl/text/rotation_range.hpp>
#include <cassert>
#include <algorithm>
namespace mbgl {
/*
* Combine an array of collision ranges to form a continuous
* range that includes 0. Collisions within the ignoreRange are ignored
*/
CollisionRange mergeCollisions(const CollisionList &collisions,
PlacementRange ignoreRange) {
// find continuous interval including 0 that doesn't have any collisions
float min = 2.0f * M_PI;
float max = 0.0f;
for (CollisionRange collision : collisions) {
bool entryOutside =
ignoreRange[0] <= collision[0] && collision[0] <= ignoreRange[1];
bool exitOutside =
ignoreRange[0] <= collision[1] && collision[1] <= ignoreRange[1];
if (entryOutside && exitOutside) {
// no collision, since blocker is out of range
} else if (entryOutside) {
min = util::min(min, ignoreRange[1]);
max = util::max(max, collision[1]);
} else if (exitOutside) {
min = util::min(min, collision[0]);
max = util::max(max, ignoreRange[0]);
} else {
min = util::min(min, collision[0]);
max = util::max(max, collision[1]);
}
}
return {{min, max}};
}
/*
* Calculate collision ranges for two rotating boxes.
*/
CollisionList
rotatingRotatingCollisions(const CollisionRect &a, const CollisionRect &b,
const CollisionAnchor &anchorToAnchor) {
const float d = util::mag<float>(anchorToAnchor);
const float d_sq = d * d;
const CollisionAnchor horizontal = {1, 0};
const float angleBetweenAnchors =
util::angle_between<float>(anchorToAnchor, horizontal);
// Calculate angles at which collisions may occur
const std::array<float, 8> c = {{
// top/bottom
/*[0]*/ static_cast<float>(std::asin((float)(a.br.y - b.tl.y) / d)),
/*[1]*/ static_cast<float>(std::asin((float)(a.br.y - b.tl.y) / d) + M_PI),
/*[2]*/ static_cast<float>(2 * M_PI -
std::asin((float)(-a.tl.y + b.br.y) / d)),
/*[3]*/ static_cast<float>(M_PI - std::asin((float)(-a.tl.y + b.br.y) / d)),
// left/right
/*[4]*/ static_cast<float>(2 * M_PI -
std::acos((float)(a.br.x - b.tl.x) / d)),
/*[5]*/ static_cast<float>(std::acos((float)(a.br.x - b.tl.x) / d)),
/*[6]*/ static_cast<float>(M_PI - std::acos((float)(-a.tl.x + b.br.x) / d)),
/*[7]*/ static_cast<float>(M_PI +
std::acos((float)(-a.tl.x + b.br.x) / d))}};
const float rl = a.br.x - b.tl.x;
const float lr = -a.tl.x + b.br.x;
const float tb = a.br.y - b.tl.y;
const float bt = -a.tl.y + b.br.y;
// Calculate the distance squared of the diagonal which will be used
// to check if the boxes are close enough for collisions to occur at each
// angle
// todo, triple check these
const std::array<float, 8> e = {{
// top/bottom
/*[0]*/ static_cast<float>(rl * rl + tb * tb),
/*[1]*/ static_cast<float>(lr * lr + tb * tb),
/*[2]*/ static_cast<float>(rl * rl + bt * bt),
/*[3]*/ static_cast<float>(lr * lr + bt * bt),
// left/right
/*[4]*/ static_cast<float>(rl * rl + tb * tb),
/*[5]*/ static_cast<float>(rl * rl + bt * bt),
/*[6]*/ static_cast<float>(lr * lr + bt * bt),
/*[7]*/ static_cast<float>(lr * lr + tb * tb)}};
std::vector<float> f;
for (size_t i = 0; i < c.size(); i++) {
// Check if they are close enough to collide
if (!isnan(c[i]) && d_sq <= e[i]) {
// So far, angles have been calulated as relative to the vector
// between anchors.
// Convert the angles to angles from north.
f.push_back(
std::fmod((c[i] + angleBetweenAnchors + 2 * M_PI), (2 * M_PI)));
}
}
assert(f.size() % 2 == 0);
// Group the collision angles by two
// each group represents a range where the two boxes collide
CollisionList collisions;
std::sort(f.begin(), f.end());
for (size_t k = 0; k < f.size(); k += 2) {
collisions.push_back({{f[k], f[k + 1]}});
}
return collisions;
}
double getAngle(const CollisionPoint &p1, const CollisionPoint &p2,
CollisionAngle d, const CollisionPoint &corner) {
return std::fmod(util::angle_between(util::interp(p1.x, p2.x, d),
util::interp(p1.y, p2.y, d), corner.x,
corner.y) +
2 * M_PI,
2 * M_PI);
}
/*
* Return the intersection points of a circle and a line segment;
*/
void circleEdgeCollisions(std::back_insert_iterator<CollisionAngles> angles,
const CollisionPoint &corner, float radius,
const CollisionPoint &p1, const CollisionPoint &p2) {
const CollisionPoint::Type edgeX = p2.x - p1.x;
const CollisionPoint::Type edgeY = p2.y - p1.y;
const CollisionAngle a = edgeX * edgeX + edgeY * edgeY;
const CollisionAngle b = (edgeX * p1.x + edgeY * p1.y) * 2;
const CollisionAngle c = p1.x * p1.x + p1.y * p1.y - radius * radius;
const CollisionAngle discriminant = b * b - 4 * a * c;
// a collision exists only if line intersects circle at two points
if (discriminant > 0) {
CollisionAngle x1 = (-b - std::sqrt(discriminant)) / (2 * a);
CollisionAngle x2 = (-b + std::sqrt(discriminant)) / (2 * a);
// only add points if within line segment
// hack to handle floating point representations of 0 and 1
if (0 < x1 && x1 < 1) {
angles = getAngle(p1, p2, x1, corner);
}
if (0 < x2 && x2 < 1) {
angles = getAngle(p1, p2, x2, corner);
}
}
}
/*
* Calculate the ranges for which the corner,
* rotatated around the anchor, is within the box;
*/
void cornerBoxCollisions(std::back_insert_iterator<CollisionList> collisions,
const CollisionPoint &corner,
const CollisionCorners &boxCorners, bool flip) {
float radius = util::mag<float>(corner);
CollisionAngles angles;
// Calculate the points at which the corners intersect with the edges
for (size_t i = 0, j = 3; i < 4; j = i++) {
circleEdgeCollisions(std::back_inserter(angles), corner, radius,
boxCorners[j], boxCorners[i]);
}
if (angles.size() % 2 != 0) {
// TODO fix
// This could get hit when a point intersects very close to a corner
// and floating point issues cause only one of the entry or exit to be
// counted
throw std::runtime_error("expecting an even number of intersections");
}
std::sort(angles.begin(), angles.end());
// Group by pairs, where each represents a range where a collision occurs
for (size_t k = 0; k < angles.size(); k += 2) {
CollisionRange range = {{angles[k], angles[k + 1]}};
if (flip) {
range = util::flip(range);
}
collisions = range;
}
}
CollisionCorners getCorners(const CollisionRect &a) {
return {{{a.tl.x, a.tl.y},
{a.tl.x, a.br.y},
{a.br.x, a.br.y},
{a.br.x, a.tl.y}}};
}
/*
* Calculate collision ranges for a rotating box and a fixed box;
*/
CollisionList rotatingFixedCollisions(const CollisionRect &rotating,
const CollisionRect &fixed) {
const auto cornersR = getCorners(rotating);
const auto cornersF = getCorners(fixed);
// A collision occurs when, and only at least one corner from one of the
// boxes is within the other box. Calculate these ranges for each corner.
CollisionList collisions;
for (size_t i = 0; i < 4; i++) {
cornerBoxCollisions(std::back_inserter(collisions), cornersR[i],
cornersF);
cornerBoxCollisions(std::back_inserter(collisions), cornersF[i],
cornersR, true);
}
return collisions;
}
/*
* Calculate the range a box conflicts with a second box
*/
CollisionRange rotationRange(const GlyphBox &inserting,
const PlacementBox &blocker, float scale) {
CollisionList collisions;
const GlyphBox &a = inserting;
const PlacementBox &b = blocker;
// Instead of scaling the boxes, we move the anchors
CollisionAnchor relativeAnchor{
static_cast<float>((b.anchor.x - a.anchor.x) * scale),
static_cast<float>((b.anchor.y - a.anchor.y) * scale)};
// Generate a list of collision interval
if (a.hBox && b.hBox) {
collisions = rotatingRotatingCollisions(a.box, b.box, relativeAnchor);
} else if (a.hBox) {
const CollisionRect box {
b.box.tl.x + relativeAnchor.x, b.box.tl.y + relativeAnchor.y,
b.box.br.x + relativeAnchor.x, b.box.br.y + relativeAnchor.y};
collisions = rotatingFixedCollisions(a.box, box);
} else if (b.hBox) {
const CollisionRect box {
a.box.tl.x - relativeAnchor.x, a.box.tl.y - relativeAnchor.y,
a.box.br.x - relativeAnchor.x, a.box.br.y - relativeAnchor.y};
collisions = rotatingFixedCollisions(b.box, box);
} else {
// collisions remains empty
}
// Find and return the continous are around 0 where there are no collisions
return mergeCollisions(collisions, blocker.placementRange);
}
}