Files
MapLibreParticleLab/src/mbgl/text/placement.cpp
2023-03-17 13:51:59 +02:00

1562 lines
79 KiB
C++

#include <list>
#include <mbgl/layout/symbol_layout.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/renderer/buckets/symbol_bucket.hpp>
#include <mbgl/renderer/render_layer.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/update_parameters.hpp>
#include <mbgl/text/placement.hpp>
#include <mbgl/tile/geometry_tile.hpp>
#include <mbgl/util/math.hpp>
#include <utility>
namespace mbgl {
OpacityState::OpacityState(bool placed_, bool skipFade)
: opacity((skipFade && placed_) ? 1.0f : 0.0f)
, placed(placed_)
{
}
OpacityState::OpacityState(const OpacityState& prevState, float increment, bool placed_) :
opacity(::fmax(0.0f, ::fmin(1.0f, prevState.opacity + (prevState.placed ? increment : -increment)))),
placed(placed_) {}
bool OpacityState::isHidden() const {
return opacity == 0 && !placed;
}
JointOpacityState::JointOpacityState(bool placedText, bool placedIcon, bool skipFade) :
icon(OpacityState(placedIcon, skipFade)),
text(OpacityState(placedText, skipFade)) {}
JointOpacityState::JointOpacityState(const JointOpacityState& prevOpacityState, float increment, bool placedText, bool placedIcon) :
icon(OpacityState(prevOpacityState.icon, increment, placedIcon)),
text(OpacityState(prevOpacityState.text, increment, placedText)) {}
bool JointOpacityState::isHidden() const {
return icon.isHidden() && text.isHidden();
}
const CollisionGroups::CollisionGroup& CollisionGroups::get(const std::string& sourceID) {
// The predicate/groupID mechanism allows for arbitrary grouping,
// but the current interface defines one source == one group when
// crossSourceCollisions == true.
if (!crossSourceCollisions) {
if (collisionGroups.find(sourceID) == collisionGroups.end()) {
uint16_t nextGroupID = ++maxGroupID;
collisionGroups.emplace(sourceID, CollisionGroup(
nextGroupID,
std::optional<Predicate>([nextGroupID](const IndexedSubfeature& feature) -> bool {
return feature.collisionGroupId == nextGroupID;
})
));
}
return collisionGroups[sourceID];
} else {
static CollisionGroup nullGroup{0, std::nullopt};
return nullGroup;
}
}
using namespace style;
// PlacementContext implemenation
class PlacementContext {
std::reference_wrapper<const SymbolBucket> bucket;
std::reference_wrapper<const RenderTile> renderTile;
std::reference_wrapper<const TransformState> state;
public:
PlacementContext(const SymbolBucket& bucket_,
const RenderTile& renderTile_,
const TransformState& state_,
float placementZoom,
CollisionGroups::CollisionGroup collisionGroup_,
std::optional<CollisionBoundaries> avoidEdges_ = std::nullopt)
: bucket(bucket_),
renderTile(renderTile_),
state(state_),
pixelsToTileUnits(renderTile_.id.pixelsToTileUnits(1, placementZoom)),
scale(static_cast<float>(std::pow(2, placementZoom - getOverscaledID().overscaledZ))),
pixelRatio(static_cast<float>(util::tileSize_D * getOverscaledID().overscaleFactor() / util::EXTENT)),
collisionGroup(std::move(collisionGroup_)),
partiallyEvaluatedTextSize(bucket_.textSizeBinder->evaluateForZoom(placementZoom)),
partiallyEvaluatedIconSize(bucket_.iconSizeBinder->evaluateForZoom(placementZoom)),
avoidEdges(std::move(avoidEdges_)) {}
const SymbolBucket& getBucket() const { return bucket.get(); }
const style::SymbolLayoutProperties::PossiblyEvaluated& getLayout() const { return *getBucket().layout; }
const RenderTile& getRenderTile() const { return renderTile.get(); }
const OverscaledTileID& getOverscaledID() const { return renderTile.get().getOverscaledTileID(); }
const TransformState& getTransformState() const { return state; }
const std::vector<style::TextVariableAnchorType>& getVariableTextAnchors() const {
return getLayout().get<style::TextVariableAnchor>();
}
float pixelsToTileUnits;
float scale;
float pixelRatio;
bool rotateTextWithMap = getLayout().get<TextRotationAlignment>() == AlignmentType::Map;
bool pitchTextWithMap = getLayout().get<TextPitchAlignment>() == AlignmentType::Map;
bool rotateIconWithMap = getLayout().get<IconRotationAlignment>() == AlignmentType::Map;
bool pitchIconWithMap = getLayout().get<IconPitchAlignment>() == AlignmentType::Map;
SymbolPlacementType placementType = getLayout().get<SymbolPlacement>();
mat4 textLabelPlaneMatrix =
getLabelPlaneMatrix(renderTile.get().matrix, pitchTextWithMap, rotateTextWithMap, state, pixelsToTileUnits);
mat4 iconLabelPlaneMatrix =
(rotateTextWithMap == rotateIconWithMap && pitchTextWithMap == pitchIconWithMap)
? textLabelPlaneMatrix
: getLabelPlaneMatrix(
renderTile.get().matrix, pitchIconWithMap, rotateIconWithMap, state, pixelsToTileUnits);
CollisionGroups::CollisionGroup collisionGroup;
ZoomEvaluatedSize partiallyEvaluatedTextSize;
ZoomEvaluatedSize partiallyEvaluatedIconSize;
bool textAllowOverlap = getLayout().get<style::TextAllowOverlap>();
bool iconAllowOverlap = getLayout().get<style::IconAllowOverlap>();
// This logic is similar to the "defaultOpacityState" logic below in updateBucketOpacities
// If we know a symbol is always supposed to show, force it to be marked visible even if
// it wasn't placed into the collision index (because some or all of it was outside the range
// of the collision grid).
// There is a subtle edge case here we're accepting:
// Symbol A has text-allow-overlap: true, icon-allow-overlap: true, icon-optional: false
// A's icon is outside the grid, so doesn't get placed
// A's text would be inside grid, but doesn't get placed because of icon-optional: false
// We still show A because of the allow-overlap settings.
// Symbol B has allow-overlap: false, and gets placed where A's text would be
// On panning in, there is a short period when Symbol B and Symbol A will overlap
// This is the reverse of our normal policy of "fade in on pan", but should look like any other
// collision and hopefully not be too noticeable.
// See https://github.com/mapbox/mapbox-gl-native/issues/12683
bool alwaysShowText =
textAllowOverlap && (iconAllowOverlap || !(getBucket().hasIconData() || getBucket().hasSdfIconData()) ||
getLayout().get<style::IconOptional>());
bool alwaysShowIcon =
iconAllowOverlap && (textAllowOverlap || !getBucket().hasTextData() || getLayout().get<style::TextOptional>());
bool hasIconTextFit = getLayout().get<IconTextFit>() != IconTextFitType::None;
std::optional<CollisionBoundaries> avoidEdges;
};
// PlacementController implemenation
PlacementController::PlacementController() : placement(makeMutable<Placement>()) {}
void PlacementController::setPlacement(Immutable<Placement> placement_) {
placement = std::move(placement_);
stale = false;
}
bool PlacementController::placementIsRecent(TimePoint now, const float zoom, std::optional<Duration> periodOverride) const {
if (!placement->transitionsEnabled()) return false;
auto updatePeriod = periodOverride ? *periodOverride : placement->getUpdatePeriod(zoom);
return placement->getCommitTime() + updatePeriod > now;
}
bool PlacementController::hasTransitions(TimePoint now) const {
if (!placement->transitionsEnabled()) return false;
if (stale) return true;
return placement->hasTransitions(now);
}
// Placement implementation
Placement::Placement(std::shared_ptr<const UpdateParameters> updateParameters_,
std::optional<Immutable<Placement>> prevPlacement_)
: updateParameters(std::move(updateParameters_)),
collisionIndex(updateParameters->transformState, updateParameters->mode),
transitionOptions(updateParameters->transitionOptions),
commitTime(updateParameters->timePoint),
placementZoom(static_cast<float>(updateParameters->transformState.getZoom())),
collisionGroups(updateParameters->crossSourceCollisions),
prevPlacement(std::move(prevPlacement_)),
showCollisionBoxes(updateParameters->debugOptions & MapDebugOptions::Collision) {
if (prevPlacement) {
prevPlacement->get()->prevPlacement = std::nullopt; // Only hold on to one placement back
}
}
Placement::Placement() : collisionIndex({}, MapMode::Static), collisionGroups(true) {}
Placement::~Placement() = default;
void Placement::placeLayers(const RenderLayerReferences& layers) {
for (auto it = layers.crbegin(); it != layers.crend(); ++it) {
std::set<uint32_t> seenCrossTileIDs;
placeLayer(*it, seenCrossTileIDs);
}
commit();
}
void Placement::placeLayer(const RenderLayer& layer, std::set<uint32_t>& seenCrossTileIDs) {
for (const BucketPlacementData& data : layer.getPlacementData()) {
Bucket& bucket = data.bucket;
bucket.place(*this, data, seenCrossTileIDs);
}
}
namespace {
Point<float> calculateVariableLayoutOffset(style::SymbolAnchorType anchor,
float width,
float height,
std::array<float, 2> offset,
float textBoxScale,
bool rotateWithMap,
bool pitchWithMap,
float bearing) {
AnchorAlignment alignment = AnchorAlignment::getAnchorAlignment(anchor);
float shiftX = -(alignment.horizontalAlign - 0.5f) * width;
float shiftY = -(alignment.verticalAlign - 0.5f) * height;
auto variableOffset = SymbolLayout::evaluateVariableOffset(anchor, offset);
Point<float> shift{shiftX + variableOffset[0] * textBoxScale, shiftY + variableOffset[1] * textBoxScale};
if (rotateWithMap) {
shift = util::rotate(shift, pitchWithMap ? bearing : -bearing);
}
return shift;
}
} // namespace
void Placement::placeSymbolBucket(const BucketPlacementData& params, std::set<uint32_t>& seenCrossTileIDs) {
assert(updateParameters);
const auto& symbolBucket = static_cast<const SymbolBucket&>(params.bucket.get());
const RenderTile& renderTile = params.tile;
PlacementContext ctx{symbolBucket,
params.tile,
collisionIndex.getTransformState(),
placementZoom,
collisionGroups.get(params.sourceId),
getAvoidEdges(symbolBucket, renderTile.matrix)};
for (const SymbolInstance& symbol : getSortedSymbols(params, ctx.pixelRatio)) {
if (seenCrossTileIDs.count(symbol.crossTileID) != 0u) continue;
placeSymbol(symbol, ctx);
// Prevent a flickering issue while zooming out.
if (symbol.crossTileID != SymbolInstance::invalidCrossTileID() && !ctx.getRenderTile().holdForFade()) {
seenCrossTileIDs.insert(symbol.crossTileID);
}
}
// Prevent a flickering issue when a symbol is moved.
symbolBucket.justReloaded = false;
// As long as this placement lives, we have to hold onto this bucket's
// matching FeatureIndex/data for querying purposes
retainedQueryData.emplace(
std::piecewise_construct,
std::forward_as_tuple(symbolBucket.bucketInstanceId),
std::forward_as_tuple(symbolBucket.bucketInstanceId, params.featureIndex, ctx.getOverscaledID()));
}
JointPlacement Placement::placeSymbol(const SymbolInstance& symbolInstance, const PlacementContext& ctx) {
static const JointPlacement kUnplaced(false, false, false);
if (symbolInstance.crossTileID == SymbolInstance::invalidCrossTileID()) return kUnplaced;
if (ctx.getRenderTile().holdForFade()) {
// Mark all symbols from this tile as "not placed", but don't add to seenCrossTileIDs, because we don't
// know yet if we have a duplicate in a parent tile that _should_ be placed.
return kUnplaced;
}
const SymbolBucket& bucket = ctx.getBucket();
const mat4& posMatrix = ctx.getRenderTile().matrix;
const auto& collisionGroup = ctx.collisionGroup;
auto variableTextAnchors = ctx.getVariableTextAnchors();
textBoxes.clear();
iconBoxes.clear();
bool placeText = false;
bool placeIcon = false;
bool offscreen = true;
std::pair<bool, bool> placed{false, false};
std::pair<bool, bool> placedVerticalText{false, false};
std::pair<bool, bool> placedVerticalIcon{false, false};
Point<float> shift{0.0f, 0.0f};
std::optional<size_t> horizontalTextIndex = symbolInstance.getDefaultHorizontalPlacedTextIndex();
if (horizontalTextIndex) {
const PlacedSymbol& placedSymbol = bucket.text.placedSymbols.at(*horizontalTextIndex);
const float fontSize = evaluateSizeForFeature(ctx.partiallyEvaluatedTextSize, placedSymbol);
const auto updatePreviousOrientationIfNotPlaced = [&](bool isPlaced) {
if (bucket.allowVerticalPlacement && !isPlaced && getPrevPlacement()) {
auto prevOrientation = getPrevPlacement()->placedOrientations.find(symbolInstance.crossTileID);
if (prevOrientation != getPrevPlacement()->placedOrientations.end()) {
placedOrientations[symbolInstance.crossTileID] = prevOrientation->second;
}
}
};
const auto placeTextForPlacementModes = [&](auto& placeHorizontalFn, auto& placeVerticalFn) {
if (bucket.allowVerticalPlacement && symbolInstance.writingModes & WritingModeType::Vertical) {
assert(!bucket.placementModes.empty());
for (auto& placementMode : bucket.placementModes) {
if (placementMode == TextWritingModeType::Vertical) {
placedVerticalText = placed = placeVerticalFn();
} else {
placed = placeHorizontalFn();
}
if (placed.first) {
break;
}
}
} else {
placed = placeHorizontalFn();
}
};
// Line or point label placement
if (variableTextAnchors.empty()) {
const auto placeFeature = [&](const CollisionFeature& collisionFeature,
style::TextWritingModeType orientation) {
textBoxes.clear();
auto placedFeature = collisionIndex.placeFeature(collisionFeature,
{},
posMatrix,
ctx.textLabelPlaneMatrix,
ctx.pixelRatio,
placedSymbol,
ctx.scale,
fontSize,
ctx.textAllowOverlap,
ctx.pitchTextWithMap,
showCollisionBoxes,
ctx.avoidEdges,
collisionGroup.second,
textBoxes);
if (placedFeature.first) {
placedOrientations.emplace(symbolInstance.crossTileID, orientation);
}
return placedFeature;
};
const auto placeHorizontal = [&] {
return placeFeature(symbolInstance.textCollisionFeature, style::TextWritingModeType::Horizontal);
};
const auto placeVertical = [&] {
if (bucket.allowVerticalPlacement && symbolInstance.verticalTextCollisionFeature) {
return placeFeature(*symbolInstance.verticalTextCollisionFeature,
style::TextWritingModeType::Vertical);
}
return std::pair<bool, bool>{false, false};
};
placeTextForPlacementModes(placeHorizontal, placeVertical);
updatePreviousOrientationIfNotPlaced(placed.first);
placeText = placed.first;
offscreen &= placed.second;
} else if (!symbolInstance.textCollisionFeature.alongLine &&
!symbolInstance.textCollisionFeature.boxes.empty()) {
// If this symbol was in the last placement, shift the previously used
// anchor to the front of the anchor list, only if the previous anchor
// is still in the anchor list.
if (getPrevPlacement()) {
auto prevOffset = getPrevPlacement()->variableOffsets.find(symbolInstance.crossTileID);
if (prevOffset != getPrevPlacement()->variableOffsets.end()) {
const auto prevAnchor = prevOffset->second.anchor;
auto found = std::find(variableTextAnchors.begin(), variableTextAnchors.end(), prevAnchor);
if (found != variableTextAnchors.begin() && found != variableTextAnchors.end()) {
std::vector<style::TextVariableAnchorType> filtered{prevAnchor};
if (!isTiltedView()) {
for (auto anchor : variableTextAnchors) {
if (anchor != prevAnchor) {
filtered.push_back(anchor);
}
}
}
variableTextAnchors = std::move(filtered);
}
}
}
const bool doVariableIconPlacement =
ctx.hasIconTextFit && !ctx.iconAllowOverlap && symbolInstance.placedIconIndex;
const auto placeFeatureForVariableAnchors = [&](const CollisionFeature& textCollisionFeature,
style::TextWritingModeType orientation,
const CollisionFeature& iconCollisionFeature) {
const CollisionBox& textBox = textCollisionFeature.boxes[0];
const float width = textBox.x2 - textBox.x1;
const float height = textBox.y2 - textBox.y1;
const float textBoxScale = symbolInstance.textBoxScale;
std::pair<bool, bool> placedFeature = {false, false};
const size_t anchorsSize = variableTextAnchors.size();
const size_t placementAttempts = ctx.textAllowOverlap ? anchorsSize * 2 : anchorsSize;
for (size_t i = 0u; i < placementAttempts; ++i) {
auto anchor = variableTextAnchors[i % anchorsSize];
const bool allowOverlap = (i >= anchorsSize);
shift = calculateVariableLayoutOffset(anchor,
width,
height,
symbolInstance.variableTextOffset,
textBoxScale,
ctx.rotateTextWithMap,
ctx.pitchTextWithMap,
static_cast<float>(ctx.getTransformState().getBearing()));
textBoxes.clear();
if (!canPlaceAtVariableAnchor(
textBox, anchor, shift, variableTextAnchors, posMatrix, ctx.pixelRatio)) {
continue;
}
placedFeature = collisionIndex.placeFeature(textCollisionFeature,
shift,
posMatrix,
mat4(),
ctx.pixelRatio,
placedSymbol,
ctx.scale,
fontSize,
allowOverlap,
ctx.pitchTextWithMap,
showCollisionBoxes,
ctx.avoidEdges,
collisionGroup.second,
textBoxes);
if (doVariableIconPlacement) {
auto placedIconFeature =
collisionIndex.placeFeature(iconCollisionFeature,
shift,
posMatrix,
ctx.iconLabelPlaneMatrix,
ctx.pixelRatio,
placedSymbol,
ctx.scale,
fontSize,
ctx.iconAllowOverlap,
ctx.pitchTextWithMap, // TODO: shall it be pitchIconWithMap?
showCollisionBoxes,
ctx.avoidEdges,
collisionGroup.second,
iconBoxes);
iconBoxes.clear();
if (!placedIconFeature.first) continue;
}
if (placedFeature.first) {
assert(symbolInstance.crossTileID != 0u);
std::optional<style::TextVariableAnchorType> prevAnchor;
// If this label was placed in the previous placement, record the anchor position
// to allow us to animate the transition
if (getPrevPlacement()) {
auto prevOffset = getPrevPlacement()->variableOffsets.find(symbolInstance.crossTileID);
auto prevPlacements = getPrevPlacement()->placements.find(symbolInstance.crossTileID);
if (prevOffset != getPrevPlacement()->variableOffsets.end() &&
prevPlacements != getPrevPlacement()->placements.end() && prevPlacements->second.text) {
// TODO: The prevAnchor seems to be unused, needs to be fixed.
prevAnchor = prevOffset->second.anchor;
}
}
variableOffsets.insert(std::make_pair(
symbolInstance.crossTileID,
VariableOffset{
symbolInstance.variableTextOffset, width, height, anchor, textBoxScale, prevAnchor}));
if (bucket.allowVerticalPlacement) {
placedOrientations.emplace(symbolInstance.crossTileID, orientation);
}
break;
}
}
return placedFeature;
};
const auto placeHorizontal = [&] {
return placeFeatureForVariableAnchors(symbolInstance.textCollisionFeature,
style::TextWritingModeType::Horizontal,
symbolInstance.iconCollisionFeature);
};
const auto placeVertical = [&] {
if (bucket.allowVerticalPlacement && !placed.first && symbolInstance.verticalTextCollisionFeature) {
return placeFeatureForVariableAnchors(*symbolInstance.verticalTextCollisionFeature,
style::TextWritingModeType::Vertical,
symbolInstance.verticalIconCollisionFeature
? *symbolInstance.verticalIconCollisionFeature
: symbolInstance.iconCollisionFeature);
}
return std::pair<bool, bool>{false, false};
};
placeTextForPlacementModes(placeHorizontal, placeVertical);
placeText = placed.first;
offscreen &= placed.second;
updatePreviousOrientationIfNotPlaced(placed.first);
// If we didn't get placed, we still need to copy our position from the last placement for
// fade animations
if (!placeText && getPrevPlacement()) {
auto prevOffset = getPrevPlacement()->variableOffsets.find(symbolInstance.crossTileID);
if (prevOffset != getPrevPlacement()->variableOffsets.end()) {
variableOffsets[symbolInstance.crossTileID] = prevOffset->second;
}
}
}
}
if (symbolInstance.placedIconIndex) {
if (!ctx.hasIconTextFit || !placeText || variableTextAnchors.empty()) {
shift = {0.0f, 0.0f};
}
const auto& iconBuffer = symbolInstance.hasSdfIcon() ? bucket.sdfIcon : bucket.icon;
const PlacedSymbol& placedSymbol = iconBuffer.placedSymbols.at(*symbolInstance.placedIconIndex);
const float fontSize = evaluateSizeForFeature(ctx.partiallyEvaluatedIconSize, placedSymbol);
const auto& placeIconFeature = [&](const CollisionFeature& collisionFeature) {
return collisionIndex.placeFeature(collisionFeature,
shift,
posMatrix,
ctx.iconLabelPlaneMatrix,
ctx.pixelRatio,
placedSymbol,
ctx.scale,
fontSize,
ctx.iconAllowOverlap,
ctx.pitchTextWithMap,
showCollisionBoxes,
ctx.avoidEdges,
collisionGroup.second,
iconBoxes);
};
std::pair<bool, bool> placedIcon = {false, false};
if (placedVerticalText.first && symbolInstance.verticalIconCollisionFeature) {
placedIcon = placedVerticalIcon = placeIconFeature(*symbolInstance.verticalIconCollisionFeature);
} else {
placedIcon = placeIconFeature(symbolInstance.iconCollisionFeature);
}
placeIcon = placedIcon.first;
offscreen &= placedIcon.second;
}
const bool iconWithoutText = !symbolInstance.hasText() || ctx.getLayout().get<TextOptional>();
const bool textWithoutIcon = !symbolInstance.hasIcon() || ctx.getLayout().get<IconOptional>();
// combine placements for icon and text
if (!iconWithoutText && !textWithoutIcon) {
placeText = placeIcon = placeText && placeIcon;
} else if (!textWithoutIcon) {
placeText = placeText && placeIcon;
} else if (!iconWithoutText) {
placeIcon = placeText && placeIcon;
}
if (placeText) {
if (placedVerticalText.first && symbolInstance.verticalTextCollisionFeature) {
collisionIndex.insertFeature(*symbolInstance.verticalTextCollisionFeature,
textBoxes,
ctx.getLayout().get<TextIgnorePlacement>(),
bucket.bucketInstanceId,
collisionGroup.first);
} else {
collisionIndex.insertFeature(symbolInstance.textCollisionFeature,
textBoxes,
ctx.getLayout().get<TextIgnorePlacement>(),
bucket.bucketInstanceId,
collisionGroup.first);
}
}
if (placeIcon) {
if (placedVerticalIcon.first && symbolInstance.verticalIconCollisionFeature) {
collisionIndex.insertFeature(*symbolInstance.verticalIconCollisionFeature,
iconBoxes,
ctx.getLayout().get<IconIgnorePlacement>(),
bucket.bucketInstanceId,
collisionGroup.first);
} else {
collisionIndex.insertFeature(symbolInstance.iconCollisionFeature,
iconBoxes,
ctx.getLayout().get<IconIgnorePlacement>(),
bucket.bucketInstanceId,
collisionGroup.first);
}
}
const bool hasIconCollisionCircleData = bucket.hasIconCollisionCircleData();
const bool hasTextCollisionCircleData = bucket.hasTextCollisionCircleData();
if (hasIconCollisionCircleData && symbolInstance.iconCollisionFeature.alongLine && !iconBoxes.empty()) {
collisionCircles[&symbolInstance.iconCollisionFeature] = iconBoxes;
}
if (hasTextCollisionCircleData && symbolInstance.textCollisionFeature.alongLine && !textBoxes.empty()) {
collisionCircles[&symbolInstance.textCollisionFeature] = textBoxes;
}
assert(symbolInstance.crossTileID != 0);
if (placements.find(symbolInstance.crossTileID) != placements.end()) {
// If there's a previous placement with this ID, it comes from a tile that's fading out
// Erase it so that the placement result from the non-fading tile supersedes it
placements.erase(symbolInstance.crossTileID);
}
JointPlacement result(
placeText || ctx.alwaysShowText, placeIcon || ctx.alwaysShowIcon, offscreen || bucket.justReloaded);
placements.emplace(symbolInstance.crossTileID, result);
newSymbolPlaced(symbolInstance, ctx, result, ctx.placementType, textBoxes, iconBoxes);
return result;
}
namespace {
SymbolInstanceReferences getBucketSymbols(const SymbolBucket& bucket,
const std::optional<SortKeyRange>& sortKeyRange,
double bearing) {
if (bucket.layout->get<style::SymbolZOrder>() == style::SymbolZOrderType::ViewportY) {
auto sortedSymbols = bucket.getSortedSymbols(static_cast<float>(bearing));
// Place in the reverse order than draw i.e., starting from the foreground elements.
std::reverse(std::begin(sortedSymbols), std::end(sortedSymbols));
return sortedSymbols;
}
return bucket.getSymbols(sortKeyRange);
}
} // namespace
SymbolInstanceReferences Placement::getSortedSymbols(const BucketPlacementData& params, float) {
const auto& bucket = static_cast<const SymbolBucket&>(params.bucket.get());
SymbolInstanceReferences sortedSymbols =
getBucketSymbols(bucket, params.sortKeyRange, collisionIndex.getTransformState().getBearing());
auto* previousPlacement = getPrevPlacement();
if (previousPlacement && isTiltedView()) {
std::stable_sort(
sortedSymbols.begin(),
sortedSymbols.end(),
[previousPlacement](const SymbolInstance& a, const SymbolInstance& b) noexcept {
auto* aPlacement = previousPlacement->getSymbolPlacement(a);
auto* bPlacement = previousPlacement->getSymbolPlacement(b);
if (!aPlacement) {
// a < b, if 'a' is new and if 'b' was previously hidden.
return bPlacement && !bPlacement->placed();
}
if (!bPlacement) {
// a < b, if 'b' is new and 'a' was previously shown.
return aPlacement && aPlacement->placed();
}
// a < b, if 'a' was shown and 'b' was hidden.
return aPlacement->placed() && !bPlacement->placed();
});
}
return sortedSymbols;
}
void Placement::commit() {
bool placementChanged = false;
assert(getPrevPlacement());
prevZoomAdjustment = getPrevPlacement()->zoomAdjustment(placementZoom);
float increment = getPrevPlacement()->symbolFadeChange(commitTime);
// add the opacities from the current placement, and copy their current values from the previous placement
for (auto& jointPlacement : placements) {
auto prevOpacity = getPrevPlacement()->opacities.find(jointPlacement.first);
if (prevOpacity != getPrevPlacement()->opacities.end()) {
opacities.emplace(jointPlacement.first, JointOpacityState(prevOpacity->second, increment, jointPlacement.second.text, jointPlacement.second.icon));
placementChanged = placementChanged ||
jointPlacement.second.icon != prevOpacity->second.icon.placed ||
jointPlacement.second.text != prevOpacity->second.text.placed;
} else {
opacities.emplace(jointPlacement.first, JointOpacityState(jointPlacement.second.text, jointPlacement.second.icon, jointPlacement.second.skipFade));
placementChanged = placementChanged || jointPlacement.second.icon || jointPlacement.second.text;
}
}
// copy and update values from the previous placement that aren't in the current placement but haven't finished fading
for (auto& prevOpacity : getPrevPlacement()->opacities) {
if (opacities.find(prevOpacity.first) == opacities.end()) {
JointOpacityState jointOpacity(prevOpacity.second, increment, false, false);
if (!jointOpacity.isHidden()) {
opacities.emplace(prevOpacity.first, jointOpacity);
placementChanged = placementChanged || prevOpacity.second.icon.placed || prevOpacity.second.text.placed;
}
}
}
for (auto& prevOffset : getPrevPlacement()->variableOffsets) {
const uint32_t crossTileID = prevOffset.first;
auto foundOffset = variableOffsets.find(crossTileID);
auto foundOpacity = opacities.find(crossTileID);
if (foundOffset == variableOffsets.end() && foundOpacity != opacities.end() && !foundOpacity->second.isHidden()) {
variableOffsets[prevOffset.first] = prevOffset.second;
}
}
for (auto& prevOrientation : getPrevPlacement()->placedOrientations) {
const uint32_t crossTileID = prevOrientation.first;
auto foundOrientation = placedOrientations.find(crossTileID);
auto foundOpacity = opacities.find(crossTileID);
if (foundOrientation == placedOrientations.end() && foundOpacity != opacities.end() && !foundOpacity->second.isHidden()) {
placedOrientations[prevOrientation.first] = prevOrientation.second;
}
}
fadeStartTime = placementChanged ? commitTime : getPrevPlacement()->fadeStartTime;
}
void Placement::updateLayerBuckets(const RenderLayer& layer, const TransformState& state, bool updateOpacities) const {
std::set<uint32_t> seenCrossTileIDs;
for (const auto& item : layer.getPlacementData()) {
if (!item.sortKeyRange || item.sortKeyRange->isFirstRange()) {
item.bucket.get().updateVertices(*this, updateOpacities, state, item.tile, seenCrossTileIDs);
}
}
}
namespace {
Point<float> calculateVariableRenderShift(style::SymbolAnchorType anchor, float width, float height, std::array<float, 2> textOffset, float textBoxScale, float renderTextSize) {
AnchorAlignment alignment = AnchorAlignment::getAnchorAlignment(anchor);
float shiftX = -(alignment.horizontalAlign - 0.5f) * width;
float shiftY = -(alignment.verticalAlign - 0.5f) * height;
auto variablOffset = SymbolLayout::evaluateVariableOffset(anchor, textOffset);
return { (shiftX / textBoxScale + variablOffset[0]) * renderTextSize,
(shiftY / textBoxScale + variablOffset[1]) * renderTextSize };
}
} // namespace
bool Placement::updateBucketDynamicVertices(SymbolBucket& bucket, const TransformState& state, const RenderTile& tile) const {
using namespace style;
const auto& layout = *bucket.layout;
const bool alongLine = layout.get<SymbolPlacement>() != SymbolPlacementType::Point;
const bool hasVariableAnchors = !layout.get<TextVariableAnchor>().empty() && bucket.hasTextData();
const bool updateTextFitIcon = layout.get<IconTextFit>() != IconTextFitType::None && (bucket.allowVerticalPlacement || hasVariableAnchors) && (bucket.hasIconData() || bucket.hasSdfIconData());
bool result = false;
if (alongLine) {
if (layout.get<IconRotationAlignment>() == AlignmentType::Map) {
const bool pitchWithMap = layout.get<style::IconPitchAlignment>() == style::AlignmentType::Map;
const bool keepUpright = layout.get<style::IconKeepUpright>();
if (bucket.hasSdfIconData()) {
reprojectLineLabels(bucket.sdfIcon.dynamicVertices, bucket.sdfIcon.placedSymbols,
tile.matrix, pitchWithMap, true /*rotateWithMap*/, keepUpright,
tile, *bucket.iconSizeBinder, state);
result = true;
}
if (bucket.hasIconData()) {
reprojectLineLabels(bucket.icon.dynamicVertices, bucket.icon.placedSymbols,
tile.matrix, pitchWithMap, true /*rotateWithMap*/, keepUpright,
tile, *bucket.iconSizeBinder, state);
result = true;
}
}
if (bucket.hasTextData() && layout.get<TextRotationAlignment>() == AlignmentType::Map) {
const bool pitchWithMap = layout.get<style::TextPitchAlignment>() == style::AlignmentType::Map;
const bool keepUpright = layout.get<style::TextKeepUpright>();
reprojectLineLabels(bucket.text.dynamicVertices, bucket.text.placedSymbols,
tile.matrix, pitchWithMap, true /*rotateWithMap*/, keepUpright,
tile, *bucket.textSizeBinder, state);
result = true;
}
} else if (hasVariableAnchors) {
bucket.text.dynamicVertices.clear();
bucket.hasVariablePlacement = false;
const auto partiallyEvaluatedSize = bucket.textSizeBinder->evaluateForZoom(static_cast<float>(state.getZoom()));
const auto tileScale = static_cast<float>(std::pow(2, state.getZoom() - tile.getOverscaledTileID().overscaledZ));
const bool rotateWithMap = layout.get<TextRotationAlignment>() == AlignmentType::Map;
const bool pitchWithMap = layout.get<TextPitchAlignment>() == AlignmentType::Map;
const float pixelsToTileUnits = tile.id.pixelsToTileUnits(1.0f, static_cast<float>(state.getZoom()));
const auto labelPlaneMatrix = getLabelPlaneMatrix(tile.matrix, pitchWithMap, rotateWithMap, state, pixelsToTileUnits);
std::unordered_map<std::size_t, std::pair<std::size_t, Point<float>>> placedTextShifts;
for (std::size_t i = 0; i < bucket.text.placedSymbols.size(); ++i) {
const PlacedSymbol& symbol = bucket.text.placedSymbols[i];
std::optional<VariableOffset> variableOffset;
const bool skipOrientation = bucket.allowVerticalPlacement && !symbol.placedOrientation;
if (!symbol.hidden && symbol.crossTileID != 0u && !skipOrientation) {
auto it = variableOffsets.find(symbol.crossTileID);
if (it != variableOffsets.end()) {
bucket.hasVariablePlacement = true;
variableOffset = it->second;
}
}
if (!variableOffset) {
// These symbols are from a justification that is not being used, or a label that wasn't placed
// so we don't need to do the extra math to figure out what incremental shift to apply.
hideGlyphs(symbol.glyphOffsets.size(), bucket.text.dynamicVertices);
} else {
const Point<float> tileAnchor = symbol.anchorPoint;
const auto projectedAnchor = project(tileAnchor, pitchWithMap ? tile.matrix : labelPlaneMatrix);
const float perspectiveRatio = 0.5f + 0.5f * (state.getCameraToCenterDistance() / projectedAnchor.second);
float renderTextSize = evaluateSizeForFeature(partiallyEvaluatedSize, symbol) * perspectiveRatio / util::ONE_EM;
if (pitchWithMap) {
// Go from size in pixels to equivalent size in tile units
renderTextSize *= bucket.tilePixelRatio / tileScale;
}
auto shift = calculateVariableRenderShift(
(*variableOffset).anchor,
(*variableOffset).width,
(*variableOffset).height,
(*variableOffset).offset,
(*variableOffset).textBoxScale,
renderTextSize);
// Usual case is that we take the projected anchor and add the pixel-based shift
// calculated above. In the (somewhat weird) case of pitch-aligned text, we add an equivalent
// tile-unit based shift to the anchor before projecting to the label plane.
Point<float> shiftedAnchor;
if (pitchWithMap) {
shiftedAnchor = project(Point<float>(tileAnchor.x + shift.x, tileAnchor.y + shift.y),
labelPlaneMatrix).first;
} else if (rotateWithMap) {
auto rotated = util::rotate(shift, -state.getPitch());
shiftedAnchor = Point<float>(projectedAnchor.first.x + rotated.x,
projectedAnchor.first.y + rotated.y);
} else {
shiftedAnchor = Point<float>(projectedAnchor.first.x + shift.x,
projectedAnchor.first.y + shift.y);
}
if (updateTextFitIcon && symbol.placedIconIndex) {
placedTextShifts.emplace(*symbol.placedIconIndex,
std::pair<std::size_t, Point<float>>{i, shiftedAnchor});
}
for (std::size_t j = 0; j < symbol.glyphOffsets.size(); ++j) {
addDynamicAttributes(shiftedAnchor, symbol.angle, bucket.text.dynamicVertices);
}
}
}
if (updateTextFitIcon && bucket.hasVariablePlacement) {
auto updateIcon = [&](SymbolBucket::Buffer& iconBuffer) {
iconBuffer.dynamicVertices.clear();
for (std::size_t i = 0; i < iconBuffer.placedSymbols.size(); ++i) {
const PlacedSymbol& placedIcon = iconBuffer.placedSymbols[i];
if (placedIcon.hidden || (!placedIcon.placedOrientation && bucket.allowVerticalPlacement)) {
hideGlyphs(placedIcon.glyphOffsets.size(), iconBuffer.dynamicVertices);
} else {
const auto& pair = placedTextShifts.find(i);
if (pair == placedTextShifts.end()) {
hideGlyphs(placedIcon.glyphOffsets.size(), iconBuffer.dynamicVertices);
} else {
for (std::size_t j = 0; j < placedIcon.glyphOffsets.size(); ++j) {
addDynamicAttributes(pair->second.second, placedIcon.angle, iconBuffer.dynamicVertices);
}
}
}
}
};
updateIcon(bucket.icon);
updateIcon(bucket.sdfIcon);
}
result = true;
} else if (bucket.allowVerticalPlacement && bucket.hasTextData()) {
const auto updateDynamicVertices = [](SymbolBucket::Buffer& buffer) {
buffer.dynamicVertices.clear();
for (const PlacedSymbol& symbol : buffer.placedSymbols) {
if (symbol.hidden || !symbol.placedOrientation) {
hideGlyphs(symbol.glyphOffsets.size(), buffer.dynamicVertices);
} else {
for (std::size_t j = 0; j < symbol.glyphOffsets.size(); ++j) {
addDynamicAttributes(symbol.anchorPoint, symbol.angle, buffer.dynamicVertices);
}
}
}
};
updateDynamicVertices(bucket.text);
// When text box is rotated, icon-text-fit icon must be rotated as well.
if (updateTextFitIcon) {
updateDynamicVertices(bucket.icon);
updateDynamicVertices(bucket.sdfIcon);
}
result = true;
}
return result;
}
void Placement::updateBucketOpacities(SymbolBucket& bucket,
const TransformState& state,
std::set<uint32_t>& seenCrossTileIDs) const {
if (bucket.hasTextData()) bucket.text.opacityVertices.clear();
if (bucket.hasIconData()) bucket.icon.opacityVertices.clear();
if (bucket.hasSdfIconData()) bucket.sdfIcon.opacityVertices.clear();
if (bucket.hasIconCollisionBoxData()) bucket.iconCollisionBox->dynamicVertices.clear();
if (bucket.hasIconCollisionCircleData()) bucket.iconCollisionCircle->dynamicVertices.clear();
if (bucket.hasTextCollisionBoxData()) bucket.textCollisionBox->dynamicVertices.clear();
if (bucket.hasTextCollisionCircleData()) bucket.textCollisionCircle->dynamicVertices.clear();
const JointOpacityState duplicateOpacityState(false, false, true);
const bool textAllowOverlap = bucket.layout->get<style::TextAllowOverlap>();
const bool iconAllowOverlap = bucket.layout->get<style::IconAllowOverlap>();
const bool variablePlacement = !bucket.layout->get<style::TextVariableAnchor>().empty();
const bool rotateWithMap = bucket.layout->get<style::TextRotationAlignment>() == style::AlignmentType::Map;
const bool pitchWithMap = bucket.layout->get<style::TextPitchAlignment>() == style::AlignmentType::Map;
const bool hasIconTextFit = bucket.layout->get<style::IconTextFit>() != style::IconTextFitType::None;
// If allow-overlap is true, we can show symbols before placement runs on them
// But we have to wait for placement if we potentially depend on a paired icon/text
// with allow-overlap: false.
// See https://github.com/mapbox/mapbox-gl-native/issues/12483
// Prevent a flickering issue when showing a symbol allowing overlap.
const JointOpacityState defaultOpacityState(
bucket.justReloaded && textAllowOverlap && (iconAllowOverlap || !(bucket.hasIconData() || bucket.hasSdfIconData()) || bucket.layout->get<style::IconOptional>()),
bucket.justReloaded && iconAllowOverlap && (textAllowOverlap || !bucket.hasTextData() || bucket.layout->get<style::TextOptional>()),
true);
for (SymbolInstance& symbolInstance : bucket.symbolInstances) {
bool isDuplicate = seenCrossTileIDs.count(symbolInstance.crossTileID) > 0;
auto it = opacities.find(symbolInstance.crossTileID);
auto opacityState = defaultOpacityState;
if (isDuplicate) {
opacityState = duplicateOpacityState;
} else if (it != opacities.end()) {
opacityState = it->second;
}
seenCrossTileIDs.insert(symbolInstance.crossTileID);
if (symbolInstance.hasText()) {
size_t textOpacityVerticesSize = 0u;
const auto& opacityVertex = SymbolSDFTextProgram::opacityVertex(opacityState.text.placed, opacityState.text.opacity);
if (symbolInstance.placedRightTextIndex) {
textOpacityVerticesSize += symbolInstance.rightJustifiedGlyphQuadsSize * 4;
PlacedSymbol& placed = bucket.text.placedSymbols[*symbolInstance.placedRightTextIndex];
placed.hidden = opacityState.isHidden();
}
if (symbolInstance.placedCenterTextIndex && !symbolInstance.singleLine) {
textOpacityVerticesSize += symbolInstance.centerJustifiedGlyphQuadsSize * 4;
PlacedSymbol& placed = bucket.text.placedSymbols[*symbolInstance.placedCenterTextIndex];
placed.hidden = opacityState.isHidden();
}
if (symbolInstance.placedLeftTextIndex && !symbolInstance.singleLine) {
textOpacityVerticesSize += symbolInstance.leftJustifiedGlyphQuadsSize * 4;
PlacedSymbol& placed = bucket.text.placedSymbols[*symbolInstance.placedLeftTextIndex];
placed.hidden = opacityState.isHidden();
}
if (symbolInstance.placedVerticalTextIndex) {
textOpacityVerticesSize += symbolInstance.verticalGlyphQuadsSize * 4;
bucket.text.placedSymbols[*symbolInstance.placedVerticalTextIndex].hidden = opacityState.isHidden();
}
bucket.text.opacityVertices.extend(textOpacityVerticesSize, opacityVertex);
style::TextWritingModeType previousOrientation = style::TextWritingModeType::Horizontal;
if (bucket.allowVerticalPlacement) {
auto prevOrientation = placedOrientations.find(symbolInstance.crossTileID);
if (prevOrientation != placedOrientations.end()) {
previousOrientation = prevOrientation->second;
markUsedOrientation(bucket, prevOrientation->second, symbolInstance);
}
}
auto prevOffset = variableOffsets.find(symbolInstance.crossTileID);
if (prevOffset != variableOffsets.end()) {
markUsedJustification(bucket, prevOffset->second.anchor, symbolInstance, previousOrientation);
}
}
if (symbolInstance.hasIcon()) {
size_t iconOpacityVerticesSize = 0u;
const auto& opacityVertex =
SymbolIconProgram::opacityVertex(opacityState.icon.placed, opacityState.icon.opacity);
auto& iconBuffer = symbolInstance.hasSdfIcon() ? bucket.sdfIcon : bucket.icon;
if (symbolInstance.placedIconIndex) {
iconOpacityVerticesSize += symbolInstance.iconQuadsSize * 4;
iconBuffer.placedSymbols[*symbolInstance.placedIconIndex].hidden = opacityState.isHidden();
}
if (symbolInstance.placedVerticalIconIndex) {
iconOpacityVerticesSize += symbolInstance.iconQuadsSize * 4;
iconBuffer.placedSymbols[*symbolInstance.placedVerticalIconIndex].hidden = opacityState.isHidden();
}
iconBuffer.opacityVertices.extend(iconOpacityVerticesSize, opacityVertex);
}
auto updateIconCollisionBox = [&](const auto& feature, const bool placed, const Point<float>& shift) {
if (feature.alongLine) {
return;
}
const auto& dynamicVertex = CollisionBoxProgram::dynamicVertex(placed, false, shift);
bucket.iconCollisionBox->dynamicVertices.extend(feature.boxes.size() * 4, dynamicVertex);
};
auto updateTextCollisionBox =
[this, &bucket, &symbolInstance, &state, variablePlacement, rotateWithMap, pitchWithMap](
const auto& feature, const bool placed) {
Point<float> shift{0.0f, 0.0f};
if (feature.alongLine) {
return shift;
}
bool used = true;
if (variablePlacement) {
auto foundOffset = variableOffsets.find(symbolInstance.crossTileID);
if (foundOffset != variableOffsets.end()) {
const VariableOffset& variableOffset = foundOffset->second;
// This will show either the currently placed position or the last
// successfully placed position (so you can visualize what collision
// just made the symbol disappear, and the most likely place for the
// symbol to come back)
shift = calculateVariableLayoutOffset(variableOffset.anchor,
variableOffset.width,
variableOffset.height,
variableOffset.offset,
variableOffset.textBoxScale,
rotateWithMap,
pitchWithMap,
static_cast<float>(state.getBearing()));
} else {
// No offset -> this symbol hasn't been placed since coming on-screen
// No single box is particularly meaningful and all of them would be too noisy
// Use the center box just to show something's there, but mark it "not used"
used = false;
}
}
const auto& dynamicVertex = CollisionBoxProgram::dynamicVertex(placed, !used, shift);
bucket.textCollisionBox->dynamicVertices.extend(feature.boxes.size() * 4, dynamicVertex);
return shift;
};
auto updateCollisionCircles = [&](const auto& feature, const bool placed, bool isText) {
if (!feature.alongLine) {
return;
}
auto circles = collisionCircles.find(&feature);
if (circles != collisionCircles.end()) {
for (const auto& circle : circles->second) {
const auto& dynamicVertex = CollisionBoxProgram::dynamicVertex(placed, !circle.isCircle(), {});
isText ? bucket.textCollisionCircle->dynamicVertices.extend(4, dynamicVertex):
bucket.iconCollisionCircle->dynamicVertices.extend(4, dynamicVertex);
}
} else {
// This feature was not placed, because it was not loaded or from a fading tile. Apply default values.
static const auto dynamicVertex = CollisionBoxProgram::dynamicVertex(placed, false /*not used*/, {});
isText ? bucket.textCollisionCircle->dynamicVertices.extend(4 * feature.boxes.size(), dynamicVertex):
bucket.iconCollisionCircle->dynamicVertices.extend(4 * feature.boxes.size(), dynamicVertex);
}
};
Point<float> textShift{0.0f, 0.0f};
Point<float> verticalTextShift{0.0f, 0.0f};
if (bucket.hasTextCollisionBoxData()) {
textShift = updateTextCollisionBox(symbolInstance.textCollisionFeature, opacityState.text.placed);
if (bucket.allowVerticalPlacement && symbolInstance.verticalTextCollisionFeature) {
verticalTextShift = updateTextCollisionBox(*symbolInstance.verticalTextCollisionFeature, opacityState.text.placed);
}
}
if (bucket.hasIconCollisionBoxData()) {
updateIconCollisionBox(symbolInstance.iconCollisionFeature, opacityState.icon.placed, hasIconTextFit ? textShift : Point<float>{0.0f, 0.0f});
if (bucket.allowVerticalPlacement && symbolInstance.verticalIconCollisionFeature) {
updateIconCollisionBox(*symbolInstance.verticalIconCollisionFeature, opacityState.text.placed, hasIconTextFit ? verticalTextShift : Point<float>{0.0f, 0.0f});
}
}
if (bucket.hasIconCollisionCircleData()) {
updateCollisionCircles(symbolInstance.iconCollisionFeature, opacityState.icon.placed, false);
}
if (bucket.hasTextCollisionCircleData()) {
updateCollisionCircles(symbolInstance.textCollisionFeature, opacityState.text.placed, true);
}
}
bucket.sortFeatures(static_cast<float>(state.getBearing()));
auto retainedData = retainedQueryData.find(bucket.bucketInstanceId);
if (retainedData != retainedQueryData.end()) {
retainedData->second.featureSortOrder = bucket.featureSortOrder;
}
}
namespace {
std::optional<size_t> justificationToIndex(style::TextJustifyType justify, const SymbolInstance& symbolInstance, style::TextWritingModeType orientation) {
// Vertical symbol has just one justification, style::TextJustifyType::Left.
if (orientation == style::TextWritingModeType::Vertical) {
return symbolInstance.placedVerticalTextIndex;
}
switch(justify) {
case style::TextJustifyType::Right: return symbolInstance.placedRightTextIndex;
case style::TextJustifyType::Center: return symbolInstance.placedCenterTextIndex;
case style::TextJustifyType::Left: return symbolInstance.placedLeftTextIndex;
case style::TextJustifyType::Auto: break;
}
assert(false);
return std::nullopt;
}
const style::TextJustifyType justifyTypes[] = {
style::TextJustifyType::Right, style::TextJustifyType::Center, style::TextJustifyType::Left};
} // namespace
void Placement::markUsedJustification(SymbolBucket& bucket,
style::TextVariableAnchorType placedAnchor,
const SymbolInstance& symbolInstance,
style::TextWritingModeType orientation) const {
style::TextJustifyType anchorJustify = getAnchorJustification(placedAnchor);
assert(anchorJustify != style::TextJustifyType::Auto);
const std::optional<size_t>& autoIndex = justificationToIndex(anchorJustify, symbolInstance, orientation);
for (auto& justify : justifyTypes) {
const std::optional<size_t> index = justificationToIndex(justify, symbolInstance, orientation);
if (index) {
assert(bucket.text.placedSymbols.size() > *index);
if (autoIndex && *index != *autoIndex) {
// There are multiple justifications and this one isn't it: shift offscreen
bucket.text.placedSymbols.at(*index).crossTileID = 0u;
} else {
// Either this is the chosen justification or the justification is hardwired: use this one
bucket.text.placedSymbols.at(*index).crossTileID = symbolInstance.crossTileID;
}
}
}
}
void Placement::markUsedOrientation(SymbolBucket& bucket,
style::TextWritingModeType orientation,
const SymbolInstance& symbolInstance) const {
auto horizontal = orientation == style::TextWritingModeType::Horizontal ?
std::optional<style::TextWritingModeType>(orientation) : std::nullopt;
auto vertical = orientation == style::TextWritingModeType::Vertical ?
std::optional<style::TextWritingModeType>(orientation) : std::nullopt;
if (symbolInstance.placedRightTextIndex) {
bucket.text.placedSymbols.at(*symbolInstance.placedRightTextIndex).placedOrientation = horizontal;
}
if (symbolInstance.placedCenterTextIndex && !symbolInstance.singleLine) {
bucket.text.placedSymbols.at(*symbolInstance.placedCenterTextIndex).placedOrientation = horizontal;
}
if (symbolInstance.placedLeftTextIndex && !symbolInstance.singleLine) {
bucket.text.placedSymbols.at(*symbolInstance.placedLeftTextIndex).placedOrientation = horizontal;
}
if (symbolInstance.placedVerticalTextIndex) {
bucket.text.placedSymbols.at(*symbolInstance.placedVerticalTextIndex).placedOrientation = vertical;
}
auto& iconBuffer = symbolInstance.hasSdfIcon() ? bucket.sdfIcon : bucket.icon;
if (symbolInstance.placedIconIndex) {
iconBuffer.placedSymbols.at(*symbolInstance.placedIconIndex).placedOrientation = horizontal;
}
if (symbolInstance.placedVerticalIconIndex) {
iconBuffer.placedSymbols.at(*symbolInstance.placedVerticalIconIndex).placedOrientation = vertical;
}
}
bool Placement::isTiltedView() const {
return updateParameters->transformState.getPitch() != 0.0f;
}
float Placement::symbolFadeChange(TimePoint now) const {
if (transitionsEnabled() &&
transitionOptions.duration.value_or(util::DEFAULT_TRANSITION_DURATION) > Milliseconds(0)) {
return std::chrono::duration<float>(now - commitTime) / transitionOptions.duration.value_or(util::DEFAULT_TRANSITION_DURATION) + prevZoomAdjustment;
}
return 1.0;
}
float Placement::zoomAdjustment(const float zoom) const {
// When zooming out labels can overlap each other quickly. This
// adjustment is used to reduce the fade duration for symbols while zooming out quickly.
// It is also used to reduce the interval between placement calculations. Reducing the
// interval between placements means collisions are discovered and eliminated sooner.
return std::max(0.0f, (placementZoom - zoom) / 1.5f);
}
const JointPlacement* Placement::getSymbolPlacement(const SymbolInstance& symbol) const {
assert(symbol.crossTileID != 0);
auto found = placements.find(symbol.crossTileID);
return (found != placements.end()) ? &found->second : nullptr;
}
Duration Placement::getUpdatePeriod(const float zoom) const {
// Even if transitionOptions.duration is set to a value < 300ms, we still wait for this default transition duration
// before attempting another placement operation.
const auto fadeDuration = std::max(util::DEFAULT_TRANSITION_DURATION,
transitionOptions.duration.value_or(util::DEFAULT_TRANSITION_DURATION));
return std::chrono::duration_cast<Duration>(fadeDuration * (1.0 - zoomAdjustment(zoom)));
}
bool Placement::transitionsEnabled() const {
return transitionOptions.enablePlacementTransitions;
}
bool Placement::hasTransitions(TimePoint now) const {
assert(transitionsEnabled());
return std::chrono::duration<float>(now - fadeStartTime) <
transitionOptions.duration.value_or(util::DEFAULT_TRANSITION_DURATION);
}
const std::vector<PlacedSymbolData>& Placement::getPlacedSymbolsData() const {
const static std::vector<PlacedSymbolData> data;
return data;
}
const CollisionIndex& Placement::getCollisionIndex() const {
return collisionIndex;
}
const RetainedQueryData& Placement::getQueryData(uint32_t bucketInstanceId) const {
auto it = retainedQueryData.find(bucketInstanceId);
if (it == retainedQueryData.end()) {
throw std::runtime_error("Placement::getQueryData with unrecognized bucketInstanceId");
}
return it->second;
}
/// Placement for Static map mode.
class StaticPlacement : public Placement {
public:
explicit StaticPlacement(std::shared_ptr<const UpdateParameters> updateParameters_)
: Placement(std::move(updateParameters_), std::nullopt) {}
protected:
void commit() override;
float symbolFadeChange(TimePoint) const override { return 1.0f; }
bool hasTransitions(TimePoint) const override { return false; }
bool transitionsEnabled() const override { return false; }
};
void StaticPlacement::commit() {
fadeStartTime = commitTime;
for (auto& jointPlacement : placements) {
opacities.emplace(
jointPlacement.first,
JointOpacityState(jointPlacement.second.text, jointPlacement.second.icon, jointPlacement.second.skipFade));
}
}
/// Placement for Tile map mode.
struct Intersection {
Intersection(const SymbolInstance& symbol_, PlacementContext ctx_, IntersectStatus status_, std::size_t priority_)
: symbol(symbol_), ctx(std::move(ctx_)), status(status_), priority(priority_) {}
std::reference_wrapper<const SymbolInstance> symbol;
PlacementContext ctx;
IntersectStatus status;
std::size_t priority; // less means more important
};
class TilePlacement : public StaticPlacement {
public:
explicit TilePlacement(std::shared_ptr<const UpdateParameters> updateParameters_)
: StaticPlacement(std::move(updateParameters_)) {}
private:
void placeLayers(const RenderLayerReferences&) override;
void placeSymbolBucket(const BucketPlacementData&, std::set<uint32_t>&) override;
void collectPlacedSymbolData(bool enable) override { collectData = enable; }
const std::vector<PlacedSymbolData>& getPlacedSymbolsData() const override { return placedSymbolsData; }
std::optional<CollisionBoundaries> getAvoidEdges(const SymbolBucket&, const mat4&) override;
bool canPlaceAtVariableAnchor(const CollisionBox& box,
TextVariableAnchorType anchor,
Point<float> shift,
std::vector<style::TextVariableAnchorType>& anchors,
const mat4& posMatrix,
float textPixelRatio) override;
void newSymbolPlaced(const SymbolInstance&,
const PlacementContext&,
const JointPlacement&,
style::SymbolPlacementType,
const std::vector<ProjectedCollisionBox>&,
const std::vector<ProjectedCollisionBox>&) override;
bool shouldRetryPlacement(const JointPlacement&, const PlacementContext&);
std::unordered_map<uint32_t, bool> locationCache;
std::optional<CollisionBoundaries> tileBorders;
std::set<uint32_t> seenCrossTileIDs;
std::vector<PlacedSymbolData> placedSymbolsData;
std::vector<Intersection> intersections;
bool populateIntersections = false;
std::size_t currentIntersectionPriority{};
bool collectData = false;
};
void TilePlacement::placeLayers(const RenderLayerReferences& layers) {
placedSymbolsData.clear();
seenCrossTileIDs.clear();
intersections.clear();
currentIntersectionPriority = 0u;
// Populale intersections.
populateIntersections = true;
for (auto it = layers.crbegin(); it != layers.crend(); ++it) {
placeLayer(*it, seenCrossTileIDs);
}
std::sort(intersections.begin(), intersections.end(), [](const Intersection& a, const Intersection& b) {
if (a.priority != b.priority) return a.priority < b.priority;
uint8_t flagsA = a.status.flags;
uint8_t flagsB = b.status.flags;
// Items arranged as: VerticalBorders & HorizontalBorders (3) ->
// VerticalBorders (2) -> HorizontalBorders (1)
if (flagsA != flagsB) return flagsA > flagsB;
// If both intersects the same border(s), look for a more noticable cut-off.
if (a.status.minSectionLength != b.status.minSectionLength) {
return a.status.minSectionLength > b.status.minSectionLength;
}
// Look at the anchor coordinates
if (a.symbol.get().anchor.point.y != b.symbol.get().anchor.point.y) {
return a.symbol.get().anchor.point.y < b.symbol.get().anchor.point.y;
}
if (a.symbol.get().anchor.point.x != b.symbol.get().anchor.point.x) {
return a.symbol.get().anchor.point.x < b.symbol.get().anchor.point.x;
}
// Finally, looking at the key hashes.
return std::hash<std::u16string>()(a.symbol.get().key) < std::hash<std::u16string>()(b.symbol.get().key);
});
// Place intersections.
for (const auto& intersection : intersections) {
const SymbolInstance& symbol = intersection.symbol;
const PlacementContext& ctx = intersection.ctx;
currentIntersectionPriority = intersection.priority;
if (seenCrossTileIDs.count(symbol.crossTileID) != 0u) continue;
JointPlacement placement = placeSymbol(symbol, ctx);
if (shouldRetryPlacement(placement, ctx)) continue;
seenCrossTileIDs.insert(symbol.crossTileID);
}
// Place the rest labels.
populateIntersections = false;
for (auto it = layers.crbegin(); it != layers.crend(); ++it) {
placeLayer(*it, seenCrossTileIDs);
}
commit();
}
std::optional<CollisionBoundaries> TilePlacement::getAvoidEdges(const SymbolBucket& bucket, const mat4& posMatrix) {
tileBorders = collisionIndex.projectTileBoundaries(posMatrix);
const auto& layout = *bucket.layout;
if (layout.get<style::SymbolAvoidEdges>() ||
layout.get<style::SymbolPlacement>() == style::SymbolPlacementType::Line) {
return tileBorders;
}
return std::nullopt;
}
void TilePlacement::placeSymbolBucket(const BucketPlacementData& params, std::set<uint32_t>& seen) {
assert(updateParameters);
const auto& bucket = static_cast<const SymbolBucket&>(params.bucket.get());
const auto& layout = *bucket.layout;
if (!populateIntersections) {
Placement::placeSymbolBucket(params, seen);
return;
}
if (layout.get<SymbolPlacement>() != SymbolPlacementType::Point || layout.get<SymbolAvoidEdges>()) {
// Collect intersection only for point placement.
return;
}
const RenderTile& renderTile = params.tile;
PlacementContext ctx{bucket,
params.tile,
collisionIndex.getTransformState(),
placementZoom,
collisionGroups.get(params.sourceId),
getAvoidEdges(bucket, renderTile.matrix)};
const auto& variableTextAnchors = ctx.getVariableTextAnchors();
// In this case we first try to place symbols, which intersects the tile borders, so that
// those symbols will remain even if each tile is handled independently.
SymbolInstanceReferences symbolInstances =
getBucketSymbols(bucket, params.sortKeyRange, collisionIndex.getTransformState().getBearing());
std::optional<style::TextVariableAnchorType> variableAnchor;
if (!variableTextAnchors.empty()) variableAnchor = variableTextAnchors.front();
// Keeps the data necessary to find a feature location according to a tile.
struct NeighborTileData {
NeighborTileData(const CollisionIndex& collisionIndex, UnwrappedTileID id_, Point<float> shift_)
: id(id_), shift(shift_), matrix() {
collisionIndex.getTransformState().matrixFor(matrix, id);
matrix::multiply(matrix, collisionIndex.getTransformState().getProjectionMatrix(), matrix);
borders = collisionIndex.projectTileBoundaries(matrix);
}
UnwrappedTileID id;
Point<float> shift;
mat4 matrix;
CollisionBoundaries borders;
};
uint8_t z = renderTile.id.canonical.z;
uint32_t x = renderTile.id.canonical.x;
uint32_t y = renderTile.id.canonical.y;
const std::array<NeighborTileData, 4> neighbours{{
{collisionIndex, UnwrappedTileID(z, x, y - 1), {0.0f, util::EXTENT}}, // top
{collisionIndex, UnwrappedTileID(z, x, y + 1), {0.0f, -util::EXTENT}}, // bottom
{collisionIndex, UnwrappedTileID(z, x - 1, y), {util::EXTENT, 0.0f}}, // left
{collisionIndex, UnwrappedTileID(z, x + 1, y), {-util::EXTENT, 0.0f}} // right
}};
auto collisionBoxIntersectsTileEdges = [&](const CollisionBox& collisionBox,
Point<float> shift) noexcept->IntersectStatus {
IntersectStatus intersects =
collisionIndex.intersectsTileEdges(collisionBox, shift, renderTile.matrix, ctx.pixelRatio, *tileBorders);
// Check if this symbol intersects the neighbor tile borders. If so, it also shall be placed with priority.
for (const auto& neighbor : neighbours) {
if (intersects.flags != IntersectStatus::None) break;
intersects = collisionIndex.intersectsTileEdges(
collisionBox, shift + neighbor.shift, neighbor.matrix, ctx.pixelRatio, neighbor.borders);
}
return intersects;
};
auto symbolIntersectsTileEdges = [
&collisionBoxIntersectsTileEdges,
variableAnchor,
pitchTextWithMap = ctx.pitchTextWithMap,
rotateTextWithMap = ctx.rotateTextWithMap,
variableIconPlacement = ctx.hasIconTextFit && !ctx.iconAllowOverlap,
bearing = static_cast<float>(ctx.getTransformState().getBearing())
](const SymbolInstance& symbol) noexcept->IntersectStatus {
IntersectStatus result;
if (!symbol.textCollisionFeature.boxes.empty()) {
const auto& textCollisionBox = symbol.textCollisionFeature.boxes.front();
Point<float> offset{};
if (variableAnchor) {
float width = textCollisionBox.x2 - textCollisionBox.x1;
float height = textCollisionBox.y2 - textCollisionBox.y1;
offset = calculateVariableLayoutOffset(*variableAnchor,
width,
height,
symbol.variableTextOffset,
symbol.textBoxScale,
rotateTextWithMap,
pitchTextWithMap,
bearing);
}
result = collisionBoxIntersectsTileEdges(textCollisionBox, offset);
}
if (!symbol.iconCollisionFeature.boxes.empty()) {
const auto& iconCollisionBox = symbol.iconCollisionFeature.boxes.front();
Point<float> offset{};
if (variableAnchor && variableIconPlacement) {
float width = iconCollisionBox.x2 - iconCollisionBox.x1;
float height = iconCollisionBox.y2 - iconCollisionBox.y1;
offset = calculateVariableLayoutOffset(*variableAnchor,
width,
height,
symbol.variableTextOffset,
symbol.textBoxScale,
rotateTextWithMap,
pitchTextWithMap,
bearing);
}
auto iconIntersects = collisionBoxIntersectsTileEdges(iconCollisionBox, offset);
result.flags |= iconIntersects.flags;
result.minSectionLength = std::max(result.minSectionLength, iconIntersects.minSectionLength);
}
return result;
};
for (const SymbolInstance& symbol : symbolInstances) {
auto intersectStatus = symbolIntersectsTileEdges(symbol);
if (intersectStatus.flags == IntersectStatus::None) continue;
intersections.emplace_back(symbol, ctx, intersectStatus, currentIntersectionPriority);
}
++currentIntersectionPriority;
}
bool TilePlacement::canPlaceAtVariableAnchor(const CollisionBox& box,
TextVariableAnchorType anchor,
Point<float> shift,
std::vector<style::TextVariableAnchorType>& anchors,
const mat4& posMatrix,
float textPixelRatio) {
assert(tileBorders);
if (populateIntersections) {
// A variable label is only allowed to intersect tile border with the first anchor.
if (anchor == anchors.front()) {
// Check, that the label would intersect the tile borders even without shift, otherwise intersection
// is not allowed (preventing cut-offs in case the shift is lager than the buffer size).
auto status = collisionIndex.intersectsTileEdges(box, {}, posMatrix, textPixelRatio, *tileBorders);
if (status.flags != IntersectStatus::None) return true;
}
// The most important labels shall be placed first anyway, so we continue trying
// the following variable anchors for them; less priority labels
// will wait for the second round (when `populateIntersections` is `false`).
if (currentIntersectionPriority > 0u) return false;
}
// Can be placed, if it does not intersect tile borders.
auto status = collisionIndex.intersectsTileEdges(box, shift, posMatrix, textPixelRatio, *tileBorders);
return (status.flags == IntersectStatus::None);
}
void TilePlacement::newSymbolPlaced(const SymbolInstance& symbol,
const PlacementContext& ctx,
const JointPlacement& placement,
style::SymbolPlacementType placementType,
const std::vector<ProjectedCollisionBox>& textCollisionBoxes,
const std::vector<ProjectedCollisionBox>& iconCollisionBoxes) {
if (!collectData || placementType != style::SymbolPlacementType::Point || shouldRetryPlacement(placement, ctx))
return;
std::optional<mapbox::geometry::box<float>> textCollisionBox;
if (!textCollisionBoxes.empty()) {
assert(textCollisionBoxes.size() == 1u);
auto& box = textCollisionBoxes.front();
assert(box.isBox());
textCollisionBox = box.box();
}
std::optional<mapbox::geometry::box<float>> iconCollisionBox;
if (!iconCollisionBoxes.empty()) {
assert(iconCollisionBoxes.size() == 1u);
auto& box = iconCollisionBoxes.front();
assert(box.isBox());
iconCollisionBox = box.box();
}
PlacedSymbolData symbolData{symbol.key,
textCollisionBox,
iconCollisionBox,
placement.text,
placement.icon,
!placement.skipFade && populateIntersections,
collisionIndex.getViewportPadding(),
ctx.getBucket().bucketLeaderID};
placedSymbolsData.emplace_back(std::move(symbolData));
}
bool TilePlacement::shouldRetryPlacement(const JointPlacement& placement, const PlacementContext& ctx) {
// We re-try the placement to try out remaining variable anchors.
return populateIntersections && !placement.placed() && !ctx.getVariableTextAnchors().empty();
}
// static
Mutable<Placement> Placement::create(std::shared_ptr<const UpdateParameters> updateParameters_,
std::optional<Immutable<Placement>> prevPlacement) {
assert(updateParameters_);
switch (updateParameters_->mode) {
case MapMode::Continuous:
assert(prevPlacement);
return makeMutable<Placement>(std::move(updateParameters_), std::move(prevPlacement));
case MapMode::Static:
return staticMutableCast<Placement>(makeMutable<StaticPlacement>(std::move(updateParameters_)));
case MapMode::Tile:
return staticMutableCast<Placement>(makeMutable<TilePlacement>(std::move(updateParameters_)));
}
assert(false);
return makeMutable<Placement>();
}
} // namespace mbgl