Files
MapLibreParticleLab/src/mbgl/text/collision_tile.cpp
Ansis Brammanis 4e0d1070f6 [core] support tiles with non-4096 extents
Convert all geometries to the maximum extent supported by our buffers
and then use that constant extent everywhere else.
2016-02-02 14:49:03 -08:00

153 lines
6.1 KiB
C++

#include <mbgl/text/collision_tile.hpp>
#include <mbgl/util/constants.hpp>
#include <cmath>
namespace mbgl {
auto infinity = std::numeric_limits<float>::infinity();
CollisionTile::CollisionTile(PlacementConfig config_) : config(config_),
edges({{
// left
CollisionBox(vec2<float>(0, 0), 0, -infinity, 0, infinity, infinity),
// right
CollisionBox(vec2<float>(util::EXTENT, 0), 0, -infinity, 0, infinity, infinity),
// top
CollisionBox(vec2<float>(0, 0), -infinity, 0, infinity, 0, infinity),
// bottom
CollisionBox(vec2<float>(0, util::EXTENT), -infinity, 0, infinity, 0, infinity),
}}) {
tree.clear();
// Compute the transformation matrix.
const float angle_sin = std::sin(config.angle);
const float angle_cos = std::cos(config.angle);
rotationMatrix = { { angle_cos, -angle_sin, angle_sin, angle_cos } };
reverseRotationMatrix = { { angle_cos, angle_sin, -angle_sin, angle_cos } };
// Stretch boxes in y direction to account for the map tilt.
const float _yStretch = 1.0f / std::cos(config.pitch);
// The amount the map is squished depends on the y position.
// Sort of account for this by making all boxes a bit bigger.
yStretch = std::pow(_yStretch, 1.3);
}
float CollisionTile::findPlacementScale(float minPlacementScale, const vec2<float>& anchor,
const CollisionBox& box, const vec2<float>& blockingAnchor, const CollisionBox& blocking) {
// Find the lowest scale at which the two boxes can fit side by side without overlapping.
// Original algorithm:
float s1 = (blocking.x1 - box.x2) / (anchor.x - blockingAnchor.x); // scale at which new box is to the left of old box
float s2 = (blocking.x2 - box.x1) / (anchor.x - blockingAnchor.x); // scale at which new box is to the right of old box
float s3 = (blocking.y1 - box.y2) * yStretch / (anchor.y - blockingAnchor.y); // scale at which new box is to the top of old box
float s4 = (blocking.y2 - box.y1) * yStretch / (anchor.y - blockingAnchor.y); // scale at which new box is to the bottom of old box
if (std::isnan(s1) || std::isnan(s2)) s1 = s2 = 1;
if (std::isnan(s3) || std::isnan(s4)) s3 = s4 = 1;
float collisionFreeScale = ::fmin(::fmax(s1, s2), ::fmax(s3, s4));
if (collisionFreeScale > blocking.maxScale) {
// After a box's maxScale the label has shrunk enough that the box is no longer needed to cover it,
// so unblock the new box at the scale that the old box disappears.
collisionFreeScale = blocking.maxScale;
}
if (collisionFreeScale > box.maxScale) {
// If the box can only be shown after it is visible, then the box can never be shown.
// But the label can be shown after this box is not visible.
collisionFreeScale = box.maxScale;
}
if (collisionFreeScale > minPlacementScale &&
collisionFreeScale >= blocking.placementScale) {
// If this collision occurs at a lower scale than previously found collisions
// and the collision occurs while the other label is visible
// this this is the lowest scale at which the label won't collide with anything
minPlacementScale = collisionFreeScale;
}
return minPlacementScale;
}
float CollisionTile::placeFeature(const CollisionFeature &feature, const bool allowOverlap, const bool avoidEdges) {
float minPlacementScale = minScale;
for (auto& box : feature.boxes) {
const auto anchor = box.anchor.matMul(rotationMatrix);
if (!allowOverlap) {
std::vector<CollisionTreeBox> blockingBoxes;
tree.query(bgi::intersects(getTreeBox(anchor, box)), std::back_inserter(blockingBoxes));
for (auto& blockingTreeBox : blockingBoxes) {
const auto& blocking = std::get<1>(blockingTreeBox);
auto blockingAnchor = blocking.anchor.matMul(rotationMatrix);
minPlacementScale = findPlacementScale(minPlacementScale, anchor, box, blockingAnchor, blocking);
if (minPlacementScale >= maxScale) return minPlacementScale;
}
}
if (avoidEdges) {
const vec2<float> tl = { box.x1, box.y1 };
const vec2<float> tr = { box.x2, box.y1 };
const vec2<float> bl = { box.x1, box.y2 };
const vec2<float> br = { box.x2, box.y2 };
const vec2<float> rtl = tl.matMul(reverseRotationMatrix);
const vec2<float> rtr = tr.matMul(reverseRotationMatrix);
const vec2<float> rbl = bl.matMul(reverseRotationMatrix);
const vec2<float> rbr = br.matMul(reverseRotationMatrix);
CollisionBox rotatedBox(box.anchor,
::fmin(::fmin(rtl.x, rtr.x), ::fmin(rbl.x, rbr.x)),
::fmin(::fmin(rtl.y, rtr.y), ::fmin(rbl.y, rbr.y)),
::fmax(::fmax(rtl.x, rtr.x), ::fmax(rbl.x, rbr.x)),
::fmax(::fmax(rtl.y, rtr.y), ::fmax(rbl.y, rbr.y)),
box.maxScale);
for (auto& blocking : edges) {
minPlacementScale = findPlacementScale(minPlacementScale, box.anchor, rotatedBox, blocking.anchor, blocking);
if (minPlacementScale >= maxScale) return minPlacementScale;
}
}
}
return minPlacementScale;
}
void CollisionTile::insertFeature(CollisionFeature &feature, const float minPlacementScale) {
for (auto& box : feature.boxes) {
box.placementScale = minPlacementScale;
}
if (minPlacementScale < maxScale) {
std::vector<CollisionTreeBox> treeBoxes;
for (auto& box : feature.boxes) {
treeBoxes.emplace_back(getTreeBox(box.anchor.matMul(rotationMatrix), box), box);
}
tree.insert(treeBoxes.begin(), treeBoxes.end());
}
}
Box CollisionTile::getTreeBox(const vec2<float> &anchor, const CollisionBox &box) {
return Box{
CollisionPoint{
anchor.x + box.x1,
anchor.y + box.y1 * yStretch
},
CollisionPoint{
anchor.x + box.x2,
anchor.y + box.y2 * yStretch
}
};
}
} // namespace mbgl