Files
MapLibreParticleLab/src/mbgl/text/collision_feature.cpp
2017-07-17 15:02:47 +02:00

171 lines
7.9 KiB
C++

#include <mbgl/text/collision_feature.hpp>
#include <mbgl/util/math.hpp>
namespace mbgl {
CollisionFeature::CollisionFeature(const GeometryCoordinates& line,
const Anchor& anchor,
const float top,
const float bottom,
const float left,
const float right,
const float boxScale,
const float padding,
const style::SymbolPlacementType placement,
IndexedSubfeature indexedFeature_,
const AlignmentType alignment)
: indexedFeature(std::move(indexedFeature_)) {
if (top == 0 && bottom == 0 && left == 0 && right == 0) return;
const float y1 = top * boxScale - padding;
const float y2 = bottom * boxScale + padding;
const float x1 = left * boxScale - padding;
const float x2 = right * boxScale + padding;
if (placement == style::SymbolPlacementType::Line) {
float height = y2 - y1;
const double length = x2 - x1;
if (height <= 0.0f) return;
height = std::max(10.0f * boxScale, height);
GeometryCoordinate anchorPoint = convertPoint<int16_t>(anchor.point);
if (alignment == AlignmentType::Straight) {
// used for icon labels that are aligned with the line, but don't curve along it
const GeometryCoordinate vector = convertPoint<int16_t>(util::unit(convertPoint<double>(line[anchor.segment + 1] - line[anchor.segment])) * length);
const GeometryCoordinates newLine({ anchorPoint - vector, anchorPoint + vector });
bboxifyLabel(newLine, anchorPoint, 0, length, height);
} else {
// used for text labels that curve along a line
bboxifyLabel(line, anchorPoint, anchor.segment, length, height);
}
} else {
boxes.emplace_back(anchor.point, Point<float>{ 0, 0 }, x1, y1, x2, y2, std::numeric_limits<float>::infinity());
}
}
void CollisionFeature::bboxifyLabel(const GeometryCoordinates& line, GeometryCoordinate& anchorPoint,
const int segment, const float labelLength, const float boxSize) {
const float step = boxSize / 2;
const int nBoxes = std::floor(labelLength / step);
// We calculate line collision boxes out to 300% of what would normally be our
// max size, to allow collision detection to work on labels that expand as
// they move into the distance
const int nPitchPaddingBoxes = std::floor(nBoxes / 2);
// offset the center of the first box by half a box so that the edge of the
// box is at the edge of the label.
const float firstBoxOffset = -boxSize / 2;
GeometryCoordinate &p = anchorPoint;
int index = segment + 1;
float anchorDistance = firstBoxOffset;
const float labelStartDistance = -labelLength / 2;
const float paddingStartDistance = labelStartDistance - labelLength / 8;
// move backwards along the line to the first segment the label appears on
do {
index--;
if (index < 0) {
if (anchorDistance > labelStartDistance) {
// there isn't enough room for the label after the beginning of the line
// checkMaxAngle should have already caught this
return;
} else {
// The line doesn't extend far enough back for all of our padding,
// but we got far enough to show the label under most conditions.
index = 0;
break;
}
}
anchorDistance -= util::dist<float>(line[index], p);
p = line[index];
} while (anchorDistance > paddingStartDistance);
auto segmentLength = util::dist<float>(line[index], line[index + 1]);
for (int i = -nPitchPaddingBoxes; i < nBoxes + nPitchPaddingBoxes; i++) {
// the distance the box will be from the anchor
const float boxOffset = i * step;
float boxDistanceToAnchor = labelStartDistance + boxOffset;
// make the distance between pitch padding boxes bigger
if (boxOffset < 0) boxDistanceToAnchor += boxOffset;
if (boxOffset > labelLength) boxDistanceToAnchor += boxOffset - labelLength;
if (boxDistanceToAnchor < anchorDistance) {
// The line doesn't extend far enough back for this box, skip it
// (This could allow for line collisions on distant tiles)
continue;
}
// the box is not on the current segment. Move to the next segment.
while (anchorDistance + segmentLength < boxDistanceToAnchor) {
anchorDistance += segmentLength;
index++;
// There isn't enough room before the end of the line.
if (index + 1 >= (int)line.size()) return;
segmentLength = util::dist<float>(line[index], line[index + 1]);
}
// the distance the box will be from the beginning of the segment
const float segmentBoxDistance = boxDistanceToAnchor - anchorDistance;
const auto& p0 = line[index];
const auto& p1 = line[index + 1];
Point<float> boxAnchor = {
p0.x + segmentBoxDistance / segmentLength * (p1.x - p0.x),
p0.y + segmentBoxDistance / segmentLength * (p1.y - p0.y)
};
// Distance from label anchor point to inner (towards center) edge of this box
// The tricky thing here is that box positioning doesn't change with scale,
// but box size does change with scale.
// Technically, distanceToInnerEdge should be:
// Math.max(Math.abs(boxDistanceToAnchor - firstBoxOffset) - (step / scale), 0);
// But using that formula would make solving for maxScale more difficult, so we
// approximate with scale=2.
// This makes our calculation spot-on at scale=2, and on the conservative side for
// lower scales
const float distanceToInnerEdge = std::max(std::fabs(boxDistanceToAnchor - firstBoxOffset) - step / 2, 0.0f);
float maxScale = util::division(labelLength / 2, distanceToInnerEdge, std::numeric_limits<float>::infinity());
// The box maxScale calculations are designed to be conservative on collisions in the scale range
// [1,2]. At scale=1, each box has 50% overlap, and at scale=2, the boxes are lined up edge
// to edge (beyond scale 2, gaps start to appear, which could potentially allow missed collisions).
// We add "pitch padding" boxes to the left and right to handle effective underzooming
// (scale < 1) when labels are in the distance. The overlap approximation could cause us to use
// these boxes when the scale is greater than 1, but we prevent that because we know
// they're only necessary for scales less than one.
// This preserves the pre-pitch-padding behavior for unpitched maps.
if (i < 0 || i >= nBoxes) {
maxScale = std::min(maxScale, 0.99f);
}
boxes.emplace_back(boxAnchor, boxAnchor - convertPoint<float>(anchorPoint), -boxSize / 2, -boxSize / 2, boxSize / 2, boxSize / 2, maxScale);
}
}
float CollisionBox::adjustedMaxScale(const std::array<float, 4>& rotationMatrix, const float yStretch) const {
// When the map is pitched the distance covered by a line changes.
// Adjust the max scale by (approximatePitchedLength / approximateRegularLength)
// to compensate for this.
const Point<float> rotatedOffset = util::matrixMultiply(rotationMatrix, offset);
const float xSqr = rotatedOffset.x * rotatedOffset.x;
const float ySqr = rotatedOffset.y * rotatedOffset.y;
const float yStretchSqr = ySqr * yStretch * yStretch;
const float adjustmentFactor = xSqr + ySqr != 0 ?
std::sqrt((xSqr + yStretchSqr) / (xSqr + ySqr)) :
1.0f;
return maxScale * adjustmentFactor;
}
} // namespace mbgl