Files
MapLibreParticleLab/src/mbgl/text/collision_feature.cpp
2024-09-21 02:17:33 +02:00

223 lines
9.5 KiB
C++

#include <mbgl/text/collision_feature.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/math/angles.hpp>
#include <mbgl/math/log2.hpp>
namespace mbgl {
CollisionFeature::CollisionFeature(const GeometryCoordinates& line,
const Anchor& anchor,
const Shaping& shapedText,
const float boxScale,
const float padding,
const style::SymbolPlacementType placement,
const RefIndexedSubfeature& indexedFeature_,
const float overscaling,
const float rotate)
: indexedFeature(std::move(indexedFeature_)),
alongLine(placement != style::SymbolPlacementType::Point) {
initialize(line,
anchor,
shapedText.top,
shapedText.bottom,
shapedText.left,
shapedText.right,
std::nullopt,
boxScale,
{padding},
overscaling,
rotate);
}
CollisionFeature::CollisionFeature(const GeometryCoordinates& line,
const Anchor& anchor,
std::optional<PositionedIcon> shapedIcon,
const float boxScale,
const Padding& padding,
const RefIndexedSubfeature& indexedFeature_,
const float rotate)
: indexedFeature(std::move(indexedFeature_)),
alongLine(false) {
if (shapedIcon) {
const auto& image = shapedIcon->image();
auto icon = *shapedIcon;
if (image.content && (image.textFitWidth || image.textFitHeight)) {
icon = shapedIcon->applyTextFit();
}
initialize(line,
anchor,
icon.top(),
icon.bottom(),
icon.left(),
icon.right(),
shapedIcon->collisionPadding(),
boxScale,
padding,
1,
rotate);
} else {
initialize(line, anchor, 0, 0, 0, 0, std::nullopt, boxScale, padding, 1, rotate);
}
}
void CollisionFeature::initialize(const GeometryCoordinates& line,
const Anchor& anchor,
float top,
float bottom,
float left,
float right,
const std::optional<Padding>& collisionPadding,
float boxScale,
const Padding& padding,
float overscaling,
float rotate) {
if (top == 0 && bottom == 0 && left == 0 && right == 0) return;
float y1 = top * boxScale - padding.top;
float y2 = bottom * boxScale + padding.bottom;
float x1 = left * boxScale - padding.left;
float x2 = right * boxScale + padding.right;
if (collisionPadding) {
x1 -= collisionPadding->left * boxScale;
y1 -= collisionPadding->top * boxScale;
x2 += collisionPadding->right * boxScale;
y2 += collisionPadding->bottom * boxScale;
}
if (alongLine) {
float height = y2 - y1;
const float length = x2 - x1;
if (height <= 0.0f) return;
height = std::max(10.0f * boxScale, height);
GeometryCoordinate anchorPoint = convertPoint<int16_t>(anchor.point);
bboxifyLabel(line, anchorPoint, anchor.segment.value_or(0u), length, height, overscaling);
} else {
if (rotate) {
// Account for *-rotate in point collision boxes
// Doesn't account for icon-text-fit
const float rotateRadians = util::deg2radf(rotate);
const Point<float> tl = util::rotate(Point<float>(x1, y1), rotateRadians);
const Point<float> tr = util::rotate(Point<float>(x2, y1), rotateRadians);
const Point<float> bl = util::rotate(Point<float>(x1, y2), rotateRadians);
const Point<float> br = util::rotate(Point<float>(x2, y2), rotateRadians);
// Collision features require an "on-axis" geometry,
// so take the envelope of the rotated geometry
// (may be quite large for wide labels rotated 45 degrees)
const float xMin = std::min({tl.x, tr.x, bl.x, br.x});
const float xMax = std::max({tl.x, tr.x, bl.x, br.x});
const float yMin = std::min({tl.y, tr.y, bl.y, br.y});
const float yMax = std::max({tl.y, tr.y, bl.y, br.y});
boxes.emplace_back(anchor.point, xMin, yMin, xMax, yMax);
} else {
boxes.emplace_back(anchor.point, x1, y1, x2, y2);
}
}
}
void CollisionFeature::bboxifyLabel(const GeometryCoordinates& line,
GeometryCoordinate& anchorPoint,
std::size_t segment,
const float labelLength,
const float boxSize,
const float overscaling) {
const float step = boxSize / 2;
const int nBoxes = std::max(static_cast<int>(std::floor(labelLength / step)), 1);
// We calculate line collision circles 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 Vertically oriented labels in the distant
// field can extend past this padding This is a noticeable problem in
// overscaled tiles where the pitch 0-based symbol spacing will put labels
// very close together in a pitched map. To reduce the cost of adding extra
// collision circles, we slowly increase them for overscaled tiles.
const double overscalingPaddingFactor = 1 + .4 * util::log2(static_cast<double>(overscaling));
const int nPitchPaddingBoxes = static_cast<int>(std::floor(nBoxes * overscalingPaddingFactor / 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;
std::size_t 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 {
if (index == 0u) {
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;
}
}
index--;
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 >= 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)};
// If the box is within boxSize of the anchor, force the box to be used
// (so even 0-width labels use at least one box)
// Otherwise, the .8 multiplication gives us a little bit of conservative
// padding in choosing which boxes to use (see CollisionIndex#placedCollisionCircles)
const float paddedAnchorDistance = std::abs(boxDistanceToAnchor - firstBoxOffset) < step
? 0.0f
: (boxDistanceToAnchor - firstBoxOffset) * 0.8f;
boxes.emplace_back(boxAnchor, -boxSize / 2, -boxSize / 2, boxSize / 2, boxSize / 2, paddedAnchorDistance);
}
}
} // namespace mbgl