Also introduced GeometryCoordinates (vector of GeometryCoordinate items), to better cope with GeometryCollection.
107 lines
4.4 KiB
C++
107 lines
4.4 KiB
C++
#include <mbgl/text/get_anchors.hpp>
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#include <mbgl/text/check_max_angle.hpp>
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#include <mbgl/util/constants.hpp>
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#include <mbgl/util/interpolate.hpp>
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#include <cmath>
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namespace mbgl {
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Anchors resample(const GeometryCoordinates &line, const float offset, const float spacing,
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const float angleWindowSize, const float maxAngle, const float labelLength, const bool continuedLine, const bool placeAtMiddle) {
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const float halfLabelLength = labelLength / 2.0f;
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float lineLength = 0;
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for (auto it = line.begin(), end = line.end() - 1; it != end; it++) {
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lineLength += util::dist<float>(*(it), *(it + 1));
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}
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float distance = 0;
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float markedDistance = offset - spacing;
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Anchors anchors;
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int i = 0;
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for (auto it = line.begin(), end = line.end() - 1; it != end; it++, i++) {
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const GeometryCoordinate &a = *(it);
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const GeometryCoordinate &b = *(it + 1);
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const float segmentDist = util::dist<float>(a, b);
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const float angle = util::angle_to(b, a);
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while (markedDistance + spacing < distance + segmentDist) {
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markedDistance += spacing;
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float t = (markedDistance - distance) / segmentDist,
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x = util::interpolate(float(a.x), float(b.x), t),
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y = util::interpolate(float(a.y), float(b.y), t);
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// Check that the point is within the tile boundaries and that
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// the label would fit before the beginning and end of the line
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// if placed at this point.
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if (x >= 0 && x < util::EXTENT && y >= 0 && y < util::EXTENT &&
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markedDistance - halfLabelLength >= 0.0f &&
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markedDistance + halfLabelLength <= lineLength) {
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Anchor anchor(::round(x), ::round(y), angle, 0.5f, i);
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if (!angleWindowSize || checkMaxAngle(line, anchor, labelLength, angleWindowSize, maxAngle)) {
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anchors.push_back(anchor);
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}
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}
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}
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distance += segmentDist;
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}
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if (!placeAtMiddle && anchors.empty() && !continuedLine) {
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// The first attempt at finding anchors at which labels can be placed failed.
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// Try again, but this time just try placing one anchor at the middle of the line.
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// This has the most effect for short lines in overscaled tiles, since the
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// initial offset used in overscaled tiles is calculated to align labels with positions in
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// parent tiles instead of placing the label as close to the beginning as possible.
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anchors = resample(line, distance / 2, spacing, angleWindowSize, maxAngle, labelLength, continuedLine, true);
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}
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return anchors;
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}
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Anchors getAnchors(const GeometryCoordinates &line, float spacing,
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const float maxAngle, const float textLeft, const float textRight,
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const float iconLeft, const float iconRight,
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const float glyphSize, const float boxScale, const float overscaling) {
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// Resample a line to get anchor points for labels and check that each
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// potential label passes text-max-angle check and has enough froom to fit
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// on the line.
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const float angleWindowSize = (textLeft - textRight) != 0.0f ?
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3.0f / 5.0f * glyphSize * boxScale :
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0;
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const float labelLength = fmax(textRight - textLeft, iconRight - iconLeft);
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// Is the line continued from outside the tile boundary?
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const bool continuedLine = (line[0].x == 0 || line[0].x == util::EXTENT || line[0].y == 0 || line[0].y == util::EXTENT);
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// Is the label long, relative to the spacing?
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// If so, adjust the spacing so there is always a minimum space of `spacing / 4` between label edges.
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if (spacing - labelLength * boxScale < spacing / 4) {
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spacing = labelLength * boxScale + spacing / 4;
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}
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// Offset the first anchor by:
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// Either half the label length plus a fixed extra offset if the line is not continued
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// Or half the spacing if the line is continued.
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// For non-continued lines, add a bit of fixed extra offset to avoid collisions at T intersections.
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const float fixedExtraOffset = glyphSize * 2;
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const float offset = !continuedLine ?
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std::fmod((labelLength / 2 + fixedExtraOffset) * boxScale * overscaling, spacing) :
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std::fmod(spacing / 2 * overscaling, spacing);
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return resample(line, offset, spacing, angleWindowSize, maxAngle, labelLength * boxScale, continuedLine, false);
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}
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} // namespace mbgl
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