Files
MapLibreParticleLab/src/mbgl/text/collision_index.cpp
Bart Louwers 71f6da2722 Add clang-format (#1086)
Co-authored-by: mwilsnd <mwilsnd@gmail.com>
2023-05-01 16:57:37 +02:00

466 lines
22 KiB
C++

#include <mbgl/text/collision_index.hpp>
#include <mbgl/layout/symbol_instance.hpp>
#include <mbgl/geometry/feature_index.hpp>
#include <mbgl/math/log2.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/math/minmax.hpp>
#include <mbgl/util/intersection_tests.hpp>
#include <mbgl/layout/symbol_projection.hpp>
#include <mapbox/geometry/envelope.hpp>
#include <mbgl/renderer/buckets/symbol_bucket.hpp> // For PlacedSymbol: pull out to another location
#include <cmath>
namespace mbgl {
namespace {
// When a symbol crosses the edge that causes it to be included in
// collision detection, it will cause changes in the symbols around
// it. This constant specifies how many pixels to pad the edge of
// the viewport for collision detection so that the bulk of the changes
// occur offscreen. Making this constant greater increases label
// stability, but it's expensive.
const float viewportPaddingDefault = 100;
// Viewport padding must be much larger for static tiles to avoid clipped labels.
const float viewportPaddingForStaticTiles = 1024;
inline float findViewportPadding(const TransformState& transformState, MapMode mapMode) {
if (mapMode == MapMode::Tile) return viewportPaddingForStaticTiles;
return (transformState.getPitch() != 0.0f) ? viewportPaddingDefault * 2 : viewportPaddingDefault;
}
} // namespace
CollisionIndex::CollisionIndex(const TransformState& transformState_, MapMode mapMode)
: transformState(transformState_),
viewportPadding(findViewportPadding(transformState_, mapMode)),
collisionGrid(transformState.getSize().width + 2 * viewportPadding,
transformState.getSize().height + 2 * viewportPadding,
25),
ignoredGrid(transformState.getSize().width + 2 * viewportPadding,
transformState.getSize().height + 2 * viewportPadding,
25),
screenRightBoundary(transformState.getSize().width + viewportPadding),
screenBottomBoundary(transformState.getSize().height + viewportPadding),
gridRightBoundary(transformState.getSize().width + 2 * viewportPadding),
gridBottomBoundary(transformState.getSize().height + 2 * viewportPadding),
pitchFactor(
static_cast<float>(std::cos(transformState.getPitch()) * transformState.getCameraToCenterDistance())) {}
float CollisionIndex::approximateTileDistance(const TileDistance& tileDistance,
const float lastSegmentAngle,
const float pixelsToTileUnits,
const float cameraToAnchorDistance,
const bool pitchWithMap) {
// This is a quick and dirty solution for chosing which collision circles to
// use (since collision circles are laid out in tile units). Ideally, I
// think we should generate collision circles on the fly in viewport
// coordinates at the time we do collision detection.
// incidenceStretch is the ratio of how much y space a label takes up on a
// tile while drawn perpendicular to the viewport vs
// how much space it would take up if it were drawn flat on the tile
// Using law of sines, camera_to_anchor/sin(ground_angle) =
// camera_to_center/sin(incidence_angle) Incidence angle 90 -> head on,
// sin(incidence_angle) = 1, no stretch Incidence angle 1 -> very oblique,
// sin(incidence_angle) =~ 0, lots of stretch ground_angle = u_pitch + PI/2
// -> sin(ground_angle) = cos(u_pitch) incidenceStretch = 1 /
// sin(incidenceAngle)
const float incidenceStretch = pitchWithMap ? 1 : cameraToAnchorDistance / pitchFactor;
const float lastSegmentTile = tileDistance.lastSegmentViewportDistance * pixelsToTileUnits;
return tileDistance.prevTileDistance + lastSegmentTile +
(incidenceStretch - 1) * lastSegmentTile * std::abs(std::sin(lastSegmentAngle));
}
bool CollisionIndex::isOffscreen(const CollisionBoundaries& boundaries) const {
return boundaries[2] < viewportPadding || boundaries[0] >= screenRightBoundary || boundaries[3] < viewportPadding ||
boundaries[1] >= screenBottomBoundary;
}
bool CollisionIndex::isInsideGrid(const CollisionBoundaries& boundaries) const {
return boundaries[2] >= 0 && boundaries[0] < gridRightBoundary && boundaries[3] >= 0 &&
boundaries[1] < gridBottomBoundary;
}
CollisionBoundaries CollisionIndex::projectTileBoundaries(const mat4& posMatrix) const {
Point<float> topLeft = projectPoint(posMatrix, {0, 0});
Point<float> bottomRight = projectPoint(posMatrix, {util::EXTENT, util::EXTENT});
return {{topLeft.x, topLeft.y, bottomRight.x, bottomRight.y}};
}
// The tile border checks below are only well defined when the tile boundaries
// are axis-aligned We are relying on it only being used in MapMode::Tile, where
// that is always the case
inline bool CollisionIndex::isInsideTile(const CollisionBoundaries& boundaries,
const CollisionBoundaries& tileBoundaries) const {
return boundaries[0] >= tileBoundaries[0] && boundaries[1] >= tileBoundaries[1] &&
boundaries[2] < tileBoundaries[2] && boundaries[3] < tileBoundaries[3];
}
inline bool CollisionIndex::overlapsTile(const CollisionBoundaries& boundaries,
const CollisionBoundaries& tileBoundaries) const {
return boundaries[0] < tileBoundaries[2] && boundaries[2] > tileBoundaries[0] &&
boundaries[1] < tileBoundaries[3] && boundaries[3] > tileBoundaries[1];
}
IntersectStatus CollisionIndex::intersectsTileEdges(const CollisionBox& box,
Point<float> shift,
const mat4& posMatrix,
const float textPixelRatio,
const CollisionBoundaries& tileEdges) const {
auto boundaries = getProjectedCollisionBoundaries(posMatrix, shift, textPixelRatio, box);
IntersectStatus result;
const float x1 = boundaries[0];
const float y1 = boundaries[1];
const float x2 = boundaries[2];
const float y2 = boundaries[3];
const float tileX1 = tileEdges[0];
const float tileY1 = tileEdges[1];
const float tileX2 = tileEdges[2];
const float tileY2 = tileEdges[3];
// Check left border
int minSectionLength = static_cast<int>(std::min(tileX1 - x1, x2 - tileX1));
if (minSectionLength <= 0) { // Check right border
minSectionLength = static_cast<int>(std::min(tileX2 - x1, x2 - tileX2));
}
if (minSectionLength > 0) {
result.flags |= IntersectStatus::VerticalBorders;
result.minSectionLength = minSectionLength;
}
// Check top border
minSectionLength = static_cast<int>(std::min(tileY1 - y1, y2 - tileY1));
if (minSectionLength <= 0) { // Check bottom border
minSectionLength = static_cast<int>(std::min(tileY2 - y1, y2 - tileY2));
}
if (minSectionLength > 0) {
result.flags |= IntersectStatus::HorizontalBorders;
result.minSectionLength = std::min(result.minSectionLength, minSectionLength);
}
return result;
}
std::pair<bool, bool> CollisionIndex::placeFeature(
const CollisionFeature& feature,
Point<float> shift,
const mat4& posMatrix,
const mat4& labelPlaneMatrix,
const float textPixelRatio,
const PlacedSymbol& symbol,
const float scale,
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
const bool collisionDebug,
const std::optional<CollisionBoundaries>& avoidEdges,
const std::optional<std::function<bool(const IndexedSubfeature&)>>& collisionGroupPredicate,
std::vector<ProjectedCollisionBox>& projectedBoxes) {
assert(projectedBoxes.empty());
if (!feature.alongLine) {
const CollisionBox& box = feature.boxes.front();
auto collisionBoundaries = getProjectedCollisionBoundaries(posMatrix, shift, textPixelRatio, box);
projectedBoxes.emplace_back(
collisionBoundaries[0], collisionBoundaries[1], collisionBoundaries[2], collisionBoundaries[3]);
if ((avoidEdges && !isInsideTile(collisionBoundaries, *avoidEdges)) || !isInsideGrid(collisionBoundaries) ||
(!allowOverlap && collisionGrid.hitTest(projectedBoxes.back().box(), collisionGroupPredicate))) {
return {false, false};
}
return {true, isOffscreen(collisionBoundaries)};
} else {
return placeLineFeature(feature,
posMatrix,
labelPlaneMatrix,
textPixelRatio,
symbol,
scale,
fontSize,
allowOverlap,
pitchWithMap,
collisionDebug,
avoidEdges,
collisionGroupPredicate,
projectedBoxes);
}
}
std::pair<bool, bool> CollisionIndex::placeLineFeature(
const CollisionFeature& feature,
const mat4& posMatrix,
const mat4& labelPlaneMatrix,
const float textPixelRatio,
const PlacedSymbol& symbol,
const float scale,
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
const bool collisionDebug,
const std::optional<CollisionBoundaries>& avoidEdges,
const std::optional<std::function<bool(const IndexedSubfeature&)>>& collisionGroupPredicate,
std::vector<ProjectedCollisionBox>& projectedBoxes) {
assert(feature.alongLine);
assert(projectedBoxes.empty());
const auto tileUnitAnchorPoint = symbol.anchorPoint;
const auto projectedAnchor = projectAnchor(posMatrix, tileUnitAnchorPoint);
const float fontScale = fontSize / 24;
const float lineOffsetX = symbol.lineOffset[0] * fontSize;
const float lineOffsetY = symbol.lineOffset[1] * fontSize;
const auto labelPlaneAnchorPoint = project(tileUnitAnchorPoint, labelPlaneMatrix).first;
const auto firstAndLastGlyph = placeFirstAndLastGlyph(fontScale,
lineOffsetX,
lineOffsetY,
/*flip*/ false,
labelPlaneAnchorPoint,
tileUnitAnchorPoint,
symbol,
labelPlaneMatrix,
/*return tile distance*/ true);
bool collisionDetected = false;
bool inGrid = false;
bool entirelyOffscreen = true;
const auto tileToViewport = projectedAnchor.first * textPixelRatio;
// pixelsToTileUnits is used for translating line geometry to tile units
// ... so we care about 'scale' but not 'perspectiveRatio'
// equivalent to pixel_to_tile_units
const auto pixelsToTileUnits = 1 / (textPixelRatio * scale);
float firstTileDistance = 0.f;
float lastTileDistance = 0.f;
if (firstAndLastGlyph) {
firstTileDistance = approximateTileDistance(*(firstAndLastGlyph->first.tileDistance),
firstAndLastGlyph->first.angle,
pixelsToTileUnits,
projectedAnchor.second,
pitchWithMap);
lastTileDistance = approximateTileDistance(*(firstAndLastGlyph->second.tileDistance),
firstAndLastGlyph->second.angle,
pixelsToTileUnits,
projectedAnchor.second,
pitchWithMap);
}
bool previousCirclePlaced = false;
projectedBoxes.resize(feature.boxes.size());
for (size_t i = 0; i < feature.boxes.size(); i++) {
const CollisionBox& circle = feature.boxes[i];
const float boxSignedDistanceFromAnchor = circle.signedDistanceFromAnchor;
if (!firstAndLastGlyph || (boxSignedDistanceFromAnchor < -firstTileDistance) ||
(boxSignedDistanceFromAnchor > lastTileDistance)) {
// The label either doesn't fit on its line or we
// don't need to use this circle because the label
// doesn't extend this far. Either way, mark the circle unused.
previousCirclePlaced = false;
continue;
}
const auto projectedPoint = projectPoint(posMatrix, circle.anchor);
const float tileUnitRadius = (circle.x2 - circle.x1) / 2;
const float radius = tileUnitRadius * tileToViewport;
if (previousCirclePlaced) {
const ProjectedCollisionBox& previousCircle = projectedBoxes[i - 1];
assert(previousCircle.isCircle());
const auto& previousCenter = previousCircle.circle().center;
const float dx = projectedPoint.x - previousCenter.x;
const float dy = projectedPoint.y - previousCenter.y;
// The circle edges touch when the distance between their centers is
// 2x the radius When the distance is 1x the radius, they're doubled
// up, and we could remove every other circle while keeping them all
// in touch. We actually start removing circles when the distance is
// √2x the radius:
// thinning the number of circles as much as possible is a major
// performance win, and the small gaps introduced don't make a very
// noticeable difference.
const bool placedTooDensely = radius * radius * 2 > dx * dx + dy * dy;
if (placedTooDensely) {
const bool atLeastOneMoreCircle = (i + 1) < feature.boxes.size();
if (atLeastOneMoreCircle) {
const CollisionBox& nextCircle = feature.boxes[i + 1];
const float nextBoxDistanceFromAnchor = nextCircle.signedDistanceFromAnchor;
if ((nextBoxDistanceFromAnchor > -firstTileDistance) &&
(nextBoxDistanceFromAnchor < lastTileDistance)) {
// Hide significantly overlapping circles, unless this
// is the last one we can use, in which case we want to
// keep it in place even if it's tightly packed with the
// one before it.
previousCirclePlaced = false;
continue;
}
}
}
}
previousCirclePlaced = true;
CollisionBoundaries collisionBoundaries{{projectedPoint.x - radius,
projectedPoint.y - radius,
projectedPoint.x + radius,
projectedPoint.y + radius}};
projectedBoxes[i] = ProjectedCollisionBox{projectedPoint.x, projectedPoint.y, radius};
entirelyOffscreen &= isOffscreen(collisionBoundaries);
inGrid |= isInsideGrid(collisionBoundaries);
if ((avoidEdges && !isInsideTile(collisionBoundaries, *avoidEdges)) ||
(!allowOverlap && collisionGrid.hitTest(projectedBoxes[i].circle(), collisionGroupPredicate))) {
if (!collisionDebug) {
return {false, false};
} else {
// Don't early exit if we're showing the debug circles because
// we still want to calculate which circles are in use
collisionDetected = true;
}
}
}
return {!collisionDetected && firstAndLastGlyph && inGrid, entirelyOffscreen};
}
void CollisionIndex::insertFeature(const CollisionFeature& feature,
const std::vector<ProjectedCollisionBox>& projectedBoxes,
bool ignorePlacement,
uint32_t bucketInstanceId,
uint16_t collisionGroupId) {
if (feature.alongLine) {
for (auto& circle : projectedBoxes) {
if (!circle.isCircle()) {
continue;
}
if (ignorePlacement) {
ignoredGrid.insert(IndexedSubfeature(feature.indexedFeature, bucketInstanceId, collisionGroupId),
circle.circle());
} else {
collisionGrid.insert(IndexedSubfeature(feature.indexedFeature, bucketInstanceId, collisionGroupId),
circle.circle());
}
}
} else if (!projectedBoxes.empty()) {
assert(projectedBoxes.size() == 1);
auto& box = projectedBoxes[0];
assert(box.isBox());
if (ignorePlacement) {
ignoredGrid.insert(IndexedSubfeature(feature.indexedFeature, bucketInstanceId, collisionGroupId),
box.box());
} else {
collisionGrid.insert(IndexedSubfeature(feature.indexedFeature, bucketInstanceId, collisionGroupId),
box.box());
}
}
}
bool polygonIntersectsBox(const LineString<float>& polygon, const GridIndex<IndexedSubfeature>::BBox& bbox) {
// This is just a wrapper that allows us to use the integer-based
// util::polygonIntersectsPolygon Conversion limits our query accuracy to
// single-pixel resolution
GeometryCoordinates integerPolygon;
for (const auto& point : polygon) {
integerPolygon.push_back(convertPoint<int16_t>(point));
}
auto minX1 = static_cast<int16_t>(bbox.min.x);
auto maxY1 = static_cast<int16_t>(bbox.max.y);
auto minY1 = static_cast<int16_t>(bbox.min.y);
auto maxX1 = static_cast<int16_t>(bbox.max.x);
auto bboxPoints = GeometryCoordinates{{minX1, minY1}, {maxX1, minY1}, {maxX1, maxY1}, {minX1, maxY1}};
return util::polygonIntersectsPolygon(integerPolygon, bboxPoints);
}
std::unordered_map<uint32_t, std::vector<IndexedSubfeature>> CollisionIndex::queryRenderedSymbols(
const ScreenLineString& queryGeometry) const {
std::unordered_map<uint32_t, std::vector<IndexedSubfeature>> result;
if (queryGeometry.empty() || (collisionGrid.empty() && ignoredGrid.empty())) {
return result;
}
LineString<float> gridQuery;
for (const auto& point : queryGeometry) {
gridQuery.emplace_back(static_cast<float>(point.x) + viewportPadding,
static_cast<float>(point.y) + viewportPadding);
}
auto envelope = mapbox::geometry::envelope(gridQuery);
using QueryResult = std::pair<IndexedSubfeature, GridIndex<IndexedSubfeature>::BBox>;
std::vector<QueryResult> features = collisionGrid.queryWithBoxes(envelope);
std::vector<QueryResult> ignoredFeatures = ignoredGrid.queryWithBoxes(envelope);
features.insert(features.end(), ignoredFeatures.begin(), ignoredFeatures.end());
std::unordered_map<uint32_t, std::unordered_set<size_t>> seenBuckets;
for (auto& queryResult : features) {
auto& feature = queryResult.first;
auto& bbox = queryResult.second;
// Skip already seen features.
auto& seenFeatures = seenBuckets[feature.bucketInstanceId];
if (seenFeatures.find(feature.index) != seenFeatures.end()) continue;
if (!polygonIntersectsBox(gridQuery, bbox)) {
continue;
}
seenFeatures.insert(feature.index);
result[feature.bucketInstanceId].push_back(feature);
}
return result;
}
std::pair<float, float> CollisionIndex::projectAnchor(const mat4& posMatrix, const Point<float>& point) const {
vec4 p = {{point.x, point.y, 0, 1}};
matrix::transformMat4(p, p, posMatrix);
return std::make_pair(0.5f + 0.5f * (transformState.getCameraToCenterDistance() / static_cast<float>(p[3])),
static_cast<float>(p[3]));
}
std::pair<Point<float>, float> CollisionIndex::projectAndGetPerspectiveRatio(const mat4& posMatrix,
const Point<float>& point) const {
vec4 p = {{point.x, point.y, 0, 1}};
matrix::transformMat4(p, p, posMatrix);
auto size = transformState.getSize();
return std::make_pair(Point<float>(static_cast<float>(((p[0] / p[3] + 1) / 2) * size.width + viewportPadding),
static_cast<float>(((-p[1] / p[3] + 1) / 2) * size.height + viewportPadding)),
// See perspective ratio comment in symbol_sdf.vertex
// We're doing collision detection in viewport space so we need
// to scale down boxes in the distance
0.5f + 0.5f * transformState.getCameraToCenterDistance() / static_cast<float>(p[3]));
}
Point<float> CollisionIndex::projectPoint(const mat4& posMatrix, const Point<float>& point) const {
vec4 p = {{point.x, point.y, 0, 1}};
matrix::transformMat4(p, p, posMatrix);
auto size = transformState.getSize();
return Point<float>{static_cast<float>((((p[0] / p[3] + 1) / 2) * size.width) + viewportPadding),
static_cast<float>((((-p[1] / p[3] + 1) / 2) * size.height) + viewportPadding)};
}
CollisionBoundaries CollisionIndex::getProjectedCollisionBoundaries(const mat4& posMatrix,
Point<float> shift,
float textPixelRatio,
const CollisionBox& box) const {
const auto projectedPoint = projectAndGetPerspectiveRatio(posMatrix, box.anchor);
const float tileToViewport = textPixelRatio * projectedPoint.second;
return CollisionBoundaries{{
(box.x1 + shift.x) * tileToViewport + projectedPoint.first.x,
(box.y1 + shift.y) * tileToViewport + projectedPoint.first.y,
(box.x2 + shift.x) * tileToViewport + projectedPoint.first.x,
(box.y2 + shift.y) * tileToViewport + projectedPoint.first.y,
}};
}
} // namespace mbgl