Files
MapLibreParticleLab/src/mbgl/text/collision_feature.cpp
Tadej Novak 32ed70c95d [msvc] Fix warnings, mainly casting to smaller types (#270)
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2022-04-22 11:40:55 -07:00

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C++

#include <mbgl/text/collision_feature.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/math/log2.hpp>
namespace mbgl {
CollisionFeature::CollisionFeature(const GeometryCoordinates& line,
const Anchor& anchor,
const float top,
const float bottom,
const float left,
const float right,
const optional<Padding>& collisionPadding,
const float boxScale,
const float padding,
const style::SymbolPlacementType placement,
IndexedSubfeature indexedFeature_,
const float overscaling,
const float rotate)
: indexedFeature(std::move(indexedFeature_)), alongLine(placement != style::SymbolPlacementType::Point) {
if (top == 0 && bottom == 0 && left == 0 && right == 0) return;
float y1 = top * boxScale - padding;
float y2 = bottom * boxScale + padding;
float x1 = left * boxScale - padding;
float x2 = right * boxScale + padding;
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 = rotate * util::DEG2RAD_F;
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