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authorChris Loer <chris.loer@gmail.com>2017-11-13 11:12:03 -0800
committerChris Loer <chris.loer@mapbox.com>2017-11-17 10:05:15 -0800
commitc39232a89f1feb18454d88f2908f5cbef306b065 (patch)
tree07589ccc9f4d694688d46367b8c6338660fbf687 /src/mbgl/text
parent8cfeae9e458aa156e190617f378a4456c7047129 (diff)
downloadqtlocation-mapboxgl-c39232a89f1feb18454d88f2908f5cbef306b065.tar.gz
[core] Cleanup in response to review comments.
Diffstat (limited to 'src/mbgl/text')
-rw-r--r--src/mbgl/text/collision_feature.hpp11
-rw-r--r--src/mbgl/text/collision_index.cpp43
-rw-r--r--src/mbgl/text/placement.hpp154
3 files changed, 110 insertions, 98 deletions
diff --git a/src/mbgl/text/collision_feature.hpp b/src/mbgl/text/collision_feature.hpp
index 4ecd25c717..df1b12819c 100644
--- a/src/mbgl/text/collision_feature.hpp
+++ b/src/mbgl/text/collision_feature.hpp
@@ -56,19 +56,26 @@ public:
: CollisionFeature(line, anchor, shapedText.top, shapedText.bottom, shapedText.left, shapedText.right, boxScale, padding, placement, indexedFeature_, overscaling) {}
// for icons
+ // Icons collision features are always SymbolPlacementType::Point, which means the collision feature
+ // will be viewport-rotation-aligned even if the icon is map-rotation-aligned (e.g. `icon-rotation-alignment: map`
+ // _or_ `symbol-placement: line`). We're relying on most icons being "close enough" to square that having
+ // incorrect rotation alignment doesn't throw off collision detection too much.
+ // See: https://github.com/mapbox/mapbox-gl-js/issues/4861
CollisionFeature(const GeometryCoordinates& line,
const Anchor& anchor,
optional<PositionedIcon> shapedIcon,
const float boxScale,
const float padding,
- const style::SymbolPlacementType placement,
const IndexedSubfeature& indexedFeature_)
: CollisionFeature(line, anchor,
(shapedIcon ? shapedIcon->top() : 0),
(shapedIcon ? shapedIcon->bottom() : 0),
(shapedIcon ? shapedIcon->left() : 0),
(shapedIcon ? shapedIcon->right() : 0),
- boxScale, padding, placement, indexedFeature_, 1) {}
+ boxScale,
+ padding,
+ style::SymbolPlacementType::Point,
+ indexedFeature_, 1) {}
CollisionFeature(const GeometryCoordinates& line,
const Anchor&,
diff --git a/src/mbgl/text/collision_index.cpp b/src/mbgl/text/collision_index.cpp
index 72a2d1af4e..fee28b5873 100644
--- a/src/mbgl/text/collision_index.cpp
+++ b/src/mbgl/text/collision_index.cpp
@@ -241,6 +241,25 @@ void CollisionIndex::insertFeature(CollisionFeature& feature, bool ignorePlaceme
}
}
+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));
+ }
+ int16_t minX1 = bbox.min.x;
+ int16_t maxY1 = bbox.max.y;
+ int16_t minY1 = bbox.min.y;
+ int16_t maxX1 = bbox.max.x;
+
+ auto bboxPoints = GeometryCoordinates {
+ { minX1, minY1 }, { maxX1, minY1 }, { maxX1, maxY1 }, { minX1, maxY1 }
+ };
+
+ return util::polygonIntersectsPolygon(integerPolygon, bboxPoints);
+}
+
std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const GeometryCoordinates& queryGeometry, const UnwrappedTileID& tileID, const std::string& sourceID) const {
std::vector<IndexedSubfeature> result;
if (queryGeometry.empty() || (collisionGrid.empty() && ignoredGrid.empty())) {
@@ -253,14 +272,10 @@ std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const Geomet
transformState.matrixFor(posMatrix, tileID);
matrix::multiply(posMatrix, projMatrix, posMatrix);
- // Two versions of the query here just because util::polygonIntersectsPolygon requires
- // GeometryCoordinates (based on int16_t). Otherwise, work with floats.
- GeometryCoordinates projectedPolygon;
+ // queryGeometry is specified in integer tile units, but in projecting we switch to float pixels
LineString<float> projectedQuery;
-
for (const auto& point : queryGeometry) {
auto projected = projectPoint(posMatrix, convertPoint<float>(point));
- projectedPolygon.push_back(convertPoint<int16_t>(projected));
projectedQuery.push_back(projected);
}
@@ -273,8 +288,7 @@ std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const Geomet
for (auto& queryResult : features) {
auto& feature = queryResult.first;
- CanonicalTileID featureTileID(feature.z, feature.x, feature.y);
- if (feature.sourceID == sourceID && featureTileID == tileID.canonical) {
+ if (feature.sourceID == sourceID && feature.tileID == tileID.canonical) {
// We only have to filter on the canonical ID because even if the feature is showing multiple times
// we treat it as one feature.
thisTileFeatures.push_back(queryResult);
@@ -284,8 +298,7 @@ std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const Geomet
std::vector<QueryResult> ignoredFeatures = ignoredGrid.queryWithBoxes(envelope);
for (auto& queryResult : ignoredFeatures) {
auto& feature = queryResult.first;
- CanonicalTileID featureTileID(feature.z, feature.x, feature.y);
- if (feature.sourceID == sourceID && featureTileID == tileID.canonical) {
+ if (feature.sourceID == sourceID && feature.tileID == tileID.canonical) {
thisTileFeatures.push_back(queryResult);
}
}
@@ -301,18 +314,10 @@ std::vector<IndexedSubfeature> CollisionIndex::queryRenderedSymbols(const Geomet
continue;
seenFeatures.insert(feature.index);
-
- int16_t minX1 = bbox.min.x;
- int16_t maxY1 = bbox.max.y;
- int16_t minY1 = bbox.min.y;
- int16_t maxX1 = bbox.max.x;
-
- auto bboxPoints = GeometryCoordinates {
- { minX1, minY1 }, { maxX1, minY1 }, { maxX1, maxY1 }, { minX1, maxY1 }
- };
- if (!util::polygonIntersectsPolygon(projectedPolygon, bboxPoints))
+ if (!polygonIntersectsBox(projectedQuery, bbox)) {
continue;
+ }
result.push_back(feature);
}
diff --git a/src/mbgl/text/placement.hpp b/src/mbgl/text/placement.hpp
index 4d5fad06a1..c6d1f259a5 100644
--- a/src/mbgl/text/placement.hpp
+++ b/src/mbgl/text/placement.hpp
@@ -9,82 +9,82 @@
namespace mbgl {
- class RenderSymbolLayer;
- class SymbolBucket;
-
- class OpacityState {
- public:
- OpacityState(bool placed, bool offscreen);
- OpacityState(const OpacityState& prevOpacityState, float increment, bool placed);
- bool isHidden() const;
- float opacity;
- bool placed;
- };
-
- class JointOpacityState {
- public:
- JointOpacityState(bool placedIcon, bool placedText, bool offscreen);
- JointOpacityState(const JointOpacityState& prevOpacityState, float increment, bool placedIcon, bool placedText);
- bool isHidden() const;
- OpacityState icon;
- OpacityState text;
- };
-
- class JointPlacement {
- public:
- JointPlacement(bool text_, bool icon_, bool offscreen_)
- : text(text_), icon(icon_), offscreen(offscreen_)
- {}
-
- const bool text;
- const bool icon;
- // offscreen = outside viewport, but within CollisionIndex::viewportPadding px of the edge
- // Because these symbols aren't onscreen yet, we can skip the "fade in" animation,
- // and if a subsequent viewport change brings them into view, they'll be fully
- // visible right away.
- const bool offscreen;
- };
-
- class Placement {
- public:
- Placement(const TransformState&, MapMode mapMode);
- void placeLayer(RenderSymbolLayer&, const mat4&, bool showCollisionBoxes);
- bool commit(const Placement& prevPlacement, TimePoint);
- void updateLayerOpacities(RenderSymbolLayer&);
- JointOpacityState getOpacity(uint32_t crossTileSymbolID) const;
- float symbolFadeChange(TimePoint now) const;
- bool hasTransitions(TimePoint now) const;
-
- const CollisionIndex& getCollisionIndex() const;
-
- bool stillRecent(TimePoint now) const;
- void setRecent(TimePoint now);
- void setStale();
- private:
-
- void placeLayerBucket(
- SymbolBucket&,
- const mat4& posMatrix,
- const mat4& textLabelPlaneMatrix,
- const mat4& iconLabelPlaneMatrix,
- const float scale,
- const float pixelRatio,
- const bool showCollisionBoxes,
- std::unordered_set<uint32_t>& seenCrossTileIDs);
-
- void updateBucketOpacities(SymbolBucket&, std::set<uint32_t>&);
-
- CollisionIndex collisionIndex;
-
- TransformState state;
- MapMode mapMode;
- TimePoint commitTime;
-
- std::unordered_map<uint32_t, JointPlacement> placements;
- std::unordered_map<uint32_t, JointOpacityState> opacities;
-
- TimePoint recentUntil;
- bool stale = false;
- };
+class RenderSymbolLayer;
+class SymbolBucket;
+
+class OpacityState {
+public:
+ OpacityState(bool placed, bool offscreen);
+ OpacityState(const OpacityState& prevOpacityState, float increment, bool placed);
+ bool isHidden() const;
+ float opacity;
+ bool placed;
+};
+
+class JointOpacityState {
+public:
+ JointOpacityState(bool placedIcon, bool placedText, bool offscreen);
+ JointOpacityState(const JointOpacityState& prevOpacityState, float increment, bool placedIcon, bool placedText);
+ bool isHidden() const;
+ OpacityState icon;
+ OpacityState text;
+};
+
+class JointPlacement {
+public:
+ JointPlacement(bool text_, bool icon_, bool offscreen_)
+ : text(text_), icon(icon_), offscreen(offscreen_)
+ {}
+
+ const bool text;
+ const bool icon;
+ // offscreen = outside viewport, but within CollisionIndex::viewportPadding px of the edge
+ // Because these symbols aren't onscreen yet, we can skip the "fade in" animation,
+ // and if a subsequent viewport change brings them into view, they'll be fully
+ // visible right away.
+ const bool offscreen;
+};
+
+class Placement {
+public:
+ Placement(const TransformState&, MapMode mapMode);
+ void placeLayer(RenderSymbolLayer&, const mat4&, bool showCollisionBoxes);
+ bool commit(const Placement& prevPlacement, TimePoint);
+ void updateLayerOpacities(RenderSymbolLayer&);
+ JointOpacityState getOpacity(uint32_t crossTileSymbolID) const;
+ float symbolFadeChange(TimePoint now) const;
+ bool hasTransitions(TimePoint now) const;
+
+ const CollisionIndex& getCollisionIndex() const;
+
+ bool stillRecent(TimePoint now) const;
+ void setRecent(TimePoint now);
+ void setStale();
+private:
+
+ void placeLayerBucket(
+ SymbolBucket&,
+ const mat4& posMatrix,
+ const mat4& textLabelPlaneMatrix,
+ const mat4& iconLabelPlaneMatrix,
+ const float scale,
+ const float pixelRatio,
+ const bool showCollisionBoxes,
+ std::unordered_set<uint32_t>& seenCrossTileIDs);
+
+ void updateBucketOpacities(SymbolBucket&, std::set<uint32_t>&);
+
+ CollisionIndex collisionIndex;
+
+ TransformState state;
+ MapMode mapMode;
+ TimePoint commitTime;
+
+ std::unordered_map<uint32_t, JointPlacement> placements;
+ std::unordered_map<uint32_t, JointOpacityState> opacities;
+
+ TimePoint recentUntil;
+ bool stale = false;
+};
} // namespace mbgl