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-rw-r--r--src/mbgl/text/collision_tile.cpp267
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diff --git a/src/mbgl/text/collision_tile.cpp b/src/mbgl/text/collision_tile.cpp
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--- a/src/mbgl/text/collision_tile.cpp
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-#include <mbgl/text/collision_tile.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 <mapbox/geometry/envelope.hpp>
-#include <mapbox/geometry/multi_point.hpp>
-
-#include <cmath>
-
-namespace mbgl {
-
-CollisionTile::CollisionTile(PlacementConfig config_) : config(std::move(config_)) {
- // Compute the transformation matrix.
- const float angle_sin = std::sin(config.angle);
- const float angle_cos = std::cos(config.angle);
- rotationMatrix = { { angle_cos, -angle_sin, angle_sin, angle_cos } };
- reverseRotationMatrix = { { angle_cos, angle_sin, -angle_sin, angle_cos } };
-
- perspectiveRatio =
- 1.0f +
- 0.5f * (util::division(config.cameraToTileDistance, config.cameraToCenterDistance, 1.0f) -
- 1.0f);
-
- minScale /= perspectiveRatio;
- maxScale /= perspectiveRatio;
-
- // We can only approximate here based on the y position of the tile
- // The shaders calculate a more accurate "incidence_stretch"
- // at render time to calculate an effective scale for collision
- // purposes, but we still want to use the yStretch approximation
- // here because we can't adjust the aspect ratio of the collision
- // boxes at render time.
- yStretch = util::max(
- 1.0f, util::division(config.cameraToTileDistance,
- config.cameraToCenterDistance * std::cos(config.pitch), 1.0f));
-}
-
-float CollisionTile::findPlacementScale(const Point<float>& anchor, const CollisionBox& box, const float boxMaxScale, const Point<float>& blockingAnchor, const CollisionBox& blocking) {
- float minPlacementScale = minScale;
-
- // Find the lowest scale at which the two boxes can fit side by side without overlapping.
- // Original algorithm:
-
- const float s1 = util::division(blocking.x1 - box.x2, anchor.x - blockingAnchor.x,
- 1.0f); // scale at which new box is to the left of old box
- const float s2 = util::division(blocking.x2 - box.x1, anchor.x - blockingAnchor.x,
- 1.0f); // scale at which new box is to the right of old box
- const float s3 = util::division((blocking.y1 - box.y2) * yStretch, anchor.y - blockingAnchor.y,
- 1.0f); // scale at which new box is to the top of old box
- const float s4 = util::division((blocking.y2 - box.y1) * yStretch, anchor.y - blockingAnchor.y,
- 1.0f); // scale at which new box is to the bottom of old box
-
- float collisionFreeScale = util::min(util::max(s1, s2), util::max(s3, s4));
-
- if (collisionFreeScale > blocking.maxScale) {
- // After a box's maxScale the label has shrunk enough that the box is no longer needed to cover it,
- // so unblock the new box at the scale that the old box disappears.
- collisionFreeScale = blocking.maxScale;
- }
-
- if (collisionFreeScale > boxMaxScale) {
- // If the box can only be shown after it is visible, then the box can never be shown.
- // But the label can be shown after this box is not visible.
- collisionFreeScale = boxMaxScale;
- }
-
- if (collisionFreeScale > minPlacementScale &&
- collisionFreeScale >= blocking.placementScale) {
- // If this collision occurs at a lower scale than previously found collisions
- // and the collision occurs while the other label is visible
-
- // this this is the lowest scale at which the label won't collide with anything
- minPlacementScale = collisionFreeScale;
- }
-
- return minPlacementScale;
-}
-
-float CollisionTile::placeFeature(const CollisionFeature& feature, bool allowOverlap, bool avoidEdges) {
- static const float infinity = std::numeric_limits<float>::infinity();
- static const std::array<CollisionBox, 4> edges {{
- // left
- CollisionBox(Point<float>(0, 0), { 0, 0 }, 0, -infinity, 0, infinity, infinity),
- // right
- CollisionBox(Point<float>(util::EXTENT, 0), { 0, 0 }, 0, -infinity, 0, infinity, infinity),
- // top
- CollisionBox(Point<float>(0, 0), { 0, 0 }, -infinity, 0, infinity, 0, infinity),
- // bottom
- CollisionBox(Point<float>(0, util::EXTENT), { 0, 0 }, -infinity, 0, infinity, 0, infinity)
- }};
-
- float minPlacementScale = minScale;
-
- for (auto& box : feature.boxes) {
- const auto anchor = util::matrixMultiply(rotationMatrix, box.anchor);
-
- const float boxMaxScale = box.adjustedMaxScale(rotationMatrix, yStretch);
-
- if (!allowOverlap) {
- for (auto it = tree.qbegin(bgi::intersects(getTreeBox(anchor, box))); it != tree.qend(); ++it) {
- const CollisionBox& blocking = std::get<1>(*it);
- Point<float> blockingAnchor = util::matrixMultiply(rotationMatrix, blocking.anchor);
-
- minPlacementScale = util::max(minPlacementScale, findPlacementScale(anchor, box, boxMaxScale, blockingAnchor, blocking));
- if (minPlacementScale >= maxScale) return minPlacementScale;
- }
- }
-
- if (avoidEdges) {
- const Point<float> rtl = util::matrixMultiply(reverseRotationMatrix, { box.x1, box.y1 });
- const Point<float> rtr = util::matrixMultiply(reverseRotationMatrix, { box.x2, box.y1 });
- const Point<float> rbl = util::matrixMultiply(reverseRotationMatrix, { box.x1, box.y2 });
- const Point<float> rbr = util::matrixMultiply(reverseRotationMatrix, { box.x2, box.y2 });
- CollisionBox rotatedBox(box.anchor,
- box.offset,
- util::min(rtl.x, rtr.x, rbl.x, rbr.x),
- util::min(rtl.y, rtr.y, rbl.y, rbr.y),
- util::max(rtl.x, rtr.x, rbl.x, rbr.x),
- util::max(rtl.y, rtr.y, rbl.y, rbr.y),
- boxMaxScale);
-
- for (auto& blocking : edges) {
- minPlacementScale = util::max(minPlacementScale, findPlacementScale(box.anchor, rotatedBox, boxMaxScale, blocking.anchor, blocking));
- if (minPlacementScale >= maxScale) return minPlacementScale;
- }
- }
- }
-
- return minPlacementScale;
-}
-
-void CollisionTile::insertFeature(CollisionFeature& feature, float minPlacementScale, bool ignorePlacement) {
- for (auto& box : feature.boxes) {
- box.placementScale = minPlacementScale;
- }
-
- if (minPlacementScale < maxScale) {
- std::vector<CollisionTreeBox> treeBoxes;
- for (auto& box : feature.boxes) {
- CollisionBox adjustedBox = box;
- box.maxScale = box.adjustedMaxScale(rotationMatrix, yStretch);
- treeBoxes.emplace_back(getTreeBox(util::matrixMultiply(rotationMatrix, box.anchor), box), std::move(adjustedBox), feature.indexedFeature);
- }
- if (ignorePlacement) {
- ignoredTree.insert(treeBoxes.begin(), treeBoxes.end());
- } else {
- tree.insert(treeBoxes.begin(), treeBoxes.end());
- }
- }
-
-}
-
-// +---------------------------+ As you zoom, the size of the symbol changes
-// |(x1,y1) | | relative to the tile e.g. when zooming in,
-// | | | the symbol gets smaller relative to the tile.
-// | (x1',y1') v |
-// | +-------+-------+ | The boxes inserted into the tree represents
-// | | | | | the bounds at the integer zoom level (where
-// | | | | | the symbol is biggest relative to the tile).
-// | | | | |
-// |---->+-------+-------+<----| This happens because placement is updated
-// | | |(xa,ya)| | once every new integer zoom level e.g.
-// | | | | | std::floor(oldZoom) != std::floor(newZoom).
-// | | | | |
-// | +-------+-------+ | Thus, they don't represent the exact bounds
-// | ^ (x2',y2') | of the symbol at the current zoom level. For
-// | | | calculating the bounds at current zoom level
-// | | (x2,y2)| we must unscale the box using its center as
-// +---------------------------+ transform origin.
-Box CollisionTile::getTreeBox(const Point<float>& anchor, const CollisionBox& box, const float scale) {
- assert(box.x1 <= box.x2 && box.y1 <= box.y2);
- return Box{
- // When the 'perspectiveRatio' is high, we're effectively underzooming
- // the tile because it's in the distance.
- // In order to detect collisions that only happen while underzoomed,
- // we have to query a larger portion of the grid.
- // This extra work is offset by having a lower 'maxScale' bound
- // Note that this adjustment ONLY affects the bounding boxes
- // in the grid. It doesn't affect the boxes used for the
- // minPlacementScale calculations.
- CollisionPoint{
- anchor.x + box.x1 / scale * perspectiveRatio,
- anchor.y + box.y1 / scale * yStretch * perspectiveRatio,
- },
- CollisionPoint{
- anchor.x + box.x2 / scale * perspectiveRatio,
- anchor.y + box.y2 / scale * yStretch * perspectiveRatio
- }
- };
-}
-
-std::vector<IndexedSubfeature> CollisionTile::queryRenderedSymbols(const GeometryCoordinates& queryGeometry, float scale) const {
- std::vector<IndexedSubfeature> result;
- if (queryGeometry.empty() || (tree.empty() && ignoredTree.empty())) {
- return result;
- }
-
- // Generate a rotated geometry out of the original query geometry.
- // Scale has already been handled by the prior conversions.
- GeometryCoordinates polygon;
- for (const auto& point : queryGeometry) {
- auto rotated = util::matrixMultiply(rotationMatrix, convertPoint<float>(point));
- polygon.push_back(convertPoint<int16_t>(rotated));
- }
-
- // Predicate for ruling out already seen features.
- std::unordered_map<std::string, std::unordered_set<std::size_t>> sourceLayerFeatures;
- auto seenFeature = [&] (const CollisionTreeBox& treeBox) -> bool {
- const IndexedSubfeature& feature = std::get<2>(treeBox);
- const auto& seenFeatures = sourceLayerFeatures[feature.sourceLayerName];
- return seenFeatures.find(feature.index) == seenFeatures.end();
- };
-
- // "perspectiveRatio" is a tile-based approximation of how much larger symbols will
- // be in the distance. It won't line up exactly with the actually rendered symbols
- // Being exact would require running the collision detection logic in symbol_sdf.vertex
- // in the CPU
- const float perspectiveScale = scale / perspectiveRatio;
-
- // Account for the rounding done when updating symbol shader variables.
- const float roundedScale = std::pow(2.0f, std::ceil(util::log2(perspectiveScale) * 10.0f) / 10.0f);
-
- // Check if feature is rendered (collision free) at current scale.
- auto visibleAtScale = [&] (const CollisionTreeBox& treeBox) -> bool {
- const CollisionBox& box = std::get<1>(treeBox);
- return roundedScale >= box.placementScale && roundedScale <= box.adjustedMaxScale(rotationMatrix, yStretch);
- };
-
- // Check if query polygon intersects with the feature box at current scale.
- auto intersectsAtScale = [&] (const CollisionTreeBox& treeBox) -> bool {
- const CollisionBox& collisionBox = std::get<1>(treeBox);
- const auto anchor = util::matrixMultiply(rotationMatrix, collisionBox.anchor);
-
- const int16_t x1 = anchor.x + (collisionBox.x1 / perspectiveScale);
- const int16_t y1 = anchor.y + (collisionBox.y1 / perspectiveScale) * yStretch;
- const int16_t x2 = anchor.x + (collisionBox.x2 / perspectiveScale);
- const int16_t y2 = anchor.y + (collisionBox.y2 / perspectiveScale) * yStretch;
- auto bbox = GeometryCoordinates {
- { x1, y1 }, { x2, y1 }, { x2, y2 }, { x1, y2 }
- };
- return util::polygonIntersectsPolygon(polygon, bbox);
- };
-
- auto predicates = bgi::satisfies(seenFeature)
- && bgi::satisfies(visibleAtScale)
- && bgi::satisfies(intersectsAtScale);
-
- auto queryTree = [&](const auto& tree_) {
- for (auto it = tree_.qbegin(predicates); it != tree_.qend(); ++it) {
- const IndexedSubfeature& feature = std::get<2>(*it);
- auto& seenFeatures = sourceLayerFeatures[feature.sourceLayerName];
- seenFeatures.insert(feature.index);
- result.push_back(feature);
- }
- };
-
- queryTree(tree);
- queryTree(ignoredTree);
-
- return result;
-}
-
-} // namespace mbgl