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-rw-r--r--src/mbgl/text/placement.cpp123
-rw-r--r--src/mbgl/text/placement.hpp4
2 files changed, 70 insertions, 57 deletions
diff --git a/src/mbgl/text/placement.cpp b/src/mbgl/text/placement.cpp
index cf73c0c5a7..58ad44962b 100644
--- a/src/mbgl/text/placement.cpp
+++ b/src/mbgl/text/placement.cpp
@@ -97,30 +97,30 @@ public:
return getLayout().get<style::TextVariableAnchor>();
}
- const float pixelsToTileUnits;
- const float scale;
- const float pixelRatio;
+ float pixelsToTileUnits;
+ float scale;
+ float pixelRatio;
- const bool rotateTextWithMap = getLayout().get<TextRotationAlignment>() == AlignmentType::Map;
- const bool pitchTextWithMap = getLayout().get<TextPitchAlignment>() == AlignmentType::Map;
- const bool rotateIconWithMap = getLayout().get<IconRotationAlignment>() == AlignmentType::Map;
- const bool pitchIconWithMap = getLayout().get<IconPitchAlignment>() == AlignmentType::Map;
- const SymbolPlacementType placementType = getLayout().get<SymbolPlacement>();
+ bool rotateTextWithMap = getLayout().get<TextRotationAlignment>() == AlignmentType::Map;
+ bool pitchTextWithMap = getLayout().get<TextPitchAlignment>() == AlignmentType::Map;
+ bool rotateIconWithMap = getLayout().get<IconRotationAlignment>() == AlignmentType::Map;
+ bool pitchIconWithMap = getLayout().get<IconPitchAlignment>() == AlignmentType::Map;
+ SymbolPlacementType placementType = getLayout().get<SymbolPlacement>();
- const mat4 textLabelPlaneMatrix =
+ mat4 textLabelPlaneMatrix =
getLabelPlaneMatrix(renderTile.get().matrix, pitchTextWithMap, rotateTextWithMap, state, pixelsToTileUnits);
- const mat4 iconLabelPlaneMatrix =
+ mat4 iconLabelPlaneMatrix =
(rotateTextWithMap == rotateIconWithMap && pitchTextWithMap == pitchIconWithMap)
? textLabelPlaneMatrix
: getLabelPlaneMatrix(
renderTile.get().matrix, pitchIconWithMap, rotateIconWithMap, state, pixelsToTileUnits);
- const CollisionGroups::CollisionGroup collisionGroup;
- const ZoomEvaluatedSize partiallyEvaluatedTextSize;
- const ZoomEvaluatedSize partiallyEvaluatedIconSize;
+ CollisionGroups::CollisionGroup collisionGroup;
+ ZoomEvaluatedSize partiallyEvaluatedTextSize;
+ ZoomEvaluatedSize partiallyEvaluatedIconSize;
- const bool textAllowOverlap = getLayout().get<style::TextAllowOverlap>();
- const bool iconAllowOverlap = getLayout().get<style::IconAllowOverlap>();
+ bool textAllowOverlap = getLayout().get<style::TextAllowOverlap>();
+ bool iconAllowOverlap = getLayout().get<style::IconAllowOverlap>();
// This logic is similar to the "defaultOpacityState" logic below in updateBucketOpacities
// If we know a symbol is always supposed to show, force it to be marked visible even if
// it wasn't placed into the collision index (because some or all of it was outside the range
@@ -135,15 +135,15 @@ public:
// This is the reverse of our normal policy of "fade in on pan", but should look like any other
// collision and hopefully not be too noticeable.
// See https://github.com/mapbox/mapbox-gl-native/issues/12683
- const bool alwaysShowText =
+ bool alwaysShowText =
textAllowOverlap && (iconAllowOverlap || !(getBucket().hasIconData() || getBucket().hasSdfIconData()) ||
getLayout().get<style::IconOptional>());
- const bool alwaysShowIcon =
+ bool alwaysShowIcon =
iconAllowOverlap && (textAllowOverlap || !getBucket().hasTextData() || getLayout().get<style::TextOptional>());
- const bool hasIconTextFit = getLayout().get<IconTextFit>() != IconTextFitType::None;
+ bool hasIconTextFit = getLayout().get<IconTextFit>() != IconTextFitType::None;
- const optional<CollisionBoundaries> avoidEdges;
+ optional<CollisionBoundaries> avoidEdges;
};
// PlacementController implemenation
@@ -1242,6 +1242,12 @@ void StaticPlacement::commit() {
}
/// Placement for Tile map mode.
+
+struct Intersection {
+ Intersection(const SymbolInstance& symbol_, const PlacementContext& ctx_) : symbol(symbol_), ctx(ctx_) {}
+ std::reference_wrapper<const SymbolInstance> symbol;
+ PlacementContext ctx;
+};
class TilePlacement : public StaticPlacement {
public:
explicit TilePlacement(std::shared_ptr<const UpdateParameters> updateParameters_)
@@ -1249,10 +1255,11 @@ public:
private:
void placeLayers(const RenderLayerReferences&) override;
+ void placeSymbolBucket(const BucketPlacementData&, std::set<uint32_t>&) override;
void collectPlacedSymbolData(bool enable) override { collectData = enable; }
const std::vector<PlacedSymbolData>& getPlacedSymbolsData() const override { return placedSymbolsData; }
+
optional<CollisionBoundaries> getAvoidEdges(const SymbolBucket&, const mat4&) override;
- SymbolInstanceReferences getSortedSymbols(const BucketPlacementData&, float pixelRatio) override;
bool stickToFirstVariableAnchor(const CollisionBox& box,
Point<float> shift,
const mat4& posMatrix,
@@ -1262,30 +1269,40 @@ private:
style::SymbolPlacementType,
const std::vector<ProjectedCollisionBox>&,
const std::vector<ProjectedCollisionBox>&) override;
+ void populateIntersectingSymbols();
std::unordered_map<uint32_t, bool> locationCache;
optional<CollisionBoundaries> tileBorders;
std::set<uint32_t> seenCrossTileIDs;
std::vector<PlacedSymbolData> placedSymbolsData;
- bool onlyLabelsIntersectingTileBorders = false;
+ std::vector<Intersection> intersections;
+ bool populateIntersections = false;
bool collectData = false;
};
void TilePlacement::placeLayers(const RenderLayerReferences& layers) {
- // In order to avoid label cut-offs, at first, place the labels,
- // which cross tile boundaries.
- onlyLabelsIntersectingTileBorders = true;
placedSymbolsData.clear();
seenCrossTileIDs.clear();
+ intersections.clear();
+ // Populale intersections.
+ populateIntersections = true;
for (auto it = layers.crbegin(); it != layers.crend(); ++it) {
placeLayer(*it, seenCrossTileIDs);
}
+
+ // Add more stability, sorting intersections by their Y position.
+ std::stable_sort(intersections.begin(), intersections.end(), [](const Intersection& a, const Intersection& b) {
+ return a.symbol.get().anchor.point.y < b.symbol.get().anchor.point.y;
+ });
+ // Place intersections.
+ for (const auto& intersection : intersections) {
+ placeSymbol(intersection.symbol, intersection.ctx, seenCrossTileIDs);
+ }
// Place the rest labels.
- onlyLabelsIntersectingTileBorders = false;
+ populateIntersections = false;
for (auto it = layers.crbegin(); it != layers.crend(); ++it) {
placeLayer(*it, seenCrossTileIDs);
}
-
commit();
}
@@ -1299,20 +1316,27 @@ optional<CollisionBoundaries> TilePlacement::getAvoidEdges(const SymbolBucket& b
return nullopt;
}
-SymbolInstanceReferences TilePlacement::getSortedSymbols(const BucketPlacementData& params, float pixelRatio) {
+void TilePlacement::placeSymbolBucket(const BucketPlacementData& params, std::set<uint32_t>& seen) {
+ assert(updateParameters);
const auto& bucket = static_cast<const SymbolBucket&>(params.bucket.get());
const auto& layout = *bucket.layout;
- const RenderTile& renderTile = params.tile;
- const auto& state = collisionIndex.getTransformState();
- if (layout.get<style::SymbolPlacement>() != style::SymbolPlacementType::Point ||
- layout.get<style::SymbolAvoidEdges>()) {
- return onlyLabelsIntersectingTileBorders ? SymbolInstanceReferences()
- : StaticPlacement::getSortedSymbols(params, pixelRatio);
+ if (!populateIntersections) {
+ Placement::placeSymbolBucket(params, seen);
+ return;
}
- const bool rotateTextWithMap = layout.get<style::TextRotationAlignment>() == style::AlignmentType::Map;
- const bool pitchTextWithMap = layout.get<style::TextPitchAlignment>() == style::AlignmentType::Map;
+ if (layout.get<SymbolPlacement>() != SymbolPlacementType::Point || layout.get<SymbolAvoidEdges>()) {
+ // Collect intersection only for point placement.
+ return;
+ }
+ const RenderTile& renderTile = params.tile;
+ PlacementContext ctx{bucket,
+ params.tile,
+ collisionIndex.getTransformState(),
+ placementZoom,
+ collisionGroups.get(params.sourceId),
+ getAvoidEdges(bucket, renderTile.matrix)};
- std::vector<style::TextVariableAnchorType> variableTextAnchors = layout.get<style::TextVariableAnchor>();
+ const auto& variableTextAnchors = ctx.getVariableTextAnchors();
// In this case we first try to place symbols, which intersects the tile borders, so that
// those symbols will remain even if each tile is handled independently.
SymbolInstanceReferences symbolInstances =
@@ -1347,12 +1371,12 @@ SymbolInstanceReferences TilePlacement::getSortedSymbols(const BucketPlacementDa
auto collisionBoxIntersectsTileEdges = [&](const CollisionBox& collisionBox, Point<float> shift) noexcept->bool {
bool intersects =
- collisionIndex.intersectsTileEdges(collisionBox, shift, renderTile.matrix, pixelRatio, *tileBorders);
+ collisionIndex.intersectsTileEdges(collisionBox, shift, renderTile.matrix, ctx.pixelRatio, *tileBorders);
// Check if this symbol intersects the neighbor tile borders. If so, it also shall be placed with priority.
for (const auto& neighbor : neighbours) {
if (intersects) break;
intersects = collisionIndex.intersectsTileEdges(
- collisionBox, shift + neighbor.shift, neighbor.matrix, pixelRatio, neighbor.borders);
+ collisionBox, shift + neighbor.shift, neighbor.matrix, ctx.pixelRatio, neighbor.borders);
}
return intersects;
};
@@ -1360,9 +1384,9 @@ SymbolInstanceReferences TilePlacement::getSortedSymbols(const BucketPlacementDa
auto symbolIntersectsTileEdges = [
&collisionBoxIntersectsTileEdges,
variableAnchor,
- pitchTextWithMap,
- rotateTextWithMap,
- bearing = state.getBearing()
+ pitchTextWithMap = ctx.pitchTextWithMap,
+ rotateTextWithMap = ctx.rotateTextWithMap,
+ bearing = ctx.getTransformState().getBearing()
](const SymbolInstance& symbol) noexcept->bool {
bool intersects = false;
if (!symbol.textCollisionFeature.boxes.empty()) {
@@ -1392,20 +1416,9 @@ SymbolInstanceReferences TilePlacement::getSortedSymbols(const BucketPlacementDa
return intersects;
};
- if (onlyLabelsIntersectingTileBorders) {
- SymbolInstanceReferences filtered;
- filtered.reserve(symbolInstances.size());
- for (const SymbolInstance& symbol : symbolInstances) {
- if (symbolIntersectsTileEdges(symbol)) filtered.push_back(symbol);
- }
- // Add more stability, sorting tile border labels by their Y position.
- std::stable_sort(filtered.begin(), filtered.end(), [](const SymbolInstance& a, const SymbolInstance& b) {
- return a.anchor.point.y < b.anchor.point.y;
- });
- return filtered;
+ for (const SymbolInstance& symbol : symbolInstances) {
+ if (symbolIntersectsTileEdges(symbol)) intersections.emplace_back(symbol, ctx);
}
-
- return symbolInstances;
}
bool TilePlacement::stickToFirstVariableAnchor(const CollisionBox& box,
@@ -1442,7 +1455,7 @@ void TilePlacement::newSymbolPlaced(const SymbolInstance& symbol,
iconCollisionBox,
placement.text,
placement.icon,
- !placement.skipFade && onlyLabelsIntersectingTileBorders,
+ !placement.skipFade && populateIntersections,
collisionIndex.getViewportPadding()};
placedSymbolsData.emplace_back(std::move(symbolData));
}
diff --git a/src/mbgl/text/placement.hpp b/src/mbgl/text/placement.hpp
index 87d1e981df..12a147e984 100644
--- a/src/mbgl/text/placement.hpp
+++ b/src/mbgl/text/placement.hpp
@@ -141,7 +141,7 @@ public:
protected:
friend SymbolBucket;
- void placeSymbolBucket(const BucketPlacementData&, std::set<uint32_t>& seenCrossTileIDs);
+ virtual void placeSymbolBucket(const BucketPlacementData&, std::set<uint32_t>& seenCrossTileIDs);
void placeSymbol(const SymbolInstance& symbolInstance,
const PlacementContext&,
std::set<uint32_t>& seenCrossTileIDs);
@@ -156,7 +156,7 @@ protected:
virtual optional<CollisionBoundaries> getAvoidEdges(const SymbolBucket&, const mat4& /*posMatrix*/) {
return nullopt;
}
- virtual SymbolInstanceReferences getSortedSymbols(const BucketPlacementData&, float pixelRatio);
+ SymbolInstanceReferences getSortedSymbols(const BucketPlacementData&, float pixelRatio);
virtual bool stickToFirstVariableAnchor(const CollisionBox&,
Point<float> /*shift*/,
const mat4& /*posMatrix*/,