#include #include #include #include #include #include namespace mbgl { static Anchors resample(const GeometryCoordinates& line, const float offset, const float spacing, const float angleWindowSize, const float maxAngle, const float labelLength, const bool continuedLine, const bool placeAtMiddle) { const float halfLabelLength = labelLength / 2.0f; float lineLength = 0; for (auto it = line.begin(), end = line.end() - 1; it != end; it++) { lineLength += util::dist(*(it), *(it + 1)); } float distance = 0; float markedDistance = offset - spacing; Anchors anchors; assert(spacing > 0.0); int i = 0; for (auto it = line.begin(), end = line.end() - 1; it != end; it++, i++) { const GeometryCoordinate& a = *(it); const GeometryCoordinate& b = *(it + 1); const auto segmentDist = util::dist(a, b); const float angle = util::angle_to(b, a); while (markedDistance + spacing < distance + segmentDist) { markedDistance += spacing; float t = (markedDistance - distance) / segmentDist, x = util::interpolate(float(a.x), float(b.x), t), y = util::interpolate(float(a.y), float(b.y), t); // Check that the point is within the tile boundaries and that // the label would fit before the beginning and end of the line // if placed at this point. if (x >= 0 && x < util::EXTENT && y >= 0 && y < util::EXTENT && markedDistance - halfLabelLength >= 0.0f && markedDistance + halfLabelLength <= lineLength) { Anchor anchor(::round(x), ::round(y), angle, 0.5f, i); if (!angleWindowSize || checkMaxAngle(line, anchor, labelLength, angleWindowSize, maxAngle)) { anchors.push_back(anchor); } } } distance += segmentDist; } if (!placeAtMiddle && anchors.empty() && !continuedLine) { // The first attempt at finding anchors at which labels can be placed failed. // Try again, but this time just try placing one anchor at the middle of the line. // This has the most effect for short lines in overscaled tiles, since the // initial offset used in overscaled tiles is calculated to align labels with positions in // parent tiles instead of placing the label as close to the beginning as possible. anchors = resample(line, distance / 2, spacing, angleWindowSize, maxAngle, labelLength, continuedLine, true); } return anchors; } Anchors getAnchors(const GeometryCoordinates& line, float spacing, const float maxAngle, const float textLeft, const float textRight, const float iconLeft, const float iconRight, const float glyphSize, const float boxScale, const float overscaling) { if (line.empty()) { return {}; } // Resample a line to get anchor points for labels and check that each // potential label passes text-max-angle check and has enough froom to fit // on the line. const float angleWindowSize = (textLeft - textRight) != 0.0f ? 3.0f / 5.0f * glyphSize * boxScale : 0; const float labelLength = fmax(textRight - textLeft, iconRight - iconLeft); // Is the line continued from outside the tile boundary? const bool continuedLine = (line[0].x == 0 || line[0].x == util::EXTENT || line[0].y == 0 || line[0].y == util::EXTENT); // Is the label long, relative to the spacing? // If so, adjust the spacing so there is always a minimum space of `spacing / 4` between label edges. if (spacing - labelLength * boxScale < spacing / 4) { spacing = labelLength * boxScale + spacing / 4; } // Offset the first anchor by: // Either half the label length plus a fixed extra offset if the line is not continued // Or half the spacing if the line is continued. // For non-continued lines, add a bit of fixed extra offset to avoid collisions at T intersections. const float fixedExtraOffset = glyphSize * 2; const float offset = !continuedLine ? std::fmod((labelLength / 2 + fixedExtraOffset) * boxScale * overscaling, spacing) : std::fmod(spacing / 2 * overscaling, spacing); return resample(line, offset, spacing, angleWindowSize, maxAngle, labelLength * boxScale, continuedLine, false); } } // namespace mbgl