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#pragma once
#include <mbgl/geometry/feature_index.hpp>
#include <mbgl/text/collision_feature.hpp>
#include <mbgl/util/grid_index.hpp>
#include <mbgl/util/optional.hpp>
#include <mbgl/map/transform_state.hpp>
#include <array>
namespace mbgl {
class PlacedSymbol;
struct TileDistance;
using CollisionTileBoundaries = std::array<float,4>;
class CollisionIndex {
public:
using CollisionGrid = GridIndex<IndexedSubfeature>;
explicit CollisionIndex(const TransformState&);
std::pair<bool,bool> placeFeature(CollisionFeature& feature,
Point<float> shift,
const mat4& posMatrix,
const mat4& labelPlaneMatrix,
const float textPixelRatio,
PlacedSymbol& symbol,
const float scale,
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
const bool collisionDebug,
const optional<CollisionTileBoundaries>& avoidEdges,
const optional<std::function<bool(const IndexedSubfeature&)>> collisionGroupPredicate);
void insertFeature(CollisionFeature& feature, bool ignorePlacement, uint32_t bucketInstanceId, uint16_t collisionGroupId);
std::unordered_map<uint32_t, std::vector<IndexedSubfeature>> queryRenderedSymbols(const ScreenLineString&) const;
CollisionTileBoundaries projectTileBoundaries(const mat4& posMatrix) const;
private:
bool isOffscreen(const CollisionBox&) const;
bool isInsideGrid(const CollisionBox&) const;
bool isInsideTile(const CollisionBox&, const CollisionTileBoundaries& tileBoundaries) const;
std::pair<bool,bool> placeLineFeature(CollisionFeature& feature,
const mat4& posMatrix,
const mat4& labelPlaneMatrix,
const float textPixelRatio,
PlacedSymbol& symbol,
const float scale,
const float fontSize,
const bool allowOverlap,
const bool pitchWithMap,
const bool collisionDebug,
const optional<CollisionTileBoundaries>& avoidEdges,
const optional<std::function<bool(const IndexedSubfeature&)>> collisionGroupPredicate);
float approximateTileDistance(const TileDistance& tileDistance, const float lastSegmentAngle, const float pixelsToTileUnits, const float cameraToAnchorDistance, const bool pitchWithMap);
std::pair<float,float> projectAnchor(const mat4& posMatrix, const Point<float>& point) const;
std::pair<Point<float>,float> projectAndGetPerspectiveRatio(const mat4& posMatrix, const Point<float>& point) const;
Point<float> projectPoint(const mat4& posMatrix, const Point<float>& point) const;
const TransformState transformState;
CollisionGrid collisionGrid;
CollisionGrid ignoredGrid;
const float screenRightBoundary;
const float screenBottomBoundary;
const float gridRightBoundary;
const float gridBottomBoundary;
const float pitchFactor;
};
} // namespace mbgl
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