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mapbox-gl

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'use strict'; const Point = require('point-geometry'); const EXTENT = require('../data/extent'); const Grid = require('grid-index'); const intersectionTests = require('../util/intersection_tests'); /** * A collision tile used to prevent symbols from overlapping. It keep tracks of * where previous symbols have been placed and is used to check if a new * symbol overlaps with any previously added symbols. * * @private */ class CollisionTile { constructor(angle, pitch, collisionBoxArray) { if (typeof angle === 'object') { const serialized = angle; collisionBoxArray = pitch; angle = serialized.angle; pitch = serialized.pitch; this.grid = new Grid(serialized.grid); this.ignoredGrid = new Grid(serialized.ignoredGrid); } else { this.grid = new Grid(EXTENT, 12, 6); this.ignoredGrid = new Grid(EXTENT, 12, 0); } this.minScale = 0.5; this.maxScale = 2; this.angle = angle; this.pitch = pitch; const sin = Math.sin(angle), cos = Math.cos(angle); this.rotationMatrix = [cos, -sin, sin, cos]; this.reverseRotationMatrix = [cos, sin, -sin, cos]; // Stretch boxes in y direction to account for the map tilt. this.yStretch = 1 / Math.cos(pitch / 180 * Math.PI); // The amount the map is squished depends on the y position. // Sort of account for this by making all boxes a bit bigger. this.yStretch = Math.pow(this.yStretch, 1.3); this.collisionBoxArray = collisionBoxArray; if (collisionBoxArray.length === 0) { // the first time collisionBoxArray is passed to a CollisionTile // tempCollisionBox collisionBoxArray.emplaceBack(); const maxInt16 = 32767; //left collisionBoxArray.emplaceBack(0, 0, 0, -maxInt16, 0, maxInt16, maxInt16, 0, 0, 0, 0, 0, 0, 0, 0, 0); // right collisionBoxArray.emplaceBack(EXTENT, 0, 0, -maxInt16, 0, maxInt16, maxInt16, 0, 0, 0, 0, 0, 0, 0, 0, 0); // top collisionBoxArray.emplaceBack(0, 0, -maxInt16, 0, maxInt16, 0, maxInt16, 0, 0, 0, 0, 0, 0, 0, 0, 0); // bottom collisionBoxArray.emplaceBack(0, EXTENT, -maxInt16, 0, maxInt16, 0, maxInt16, 0, 0, 0, 0, 0, 0, 0, 0, 0); } this.tempCollisionBox = collisionBoxArray.get(0); this.edges = [ collisionBoxArray.get(1), collisionBoxArray.get(2), collisionBoxArray.get(3), collisionBoxArray.get(4) ]; } serialize(transferables) { const grid = this.grid.toArrayBuffer(); const ignoredGrid = this.ignoredGrid.toArrayBuffer(); if (transferables) { transferables.push(grid); transferables.push(ignoredGrid); } return { angle: this.angle, pitch: this.pitch, grid: grid, ignoredGrid: ignoredGrid }; } /** * Find the scale at which the collisionFeature can be shown without * overlapping with other features. * * @param {CollisionFeature} collisionFeature * @returns {number} placementScale * @private */ placeCollisionFeature(collisionFeature, allowOverlap, avoidEdges) { const collisionBoxArray = this.collisionBoxArray; let minPlacementScale = this.minScale; const rotationMatrix = this.rotationMatrix; const yStretch = this.yStretch; for (let b = collisionFeature.boxStartIndex; b < collisionFeature.boxEndIndex; b++) { const box = collisionBoxArray.get(b); const anchorPoint = box.anchorPoint._matMult(rotationMatrix); const x = anchorPoint.x; const y = anchorPoint.y; const x1 = x + box.x1; const y1 = y + box.y1 * yStretch; const x2 = x + box.x2; const y2 = y + box.y2 * yStretch; box.bbox0 = x1; box.bbox1 = y1; box.bbox2 = x2; box.bbox3 = y2; if (!allowOverlap) { const blockingBoxes = this.grid.query(x1, y1, x2, y2); for (let i = 0; i < blockingBoxes.length; i++) { const blocking = collisionBoxArray.get(blockingBoxes[i]); const blockingAnchorPoint = blocking.anchorPoint._matMult(rotationMatrix); minPlacementScale = this.getPlacementScale(minPlacementScale, anchorPoint, box, blockingAnchorPoint, blocking); if (minPlacementScale >= this.maxScale) { return minPlacementScale; } } } if (avoidEdges) { let rotatedCollisionBox; if (this.angle) { const reverseRotationMatrix = this.reverseRotationMatrix; const tl = new Point(box.x1, box.y1).matMult(reverseRotationMatrix); const tr = new Point(box.x2, box.y1).matMult(reverseRotationMatrix); const bl = new Point(box.x1, box.y2).matMult(reverseRotationMatrix); const br = new Point(box.x2, box.y2).matMult(reverseRotationMatrix); rotatedCollisionBox = this.tempCollisionBox; rotatedCollisionBox.anchorPointX = box.anchorPoint.x; rotatedCollisionBox.anchorPointY = box.anchorPoint.y; rotatedCollisionBox.x1 = Math.min(tl.x, tr.x, bl.x, br.x); rotatedCollisionBox.y1 = Math.min(tl.y, tr.x, bl.x, br.x); rotatedCollisionBox.x2 = Math.max(tl.x, tr.x, bl.x, br.x); rotatedCollisionBox.y2 = Math.max(tl.y, tr.x, bl.x, br.x); rotatedCollisionBox.maxScale = box.maxScale; } else { rotatedCollisionBox = box; } for (let k = 0; k < this.edges.length; k++) { const edgeBox = this.edges[k]; minPlacementScale = this.getPlacementScale(minPlacementScale, box.anchorPoint, rotatedCollisionBox, edgeBox.anchorPoint, edgeBox); if (minPlacementScale >= this.maxScale) { return minPlacementScale; } } } } return minPlacementScale; } queryRenderedSymbols(queryGeometry, scale) { const sourceLayerFeatures = {}; const result = []; if (queryGeometry.length === 0 || (this.grid.length === 0 && this.ignoredGrid.length === 0)) { return result; } const collisionBoxArray = this.collisionBoxArray; const rotationMatrix = this.rotationMatrix; const yStretch = this.yStretch; // Generate a rotated geometry out of the original query geometry. // Scale has already been handled by the prior conversions. const rotatedQuery = []; let minX = Infinity; let minY = Infinity; let maxX = -Infinity; let maxY = -Infinity; for (let i = 0; i < queryGeometry.length; i++) { const ring = queryGeometry[i]; for (let k = 0; k < ring.length; k++) { const p = ring[k].matMult(rotationMatrix); minX = Math.min(minX, p.x); minY = Math.min(minY, p.y); maxX = Math.max(maxX, p.x); maxY = Math.max(maxY, p.y); rotatedQuery.push(p); } } const features = this.grid.query(minX, minY, maxX, maxY); const ignoredFeatures = this.ignoredGrid.query(minX, minY, maxX, maxY); for (let i = 0; i < ignoredFeatures.length; i++) { features.push(ignoredFeatures[i]); } // Account for the rounding done when updating symbol shader variables. const roundedScale = Math.pow(2, Math.ceil(Math.log(scale) / Math.LN2 * 10) / 10); for (let i = 0; i < features.length; i++) { const blocking = collisionBoxArray.get(features[i]); const sourceLayer = blocking.sourceLayerIndex; const featureIndex = blocking.featureIndex; // Skip already seen features. if (sourceLayerFeatures[sourceLayer] === undefined) { sourceLayerFeatures[sourceLayer] = {}; } if (sourceLayerFeatures[sourceLayer][featureIndex]) continue; // Check if feature is rendered (collision free) at current scale. if (roundedScale < blocking.placementScale || roundedScale > blocking.maxScale) continue; // Check if query intersects with the feature box at current scale. const anchor = blocking.anchorPoint.matMult(rotationMatrix); const x1 = anchor.x + blocking.x1 / scale; const y1 = anchor.y + blocking.y1 / scale * yStretch; const x2 = anchor.x + blocking.x2 / scale; const y2 = anchor.y + blocking.y2 / scale * yStretch; const bbox = [ new Point(x1, y1), new Point(x2, y1), new Point(x2, y2), new Point(x1, y2) ]; if (!intersectionTests.polygonIntersectsPolygon(rotatedQuery, bbox)) continue; sourceLayerFeatures[sourceLayer][featureIndex] = true; result.push(features[i]); } return result; } getPlacementScale(minPlacementScale, anchorPoint, box, blockingAnchorPoint, blocking) { // Find the lowest scale at which the two boxes can fit side by side without overlapping. // Original algorithm: const anchorDiffX = anchorPoint.x - blockingAnchorPoint.x; const anchorDiffY = anchorPoint.y - blockingAnchorPoint.y; let s1 = (blocking.x1 - box.x2) / anchorDiffX; // scale at which new box is to the left of old box let s2 = (blocking.x2 - box.x1) / anchorDiffX; // scale at which new box is to the right of old box let s3 = (blocking.y1 - box.y2) * this.yStretch / anchorDiffY; // scale at which new box is to the top of old box let s4 = (blocking.y2 - box.y1) * this.yStretch / anchorDiffY; // scale at which new box is to the bottom of old box if (isNaN(s1) || isNaN(s2)) s1 = s2 = 1; if (isNaN(s3) || isNaN(s4)) s3 = s4 = 1; let collisionFreeScale = Math.min(Math.max(s1, s2), Math.max(s3, s4)); const blockingMaxScale = blocking.maxScale; const boxMaxScale = box.maxScale; if (collisionFreeScale > blockingMaxScale) { // 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 = blockingMaxScale; } 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; } /** * Remember this collisionFeature and what scale it was placed at to block * later features from overlapping with it. * * @param {CollisionFeature} collisionFeature * @param {number} minPlacementScale * @private */ insertCollisionFeature(collisionFeature, minPlacementScale, ignorePlacement) { const grid = ignorePlacement ? this.ignoredGrid : this.grid; const collisionBoxArray = this.collisionBoxArray; for (let k = collisionFeature.boxStartIndex; k < collisionFeature.boxEndIndex; k++) { const box = collisionBoxArray.get(k); box.placementScale = minPlacementScale; if (minPlacementScale < this.maxScale) { grid.insert(k, box.bbox0, box.bbox1, box.bbox2, box.bbox3); } } } } module.exports = CollisionTile;