mapbox-gl
Version:
A WebGL interactive maps library
129 lines (100 loc) • 4.64 kB
JavaScript
;
var rbush = require('rbush');
module.exports = CollisionTile;
/**
* 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.
*
* @class CollisionTile
* @param {number} angle
* @param {number} pitch
* @private
*/
function CollisionTile(angle, pitch) {
this.tree = rbush();
this.angle = angle;
var sin = Math.sin(angle),
cos = Math.cos(angle);
this.rotationMatrix = [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);
}
CollisionTile.prototype.minScale = 0.25;
CollisionTile.prototype.maxScale = 2;
/**
* Find the scale at which the collisionFeature can be shown without
* overlapping with other features.
*
* @param {CollisionFeature} collisionFeature
* @returns {number} placementScale
* @private
*/
CollisionTile.prototype.placeCollisionFeature = function(collisionFeature) {
var minPlacementScale = this.minScale;
var rotationMatrix = this.rotationMatrix;
var yStretch = this.yStretch;
for (var b = 0; b < collisionFeature.boxes.length; b++) {
var box = collisionFeature.boxes[b];
var anchorPoint = box.anchorPoint.matMult(rotationMatrix);
var x = anchorPoint.x;
var y = anchorPoint.y;
box[0] = x + box.x1;
box[1] = y + box.y1 * yStretch;
box[2] = x + box.x2;
box[3] = y + box.y2 * yStretch;
var blockingBoxes = this.tree.search(box);
for (var i = 0; i < blockingBoxes.length; i++) {
var blocking = blockingBoxes[i];
var blockingAnchorPoint = blocking.anchorPoint.matMult(rotationMatrix);
// Find the lowest scale at which the two boxes can fit side by side without overlapping.
// Original algorithm:
var s1 = (blocking.x1 - box.x2) / (x - blockingAnchorPoint.x); // scale at which new box is to the left of old box
var s2 = (blocking.x2 - box.x1) / (x - blockingAnchorPoint.x); // scale at which new box is to the right of old box
var s3 = (blocking.y1 - box.y2) * yStretch / (y - blockingAnchorPoint.y); // scale at which new box is to the top of old box
var s4 = (blocking.y2 - box.y1) * yStretch / (y - blockingAnchorPoint.y); // 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;
var collisionFreeScale = Math.min(Math.max(s1, s2), Math.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 > box.maxScale) {
// 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 = box.maxScale;
}
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;
}
if (minPlacementScale >= this.maxScale) return minPlacementScale;
}
}
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
*/
CollisionTile.prototype.insertCollisionFeature = function(collisionFeature, minPlacementScale) {
var boxes = collisionFeature.boxes;
for (var k = 0; k < boxes.length; k++) {
boxes[k].placementScale = minPlacementScale;
}
if (minPlacementScale < this.maxScale) {
this.tree.load(boxes);
}
};