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[tile mode] Improvements in symbol placement on tile borders #16159

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8 changes: 8 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,14 @@

Factory 'get' method can be invoked recursively and stable iterators are required to guarantee safety.

- [tile mode] Improvements in symbol placement on tile borders ([#16159](https://github.com/mapbox/mapbox-gl-native/pull/16159))

In tile mode, the placement order of two symbols crossing a tile border is defined by their anchor Y values.

Symbols crossing the borders between two neighboring tiles are placed with priority.

It improves symbol placement stability in the tile map mode.

## maps-v1.0.0 (2020.01-release-unicorn)

### ✨ New features
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13 changes: 5 additions & 8 deletions src/mbgl/text/collision_index.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -96,14 +96,11 @@ inline bool CollisionIndex::overlapsTile(const CollisionBoundaries& boundaries,
boundaries[1] < tileBoundaries[3] && boundaries[3] > tileBoundaries[1];
}

bool CollisionIndex::featureIntersectsTileBorders(const CollisionFeature& feature,
Point<float> shift,
const mat4& posMatrix,
const float textPixelRatio,
const CollisionBoundaries& tileEdges) const {
assert(!feature.alongLine);
assert(!feature.boxes.empty());
const CollisionBox& box = feature.boxes.front();
bool CollisionIndex::intercectsTileEdges(const CollisionBox& box,
Point<float> shift,
const mat4& posMatrix,
const float textPixelRatio,
const CollisionBoundaries& tileEdges) const {
auto collisionBoundaries = getProjectedCollisionBoundaries(posMatrix, shift, textPixelRatio, box);
return overlapsTile(collisionBoundaries, tileEdges) && !isInsideTile(collisionBoundaries, tileEdges);
}
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11 changes: 5 additions & 6 deletions src/mbgl/text/collision_index.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -21,12 +21,11 @@ class CollisionIndex {
using CollisionGrid = GridIndex<IndexedSubfeature>;

explicit CollisionIndex(const TransformState&, MapMode);
bool featureIntersectsTileBorders(const CollisionFeature& feature,
Point<float> shift,
const mat4& posMatrix,
const float textPixelRatio,
const CollisionBoundaries& tileEdges) const;

bool intercectsTileEdges(const CollisionBox&,
Point<float> shift,
const mat4& posMatrix,
const float textPixelRatio,
const CollisionBoundaries& tileEdges) const;
std::pair<bool, bool> placeFeature(
const CollisionFeature& feature,
Point<float> shift,
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93 changes: 72 additions & 21 deletions src/mbgl/text/placement.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -356,8 +356,11 @@ void Placement::placeBucket(const SymbolBucket& bucket,
textBoxes.clear();

if (mapMode == MapMode::Tile && !isFirstAnchor &&
collisionIndex.featureIntersectsTileBorders(
textCollisionFeature, shift, posMatrix, pixelRatio, *tileBorders)) {
collisionIndex.intercectsTileEdges(symbolInstance.textCollisionFeature.boxes.front(),
shift,
posMatrix,
pixelRatio,
*tileBorders)) {
continue;
}

Expand Down Expand Up @@ -561,19 +564,42 @@ void Placement::placeBucket(const SymbolBucket& bucket,
} else if (mapMode == MapMode::Tile && !avoidEdges) {
// 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.
const auto& symbolInstances = bucket.symbolInstances;
std::vector<std::reference_wrapper<const SymbolInstance>> sorted(symbolInstances.begin(),
symbolInstances.end());
std::vector<std::reference_wrapper<const SymbolInstance>> symbolInstances(bucket.symbolInstances.begin(),
bucket.symbolInstances.end());
optional<style::TextVariableAnchorType> variableAnchor;
if (!variableTextAnchors.empty()) variableAnchor = variableTextAnchors.front();
std::unordered_map<uint32_t, bool> sortedCache;
sortedCache.reserve(sorted.size());

auto intersectsTileBorder = [&](const SymbolInstance& symbol) -> bool {
if (symbol.textCollisionFeature.alongLine || symbol.textCollisionFeature.boxes.empty()) return false;
std::unordered_map<uint32_t, bool> locationCache;
locationCache.reserve(symbolInstances.size());

auto it = sortedCache.find(symbol.crossTileID);
if (it != sortedCache.end()) return it->second;
// Keeps the data necessary to find a feature location according to a tile.
struct NeighborTileData {
NeighborTileData(const CollisionIndex& collisionIndex, UnwrappedTileID id_, Point<float> shift_)
: id(id_), shift(shift_), matrix() {
collisionIndex.getTransformState().matrixFor(matrix, id);
matrix::multiply(matrix, collisionIndex.getTransformState().getProjectionMatrix(), matrix);
borders = collisionIndex.projectTileBoundaries(matrix);
}

UnwrappedTileID id;
Point<float> shift;
mat4 matrix;
CollisionBoundaries borders;
};

uint8_t z = renderTile.id.canonical.z;
uint32_t x = renderTile.id.canonical.x;
uint32_t y = renderTile.id.canonical.y;
const std::array<NeighborTileData, 4> neightbors{{
{collisionIndex, UnwrappedTileID(z, x, y - 1), {0.0f, util::EXTENT}}, // top
{collisionIndex, UnwrappedTileID(z, x, y + 1), {0.0f, -util::EXTENT}}, // bottom
{collisionIndex, UnwrappedTileID(z, x - 1, y), {util::EXTENT, 0.0f}}, // left
{collisionIndex, UnwrappedTileID(z, x + 1, y), {-util::EXTENT, 0.0f}} // right
}};

auto intercectsTileEdges = [&](const CollisionBox& collisionBox, const SymbolInstance& symbol) -> bool {
auto it = locationCache.find(symbol.crossTileID);
if (it != locationCache.end()) return it->second;

Point<float> offset{};
if (variableAnchor) {
Expand All @@ -589,18 +615,43 @@ void Placement::placeBucket(const SymbolBucket& bucket,
pitchTextWithMap,
state.getBearing());
}
bool result = collisionIndex.featureIntersectsTileBorders(
symbol.textCollisionFeature, offset, posMatrix, pixelRatio, *tileBorders);
sortedCache.insert(std::make_pair(symbol.crossTileID, result));
return result;
};

std::stable_sort(
sorted.begin(), sorted.end(), [&intersectsTileBorder](const SymbolInstance& a, const SymbolInstance& b) {
return intersectsTileBorder(a) && !intersectsTileBorder(b);
});
bool intercects =
collisionIndex.intercectsTileEdges(collisionBox, offset, renderTile.matrix, pixelRatio, *tileBorders);
if (!intercects) {
// Check if this symbol intersects the neighbor tile borders.
// If so, it also shall be placed with priority (location = FeatureLocation::IntersectsTileBorder).
for (const auto& neighbor : neightbors) {
intercects = collisionIndex.intercectsTileEdges(
collisionBox, offset + neighbor.shift, neighbor.matrix, pixelRatio, neighbor.borders);
if (intercects) break;
}
}

locationCache.insert(std::make_pair(symbol.crossTileID, intercects));
return intercects;
};

for (const SymbolInstance& symbol : sorted) {
std::stable_sort(symbolInstances.begin(),
symbolInstances.end(),
[&intercectsTileEdges](const SymbolInstance& a, const SymbolInstance& b) {
assert(!a.textCollisionFeature.alongLine);
assert(!b.textCollisionFeature.alongLine);
if (a.textCollisionFeature.boxes.empty() || b.textCollisionFeature.boxes.empty())
return false;

auto intercectsA = intercectsTileEdges(a.textCollisionFeature.boxes.front(), a);
auto intercectsB = intercectsTileEdges(b.textCollisionFeature.boxes.front(), b);
if (intercectsA) {
if (!intercectsB) return true;
// Both symbols are inrecepting the tile borders, we need a universal cross-tile rule
// to define which of them shall be placed first - use anchor `y` point.
return a.anchor.point.y < b.anchor.point.y;
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}
return false;
});

for (const SymbolInstance& symbol : symbolInstances) {
placeSymbol(symbol);
}

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