Пример #1
0
Placement Placement::getGlyphs(Anchor &anchor, const vec2<float> &origin, const Shaping &shaping,
                               const GlyphPositions &face, float boxScale, bool horizontal,
                               const std::vector<Coordinate> &line,
                               const StyleBucketSymbol &props) {
    const float maxAngle = props.text.max_angle * M_PI / 180;
    const float rotate = props.text.rotate * M_PI / 180;
    const float padding = props.text.padding;
    const bool alongLine = props.text.rotation_alignment != RotationAlignmentType::Viewport;
    const bool keepUpright = props.text.keep_upright;

    Placement placement;

    const uint32_t buffer = 3;

    for (const PositionedGlyph &shape : shaping) {
        auto face_it = face.find(shape.glyph);
        if (face_it == face.end())
            continue;
        const Glyph &glyph = face_it->second;
        const Rect<uint16_t> &rect = glyph.rect;

        if (!glyph)
            continue;

        if (!rect)
            continue;

        const float x = (origin.x + shape.x + glyph.metrics.left - buffer + rect.w / 2) * boxScale;

        GlyphInstances glyphInstances;
        if (anchor.segment >= 0 && alongLine) {
            getSegmentGlyphs(std::back_inserter(glyphInstances), anchor, x, line, anchor.segment, 1,
                             maxAngle);
            if (keepUpright)
                getSegmentGlyphs(std::back_inserter(glyphInstances), anchor, x, line,
                                 anchor.segment, -1, maxAngle);

        } else {
            glyphInstances.emplace_back(GlyphInstance{anchor});
        }

        const float x1 = origin.x + shape.x + glyph.metrics.left - buffer;
        const float y1 = origin.y + shape.y - glyph.metrics.top - buffer;
        const float x2 = x1 + glyph.rect.w;
        const float y2 = y1 + glyph.rect.h;

        const vec2<float> otl{x1, y1};
        const vec2<float> otr{x2, y1};
        const vec2<float> obl{x1, y2};
        const vec2<float> obr{x2, y2};

        const CollisionRect obox{boxScale * x1, boxScale * y1, boxScale * x2, boxScale * y2};

        for (const GlyphInstance &instance : glyphInstances) {
            vec2<float> tl = otl;
            vec2<float> tr = otr;
            vec2<float> bl = obl;
            vec2<float> br = obr;

            CollisionRect box = obox;

            // Clamp to -90/+90 degrees
            const float angle = instance.angle + rotate;

            if (angle) {
                // Compute the transformation matrix.
                float angle_sin = std::sin(angle);
                float angle_cos = std::cos(angle);
                std::array<float, 4> matrix = {{angle_cos, -angle_sin, angle_sin, angle_cos}};

                tl = tl.matMul(matrix);
                tr = tr.matMul(matrix);
                bl = bl.matMul(matrix);
                br = br.matMul(matrix);
            }

            // Prevent label from extending past the end of the line
            const float glyphMinScale = std::max(instance.minScale, anchor.scale);

            // Remember the glyph for later insertion.
            placement.shapes.emplace_back(
                tl, tr, bl, br, rect,
                float(std::fmod((anchor.angle + rotate + instance.offset + 2 * M_PI), (2 * M_PI))),
                instance.anchor, glyphMinScale, instance.maxScale);

            if (!instance.offset) { // not a flipped glyph
                if (angle) {
                    // Calculate the rotated glyph's bounding box offsets from the anchor point.
                    box = CollisionRect{boxScale * util::min(tl.x, tr.x, bl.x, br.x),
                                        boxScale * util::min(tl.y, tr.y, bl.y, br.y),
                                        boxScale * util::max(tl.x, tr.x, bl.x, br.x),
                                        boxScale * util::max(tl.y, tr.y, bl.y, br.y)};
                }
                placement.boxes.emplace_back(box, instance.anchor, glyphMinScale, instance.maxScale, padding);
            }
        }
    }

    // TODO avoid creating the boxes in the first place?
    if (horizontal)
        placement.boxes = {getMergedBoxes(placement.boxes, anchor)};

    const float minPlacementScale = anchor.scale;
    placement.minScale = std::numeric_limits<float>::infinity();
    for (const GlyphBox &box : placement.boxes) {
        placement.minScale = util::min(placement.minScale, box.minScale);
    }
    placement.minScale = util::max(minPlacementScale, Placement::globalMinScale);

    return placement;
}
Пример #2
0
SymbolQuads getGlyphQuads(Anchor& anchor, const Shaping& shapedText,
        const float boxScale, const GeometryCoordinates& line, const SymbolLayoutProperties& layout,
        const bool alongLine, const GlyphPositions& face) {

    const float textRotate = layout.text.rotate * util::DEG2RAD;
    const bool keepUpright = layout.text.keepUpright;

    SymbolQuads quads;

    for (const PositionedGlyph &positionedGlyph: shapedText.positionedGlyphs) {
        auto face_it = face.find(positionedGlyph.glyph);
        if (face_it == face.end())
            continue;
        const Glyph &glyph = face_it->second;
        const Rect<uint16_t> &rect = glyph.rect;

        if (!glyph)
            continue;

        if (!rect.hasArea())
            continue;

        const float centerX = (positionedGlyph.x + glyph.metrics.advance / 2.0f) * boxScale;

        GlyphInstances glyphInstances;
        if (alongLine) {
            getSegmentGlyphs(std::back_inserter(glyphInstances), anchor, centerX, line, anchor.segment, true);
            if (keepUpright)
                getSegmentGlyphs(std::back_inserter(glyphInstances), anchor, centerX, line, anchor.segment, false);

        } else {
            glyphInstances.emplace_back(GlyphInstance{anchor});
        }

        // The rects have an addditional buffer that is not included in their size;
        const float glyphPadding = 1.0f;
        const float rectBuffer = 3.0f + glyphPadding;

        const float x1 = positionedGlyph.x + glyph.metrics.left - rectBuffer;
        const float y1 = positionedGlyph.y - glyph.metrics.top - rectBuffer;
        const float x2 = x1 + rect.w;
        const float y2 = y1 + rect.h;

        const vec2<float> otl{x1, y1};
        const vec2<float> otr{x2, y1};
        const vec2<float> obl{x1, y2};
        const vec2<float> obr{x2, y2};

        for (const GlyphInstance &instance : glyphInstances) {

            vec2<float> tl = otl;
            vec2<float> tr = otr;
            vec2<float> bl = obl;
            vec2<float> br = obr;
            const float angle = instance.angle + textRotate;

            if (angle) {
                // Compute the transformation matrix.
                float angle_sin = std::sin(angle);
                float angle_cos = std::cos(angle);
                std::array<float, 4> matrix = {{angle_cos, -angle_sin, angle_sin, angle_cos}};

                tl = tl.matMul(matrix);
                tr = tr.matMul(matrix);
                bl = bl.matMul(matrix);
                br = br.matMul(matrix);
            }

            // Prevent label from extending past the end of the line
            const float glyphMinScale = std::max(instance.minScale, anchor.scale);

            const float glyphAngle = std::fmod((anchor.angle + textRotate + instance.offset + 2 * M_PI), (2 * M_PI));
            quads.emplace_back(tl, tr, bl, br, rect, glyphAngle, instance.anchorPoint, glyphMinScale, instance.maxScale);

        }

    }

    return quads;
}
Пример #3
0
SymbolQuads getGlyphQuads(Anchor& anchor,
                          const Shaping& shapedText,
                          const float boxScale,
                          const GeometryCoordinates& line,
                          const SymbolLayoutProperties::Evaluated& layout,
                          const style::SymbolPlacementType placement,
                          const GlyphPositionMap& positions) {
    const float textRotate = layout.get<TextRotate>() * util::DEG2RAD;
    const bool keepUpright = layout.get<TextKeepUpright>();

    SymbolQuads quads;

    for (const PositionedGlyph &positionedGlyph: shapedText.positionedGlyphs) {
        auto positionsIt = positions.find(positionedGlyph.glyph);
        if (positionsIt == positions.end())
            continue;

        const GlyphPosition& glyph = positionsIt->second;
        const Rect<uint16_t>& rect = glyph.rect;
        const float centerX = (positionedGlyph.x + glyph.metrics.advance / 2.0f) * boxScale;

        GlyphInstances glyphInstances;
        if (placement == style::SymbolPlacementType::Line) {
            getLineGlyphs(std::back_inserter(glyphInstances), anchor, centerX, line, anchor.segment, false);
            if (keepUpright)
                getLineGlyphs(std::back_inserter(glyphInstances), anchor, centerX, line, anchor.segment, true);
        } else {
            glyphInstances.emplace_back(GlyphInstance{anchor.point});
        }

        // The rects have an addditional buffer that is not included in their size;
        const float glyphPadding = 1.0f;
        const float rectBuffer = 3.0f + glyphPadding;

        const float x1 = positionedGlyph.x + glyph.metrics.left - rectBuffer;
        const float y1 = positionedGlyph.y - glyph.metrics.top - rectBuffer;
        const float x2 = x1 + rect.w;
        const float y2 = y1 + rect.h;

        const Point<float> center{positionedGlyph.x, static_cast<float>(static_cast<float>(glyph.metrics.advance) / 2.0)};

        Point<float> otl{x1, y1};
        Point<float> otr{x2, y1};
        Point<float> obl{x1, y2};
        Point<float> obr{x2, y2};

        if (positionedGlyph.angle != 0) {
            otl = util::rotate(otl - center, positionedGlyph.angle) + center;
            otr = util::rotate(otr - center, positionedGlyph.angle) + center;
            obl = util::rotate(obl - center, positionedGlyph.angle) + center;
            obr = util::rotate(obr - center, positionedGlyph.angle) + center;
        }

        for (const GlyphInstance &instance : glyphInstances) {
            Point<float> tl = otl;
            Point<float> tr = otr;
            Point<float> bl = obl;
            Point<float> br = obr;

            if (textRotate) {
                // Compute the transformation matrix.
                float angle_sin = std::sin(textRotate);
                float angle_cos = std::cos(textRotate);
                std::array<float, 4> matrix = {{angle_cos, -angle_sin, angle_sin, angle_cos}};

                tl = util::matrixMultiply(matrix, tl);
                tr = util::matrixMultiply(matrix, tr);
                bl = util::matrixMultiply(matrix, bl);
                br = util::matrixMultiply(matrix, br);
            }

            // Prevent label from extending past the end of the line
            const float glyphMinScale = std::max(instance.minScale, anchor.scale);

            // All the glyphs for a label are tagged with either the "right side up" or "upside down" anchor angle,
            //  which is used at placement time to determine which set to show
            const float anchorAngle = std::fmod((anchor.angle + (instance.upsideDown ? M_PI : 0.0) + 2 * M_PI), (2 * M_PI));
            const float glyphAngle = std::fmod((instance.angle + (instance.upsideDown ? M_PI : 0.0) + 2 * M_PI), (2 * M_PI));
            quads.emplace_back(tl, tr, bl, br, rect, anchorAngle, glyphAngle, instance.anchorPoint, glyphMinScale, instance.maxScale, shapedText.writingMode);
        }
    }

    return quads;
}