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README.md

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VectorTile

This addon is a wrapper from a Mapzen Tangram experiment on 3D Labels

Install

Install addons dependences:

    cd openFrameworks/addons
    git clone --depth 1 http://github.com/patriciogonzalezvivo/ofxGlmTools.git
    git clone --depth 1 http://github.com/jefftimesten/ofxJSON.git

Add to project

Install ofxVectorTile to your project using the ProjectGenerator, dragging folder or Adam’s OFPlugin.

On the project Properties (the blue icons with the name of your project) go to Building Settings > Linking > Other Linker Flags and add -lcurl

Dependences

Sources

The Problem

Labels in maps are a huge headache, and have been for a long time. There are lots of solutions for 2D mapping, but not so many when you work in 3D, and especially not when your map shifts between 2D and 3D.

The Experiments

The main trick is a 2D projection of the geometry to place the text, within the canvas. Like a heads-up display layer between the 3D geometry and the camera.

In the canvas: projection

Pros:

  • Fonts don’t need to be resized on zoom

  • No off-screen computations

  • We know exactly what the user sees

Cons:

  • Occlusion becomes a problem: Should labels be visible through buildings? Which labels to prioritize, how to prioritize them? For now, these have no occlusion.

Line Labels

  • Fit and repeat
    float lastSeed = 0.0;
    for (int i = 0; i < _anchorLine.size()-1; i++) {
        float offset = _anchorLine.getDistances()[i];
        float segmentLength = _anchorLine.getDistances()[i+1]-_anchorLine.getDistances()[i];//_anchorLine.getPolars()[i].r;

        //  Fits?
        //
        if( segmentLength >= (m_label.width+_maxDistance) ){
            //  How many times?
            int nTimes = segmentLength/(m_label.width+_maxDistance);

            //  At what distance between each other?
            float margin = (segmentLength-m_label.width*(float)nTimes)/((float)nTimes+1.0);

            //  Add anchors points for seeds
            float seed = margin;
            for (int i = 0; i < nTimes; i++) {
                float potentialSeed = offset + seed ;
                if( potentialSeed-lastSeed > _minDistance ){
                    lastSeed = potentialSeed;
                    _anchorLine.marks.push_back(lastSeed);
                    seed += m_label.width+margin;
                }
            }
        } else if ( segmentLength >= m_label.width+_minDistance){
            //  Only one time
            //
            float margin = (segmentLength-m_label.width)*0.5;
            float potentialSeed = offset + margin ;
            if( potentialSeed-lastSeed > _minDistance){
                lastSeed = potentialSeed;
                _anchorLine.marks.push_back(lastSeed);
            }
        }
    }

01

  • Fade according to tilt angle
    float angle = glm::dot(glm::normalize( *m_cameraPos - shapes[0].getCentroid()),glm::vec3(0.,0.,1.));
    m_alpha = lerpValue(m_alpha,powf( CLAMP(angle,0.01,1.0), 1.15 ),0.1);

02

  • Curved path following
    float angle = PI;
    glm::vec3 diff = _anchorLine[0]-_anchorLine[_anchorLine.size()-1];
    angle = atan2f(-diff.y, diff.x);

    if(angle < PI*0.5 && angle > -PI*0.5){
        for (int i = m_text.length()-1; i >=0 ; i--) {
            glm::vec3 src = _anchorLine.getPositionAt(_offset);
            if(screen.inside(src)){
                double rot = _anchorLine.getAngleAt(_offset);
                glPushMatrix();
                glTranslated(src.x, src.y, src.z);
                glScalef(1,-1,1);
                glRotated(rot*RAD_TO_DEG, 0, 0, -1);
                glScaled(-1, -1, 1);
                glTranslated(-m_lettersWidth[i], 0, 0);
                glTranslatef(0., -m_label.height*0.5,0.);
                m_font->drawString( std::string(1,m_text[i]), m_alpha );
                glPopMatrix();
                _offset += m_lettersWidth[i];
            } else {
                break;
            }
        }
    } else {
        for (int i = 0; i < m_text.length(); i++) {
            glm::vec3 src = _anchorLine.getPositionAt(_offset);
            if(screen.inside(src)){
                double rot = _anchorLine.getAngleAt(_offset);
                glPushMatrix();
                glTranslated(src.x, src.y, src.z);
                glScalef(1,-1,1);
                glRotated(rot*RAD_TO_DEG, 0, 0, -1);
                glTranslatef(0., -m_label.height*0.5,0.);
                m_font->drawString( std::string(1,m_text[i]), m_alpha );
                glPopMatrix();
                _offset += m_lettersWidth[i];
            } else {
                break;
            }
        }
    }

07

Point Labels

  • Project top points
    glm::ivec4 viewport;
    glm::mat4x4 mvmatrix, projmatrix;
    glGetIntegerv(GL_VIEWPORT, &viewport[0]);
    glGetFloatv(GL_MODELVIEW_MATRIX, &mvmatrix[0][0]);
    glGetFloatv(GL_PROJECTION_MATRIX, &projmatrix[0][0]);
    m_anchorPoint = glm::project(m_centroid+m_offset, mvmatrix, projmatrix, viewport);

03

  • Mutual occlusion using depth sort and bounding boxes
    bool depthSort(const glmFeatureLabelPointRef &_A, const glmFeatureLabelPointRef &_B){
        return _A->getAnchorPoint().z < _B->getAnchorPoint().z;
    }

    …

    std::sort(pointLabels.begin(),pointLabels.end(), depthSort);
    for (int i = 0; i < pointLabels.size(); i++) {
        if(pointLabels[i]->bVisible){
            for (int j = i-1; j >= 0 ; j--) {
                if (pointLabels[i]->isOver( pointLabels[j].get() ) ){
                    pointLabels[i]->bVisible = false;
                    break;
                }
            }
        }
    }

04

  • Occlude line labels with bounding box
    double rot = _anchorLine.getAngleAt(_offset);
    glmRectangle boundingBox = glmPolyline(m_label,angle).getBoundingBox();
    boundingBox.translate(_anchorLine.getPositionAt(_offset+m_label.width*0.5));

    bool bOver = false;
    for (int i = 0; i < pointLabels->size(); i++ ){
        if(pointLabels->at(i)->bVisible){
            if( boundingBox.intersects(pointLabels->at(i)->getLabel(0) ) ){
                bOver = true;
                break;
            }
        }
    }

06

  • Street level point of view 05