label-placement-engine v2.1.0
label-placement-engine
build and update simplicial complex geometry for 2d label placement
Labels have many valid configurations and can set additional constraints such as a margin distance but they may never overlap another label.
example
view a graphical example and resize the window to see how the labels adjust
or this example creates some labels and displays 2 ways or getting at the geometry created:
// initialize with presets
var labelEngine = require('label-placement-engine')({
types: {
point: require('../preset/point')({
labelMargin: [10,10],
pointSize: [10,10],
pointMargin: [10,10],
pointSeparation: [10,10],
}),
}
})
// build label data for preset types
var labels = []
for (var i = 0; i < 20; i++) {
var x = Math.random()*250, y = Math.random()*250
labels.push({
type: 'point',
labelSize: [50,15],
point: [x,y]
})
}
labelEngine.update(labels)
// loop to get data for individual labels
for (var i = 0; i < labels.length; i++) {
if (labelEngine.isVisible(i)) {
var pstart = labelEngine.offsets.positions[i*2+0]
var pend = labelEngine.offsets.positions[i*2+1]
console.log(i, labelEngine.data.positions.slice(pstart, pend))
}
}
// or large slices for rendering
console.log({
positions: labelEngine.data.positions.subarray(0, labelEngine.count.positions),
cells: labelEngine.data.cells.subarray(0, labelEngine.count.cells),
})api
var LabelEngine = require('label-placement-engine')
var presets = {
point: require('label-placement-engine/preset/point'),
line: require('label-placement-engine/preset/line'),
area: require('label-placement-engine/preset/area'),
bbox: require('label-placement-engine/preset/bbox'),
}var engine = LabelEngine(opts)
opts.types- object mapping a type name to a geometry function (see below)opts.cellType- element default:'u16'opts.outlines- whentrue, generateengine.data.linessuitable for line rendering, tracing around the perimeter of each feature used for collisionsopts.maxIndex- maximum number of label iterations (default: 50)
Preset geometry functions to pass in as opts.types are provided in the preset/ directory of this
package.
geometry functions
Each geometry function receives the label object provided to engine.update() and the function
should return an object res with:
res.size(out, label)- write out the maximum item length this function will need to calculate geometry by adding toout.cells,out.positions, andout.bounds.res.write(out, label)- write geometry data for thelabelintoout.bounds.data,out.positions.data, andout.cells.dataincrementingout.bounds.offset,out.positions.offset, andout.cells.offsetrespectively.
The res.write() function may be called multiple times where out.index is incremented each time
starting at 0 to generate new candidate functions in the case of overlapping geometry.
The bounds data is used as a quicker first-pass for collision detection before running a more expensive polygon intersection algorithm.
engine.update(labels)
Build label geometry for labels, an array of label data. Each label has a label.type that
maps to one of the opts.types that the engine was created with.
The label geometry is written to engine.data and engine.count.
engine.isVisible(index)
Return true if labels[index] is visible in the output for the array of labels last provided to
the update() method.
engine.data
engine.data.bounds- Float32Array of xmin,ymin,xmax,ymax coordinate data that describes the bounding geometry of each itemengine.data.positions- Float32Array of x,y coordinate pairs for the geometryengine.data.cells- Uint16Array or Uint32Array (depending onopts.cellType) of indexes into the positions arrayengine.data.outlines- Float32Array of x,y coordinate data suitable for gl line rendering. only set whenopts.outlinesistrue
engine.count
The engine.data arrays are allocated to the maximum size that could be needed but the actual size
is often less than this maximum amount. Use engine.count to use the actual size of the geometry.
engine.count.boundsengine.count.positionsengine.count.cellsengine.count.outlines
engine.offsets
If you want to get at the offsets into the engine.data for bounds and positions for a given index
into the last labels array passed to the update() method, use the corresponding
record in engine.offsets.
engine.offsets.boundsengine.offsets.positions
These are useful if you have other vertex attributes to assign for your shaders.
install
npm install label-placement-enginelicense
bsd