2.1.0 • Published 2 years ago

label-placement-engine v2.1.0

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License
bsd
Repository
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Last release
2 years ago

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 - when true, generate engine.data.lines suitable for line rendering, tracing around the perimeter of each feature used for collisions
  • opts.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 to out.cells, out.positions, and out.bounds.
  • res.write(out, label) - write geometry data for the label into out.bounds.data, out.positions.data, and out.cells.data incrementing out.bounds.offset, out.positions.offset, and out.cells.offset respectively.

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 item
  • engine.data.positions - Float32Array of x,y coordinate pairs for the geometry
  • engine.data.cells - Uint16Array or Uint32Array (depending on opts.cellType) of indexes into the positions array
  • engine.data.outlines - Float32Array of x,y coordinate data suitable for gl line rendering. only set when opts.outlines is true

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.bounds
  • engine.count.positions
  • engine.count.cells
  • engine.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.bounds
  • engine.offsets.positions

These are useful if you have other vertex attributes to assign for your shaders.

install

npm install label-placement-engine

license

bsd