use crate::geometry::{Line, Rect, SpatialGrid}; use crate::utils::percent_to_pixel; use cairo::{Context, Error}; use wmap_parser::{Component, Map}; #[derive(Debug, Clone)] pub struct LabelPosition { pub x: f64, pub y: f64, } #[derive(Debug, Clone)] pub struct PositioningDimensions { pub map_size: (f64, f64), pub vertex_size: f64, pub font_size: f64, } /// Calculate the optimal position for a vertex label with pre-cached collision data and spatial grid pub fn calculate_optimal_label_position_cached( component: &Component, dimensions: &PositioningDimensions, context: &Context, all_lines: &[Line], spatial_grid: &SpatialGrid, note_rects: &[Rect], ) -> Result { let map_width = dimensions.map_size.0; let map_height = dimensions.map_size.1; let vertex_pixel_x = percent_to_pixel(component.coordinates.0, map_width); let vertex_pixel_y = percent_to_pixel(component.coordinates.1, map_height); // Calculate label size context.set_font_size(dimensions.font_size); let extents = context.text_extents(&component.label)?; let label_width = extents.width() + 4.0; let label_height = extents.height() + 2.0; // Generate candidate positions let candidates = generate_candidate_positions( vertex_pixel_x, vertex_pixel_y, dimensions.vertex_size, label_width, label_height, ); // Check if default position (right) has no collisions let default_position = &candidates[0]; let default_rect = Rect::new( default_position.x, default_position.y, label_width, label_height, ); if count_line_collisions_with_grid(&default_rect, all_lines, spatial_grid) == 0 && count_note_collisions(&default_rect, note_rects) == 0 { return Ok(default_position.clone()); } // Score all positions and find the best let mut best_position = default_position.clone(); let mut best_score = f64::INFINITY; for (index, position) in candidates.iter().enumerate() { let label_rect = Rect::new(position.x, position.y, label_width, label_height); let collision_count = count_line_collisions_with_grid(&label_rect, all_lines, spatial_grid); let note_collision_count = count_note_collisions(&label_rect, note_rects); // Distance from label center to vertex center let label_center_x = position.x + label_width / 2.0; let label_center_y = position.y + label_height / 2.0; let vertex_center_x = vertex_pixel_x + dimensions.vertex_size / 2.0; let vertex_center_y = vertex_pixel_y + dimensions.vertex_size / 2.0; let distance = ((label_center_x - vertex_center_x).powi(2) + (label_center_y - vertex_center_y).powi(2)) .sqrt(); // Calculate ownership penalty (simplified to avoid O(n²)) let ownership_penalty = calculate_ownership_penalty_fast( &label_rect, vertex_pixel_x, vertex_pixel_y, dimensions.vertex_size, ); // Score: collisions * 100 + note_collisions * 500 + distance * 0.5 + index * 0.1 + ownership let score = (collision_count as f64) * 100.0 + (note_collision_count as f64) * 500.0 + distance * 0.5 + (index as f64) * 0.1 + ownership_penalty; if score < best_score { best_score = score; best_position = position.clone(); } } Ok(best_position) } /// Generate 8 candidate positions around a vertex fn generate_candidate_positions( vertex_x: f64, vertex_y: f64, vertex_size: f64, label_width: f64, label_height: f64, ) -> Vec { let padding = 5.0; vec![ // Right (default) LabelPosition { x: vertex_x + vertex_size + padding, y: vertex_y + (vertex_size - label_height) / 2.0, }, // Left LabelPosition { x: vertex_x - label_width - padding, y: vertex_y + (vertex_size - label_height) / 2.0, }, // Top LabelPosition { x: vertex_x + (vertex_size - label_width) / 2.0, y: vertex_y - label_height - padding, }, // Bottom LabelPosition { x: vertex_x + (vertex_size - label_width) / 2.0, y: vertex_y + vertex_size + padding, }, // Top-right LabelPosition { x: vertex_x + vertex_size + padding, y: vertex_y - label_height - padding, }, // Top-left LabelPosition { x: vertex_x - label_width - padding, y: vertex_y - label_height - padding, }, // Bottom-right LabelPosition { x: vertex_x + vertex_size + padding, y: vertex_y + vertex_size + padding, }, // Bottom-left LabelPosition { x: vertex_x - label_width - padding, y: vertex_y + vertex_size + padding, }, ] } /// Collect all lines from dependencies, evolutions, and axis lines pub fn collect_all_lines( map: &Map, map_width: f64, map_height: f64, vertex_size: f64, component_map: &rustc_hash::FxHashMap, ) -> Vec { let mut lines = Vec::new(); // Collect dependency lines for dependency in &map.dependencies { if let (Some(&origin), Some(&destination)) = ( component_map.get(&dependency.from.to_lowercase()), component_map.get(&dependency.to.to_lowercase()), ) { let slope = (destination.1 - origin.1) / (destination.0 - origin.0); let angle = slope.atan(); let multiplier = if slope < 0.0 { -1.0 } else { 1.0 }; let offset_origin_x = origin.0 + multiplier * (vertex_size / 2.0) * angle.cos(); let offset_origin_y = origin.1 + multiplier * (vertex_size / 2.0) * angle.sin(); let offset_dest_x = destination.0 - multiplier * (vertex_size / 2.0) * angle.cos(); let offset_dest_y = destination.1 - multiplier * (vertex_size / 2.0) * angle.sin(); let adjusted_origin_x = offset_origin_x + vertex_size / 2.0; let adjusted_origin_y = offset_origin_y + vertex_size / 2.0; let adjusted_dest_x = offset_dest_x + vertex_size / 2.0; let adjusted_dest_y = offset_dest_y + vertex_size / 2.0; lines.push(Line::new( (adjusted_origin_x, adjusted_origin_y), (adjusted_dest_x, adjusted_dest_y), )); } } // Collect evolution lines for evolution in &map.evolutions { if let Some(&origin) = component_map.get(&evolution.component.to_lowercase()) { let evolution_offset = percent_to_pixel(evolution.value, map_width); let destination_x = (origin.0 + evolution_offset).max(0.0).min(map_width); let destination_y = origin.1; let multiplier = if destination_x > origin.0 { 1.0 } else { -1.0 }; let offset_origin_x = origin.0 + multiplier * (vertex_size / 2.0) + vertex_size / 2.0; let offset_origin_y = origin.1 + vertex_size / 2.0; let offset_dest_x = destination_x - multiplier * (vertex_size / 2.0) + vertex_size / 2.0; let offset_dest_y = destination_y + vertex_size / 2.0; lines.push(Line::new( (offset_origin_x, offset_origin_y), (offset_dest_x, offset_dest_y), )); } } // Add axis lines lines.push(Line::new((0.0, 0.0), (0.0, map_height))); // Y-axis lines.push(Line::new((0.0, map_height), (map_width, map_height))); // X-axis lines } /// Build a spatial grid from a collection of lines for fast collision detection pub fn build_spatial_grid(lines: &[Line], map_width: f64, map_height: f64) -> SpatialGrid { // Use a cell size that balances grid overhead with query efficiency // For typical maps, 100x100 pixel cells work well let cell_size = 100.0; let mut grid = SpatialGrid::new(map_width, map_height, cell_size); for (idx, line) in lines.iter().enumerate() { grid.insert_line(idx, line); } grid } /// Collect rectangles for all notes pub fn collect_note_rects( map: &Map, map_width: f64, map_height: f64, context: &Context, font_size: f64, ) -> Result, Error> { let mut rects = Vec::new(); context.set_font_size(font_size); for note in &map.notes { let x = percent_to_pixel(note.coordinates.0, map_width); let y = percent_to_pixel(note.coordinates.1, map_height); // Calculate note size (simplified - just use text extents) let extents = context.text_extents(¬e.text)?; let width = extents.width() + 10.0; // padding let height = extents.height() + 10.0; // padding rects.push(Rect::new(x, y, width, height)); } Ok(rects) } /// Count how many lines intersect with a label rectangle using spatial grid fn count_line_collisions_with_grid( label_rect: &Rect, lines: &[Line], spatial_grid: &SpatialGrid, ) -> usize { spatial_grid .query_rect(label_rect) .filter(|&idx| crate::geometry::line_intersects_rect(&lines[idx], label_rect)) .count() } /// Count how many note rectangles overlap with a label rectangle fn count_note_collisions(label_rect: &Rect, note_rects: &[Rect]) -> usize { note_rects .iter() .filter(|note_rect| crate::geometry::rect_intersects_rect(label_rect, note_rect)) .count() } /// Fast ownership penalty calculation without O(n²) iteration fn calculate_ownership_penalty_fast( label_rect: &Rect, vertex_x: f64, vertex_y: f64, vertex_size: f64, ) -> f64 { let label_center_x = label_rect.x + label_rect.width / 2.0; let label_center_y = label_rect.y + label_rect.height / 2.0; let vertex_center_x = vertex_x + vertex_size / 2.0; let vertex_center_y = vertex_y + vertex_size / 2.0; let distance = ((label_center_x - vertex_center_x).powi(2) + (label_center_y - vertex_center_y).powi(2)) .sqrt(); // Apply penalty if label is too far from its vertex if distance > 100.0 { return 25.0; } 0.0 }