Merge pull request #20353 from calixteman/improve_intersector
[Annotation] Improve the performance of the code for getting glyphs which belongs to annotations bounding boxes (bug 1987914)
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0d8a300777
@ -16,13 +16,13 @@
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class SingleIntersector {
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#annotation;
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#minX = Infinity;
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minX = Infinity;
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#minY = Infinity;
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minY = Infinity;
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#maxX = -Infinity;
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maxX = -Infinity;
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#maxY = -Infinity;
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maxY = -Infinity;
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#quadPoints = null;
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@ -40,30 +40,21 @@ class SingleIntersector {
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if (!quadPoints) {
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// If there are no quad points, we use the rectangle to determine the
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// bounds of the annotation.
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[this.#minX, this.#minY, this.#maxX, this.#maxY] = annotation.data.rect;
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[this.minX, this.minY, this.maxX, this.maxY] = annotation.data.rect;
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return;
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}
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for (let i = 0, ii = quadPoints.length; i < ii; i += 8) {
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this.#minX = Math.min(this.#minX, quadPoints[i]);
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this.#maxX = Math.max(this.#maxX, quadPoints[i + 2]);
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this.#minY = Math.min(this.#minY, quadPoints[i + 5]);
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this.#maxY = Math.max(this.#maxY, quadPoints[i + 1]);
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this.minX = Math.min(this.minX, quadPoints[i]);
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this.maxX = Math.max(this.maxX, quadPoints[i + 2]);
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this.minY = Math.min(this.minY, quadPoints[i + 5]);
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this.maxY = Math.max(this.maxY, quadPoints[i + 1]);
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}
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if (quadPoints.length > 8) {
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this.#quadPoints = quadPoints;
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}
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}
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overlaps(other) {
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return !(
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this.#minX >= other.#maxX ||
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this.#maxX <= other.#minX ||
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this.#minY >= other.#maxY ||
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this.#maxY <= other.#minY
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);
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}
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/**
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* Check if the given point intersects with the annotation's quad points.
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* The point (x, y) is supposed to be the center of the glyph.
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@ -72,12 +63,7 @@ class SingleIntersector {
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* @returns {boolean}
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*/
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#intersects(x, y) {
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if (
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this.#minX >= x ||
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this.#maxX <= x ||
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this.#minY >= y ||
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this.#maxY <= y
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) {
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if (this.minX >= x || this.maxX <= x || this.minY >= y || this.maxY <= y) {
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return false;
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}
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@ -154,56 +140,91 @@ class SingleIntersector {
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}
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}
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// The grid is STEPS x STEPS.
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const STEPS = 64;
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class Intersector {
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#intersectors = new Map();
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#intersectors = [];
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#grid = [];
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#minX;
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#minY;
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#invXRatio;
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#invYRatio;
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constructor(annotations) {
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let minX = Infinity;
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let minY = Infinity;
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let maxX = -Infinity;
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let maxY = -Infinity;
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const intersectors = this.#intersectors;
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for (const annotation of annotations) {
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if (!annotation.data.quadPoints && !annotation.data.rect) {
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continue;
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}
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const intersector = new SingleIntersector(annotation);
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for (const [otherIntersector, overlapping] of this.#intersectors) {
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if (otherIntersector.overlaps(intersector)) {
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if (!overlapping) {
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this.#intersectors.set(otherIntersector, new Set([intersector]));
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} else {
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overlapping.add(intersector);
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intersectors.push(intersector);
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minX = Math.min(minX, intersector.minX);
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minY = Math.min(minY, intersector.minY);
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maxX = Math.max(maxX, intersector.maxX);
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maxY = Math.max(maxY, intersector.maxY);
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}
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this.#minX = minX;
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this.#minY = minY;
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this.#invXRatio = (STEPS - 1) / (maxX - minX);
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this.#invYRatio = (STEPS - 1) / (maxY - minY);
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for (const intersector of intersectors) {
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const iMin = this.#getGridIndex(intersector.minX, intersector.minY);
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const iMax = this.#getGridIndex(intersector.maxX, intersector.maxY);
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const w = (iMax - iMin) % STEPS;
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const h = Math.floor((iMax - iMin) / STEPS);
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for (let i = iMin; i <= iMin + h * STEPS; i += STEPS) {
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for (let j = 0; j <= w; j++) {
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let existing = this.#grid[i + j];
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if (!existing) {
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this.#grid[i + j] = existing = [];
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}
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existing.push(intersector);
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}
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}
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this.#intersectors.set(intersector, null);
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}
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}
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#getGridIndex(x, y) {
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const i = Math.floor((x - this.#minX) * this.#invXRatio);
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const j = Math.floor((y - this.#minY) * this.#invYRatio);
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return i >= 0 && i < STEPS && j >= 0 && j < STEPS ? i + j * STEPS : -1;
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}
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addGlyph(transform, width, height, glyph) {
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const x = transform[4] + width / 2;
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const y = transform[5] + height / 2;
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let overlappingIntersectors;
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for (const [intersector, overlapping] of this.#intersectors) {
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if (overlappingIntersectors) {
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if (overlappingIntersectors.has(intersector)) {
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intersector.addGlyph(x, y, glyph);
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} else {
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intersector.disableExtraChars();
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}
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continue;
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}
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if (!intersector.addGlyph(x, y, glyph)) {
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continue;
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}
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overlappingIntersectors = overlapping;
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const index = this.#getGridIndex(x, y);
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if (index < 0) {
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return;
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}
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const intersectors = this.#grid[index];
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if (!intersectors) {
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return;
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}
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for (const intersector of intersectors) {
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intersector.addGlyph(x, y, glyph);
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}
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}
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addExtraChar(char) {
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for (const intersector of this.#intersectors.keys()) {
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for (const intersector of this.#intersectors) {
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intersector.addExtraChar(char);
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}
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}
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setText() {
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for (const intersector of this.#intersectors.keys()) {
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for (const intersector of this.#intersectors) {
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intersector.setText();
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}
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}
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