Browse Source

Earcut: Bundle earcut from source rather than copying code (#30737)

* Add earcut to be bundled from external source

* Update package lock

* Package lock update

* revert node resolve version change

* Remove outdated comment

* Update node resolve logic

* Add comment

* Lock the earcut version
Garrett Johnson 1 year ago
parent
commit
801fd7ebda
4 changed files with 32 additions and 785 deletions
  1. 8 0
      package-lock.json
  2. 1 0
      package.json
  3. 3 781
      src/extras/Earcut.js
  4. 20 4
      utils/build/rollup.config.js

+ 8 - 0
package-lock.json

@@ -14,6 +14,7 @@
         "chalk": "^5.2.0",
         "concurrently": "^9.0.0",
         "dpdm": "^3.14.0",
+        "earcut": "^3.0.1",
         "eslint": "^8.37.0",
         "eslint-config-mdcs": "^5.0.0",
         "eslint-plugin-compat": "^6.0.0",
@@ -3257,6 +3258,13 @@
       "integrity": "sha512-sxNZ+ljy+RA1maXoUReeqBBpBC6RLKmg5ewzV+x+mSETmWNoKdZN6vcQjpFROemza23hGFskJtFNoUWUaQ+R4Q==",
       "dev": true
     },
+    "node_modules/earcut": {
+      "version": "3.0.1",
+      "resolved": "https://registry.npmjs.org/earcut/-/earcut-3.0.1.tgz",
+      "integrity": "sha512-0l1/0gOjESMeQyYaK5IDiPNvFeu93Z/cO0TjZh9eZ1vyCtZnA7KMZ8rQggpsJHIbGSdrqYq9OhuveadOVHCshw==",
+      "dev": true,
+      "license": "ISC"
+    },
     "node_modules/eastasianwidth": {
       "version": "0.2.0",
       "resolved": "https://registry.npmjs.org/eastasianwidth/-/eastasianwidth-0.2.0.tgz",

+ 1 - 0
package.json

@@ -98,6 +98,7 @@
     "chalk": "^5.2.0",
     "concurrently": "^9.0.0",
     "dpdm": "^3.14.0",
+    "earcut": "3.0.1",
     "eslint": "^8.37.0",
     "eslint-config-mdcs": "^5.0.0",
     "eslint-plugin-compat": "^6.0.0",

+ 3 - 781
src/extras/Earcut.js

@@ -1,9 +1,5 @@
-/**
- * An implementation of the earcut polygon triangulation algorithm. The code
- * is a port of [mapbox/earcut]{@link https://github.com/mapbox/earcut mapbox/earcut} (v2.2.4).
- *
- * @hideconstructor
- */
+import earcut from 'earcut';
+
 class Earcut {
 
 	/**
@@ -17,784 +13,10 @@ class Earcut {
 	 */
 	static triangulate( data, holeIndices, dim = 2 ) {
 
-		const hasHoles = holeIndices && holeIndices.length;
-		const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
-		let outerNode = linkedList( data, 0, outerLen, dim, true );
-		const triangles = [];
-
-		if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
-
-		let minX, minY, maxX, maxY, x, y, invSize;
-
-		if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
-
-		// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
-		if ( data.length > 80 * dim ) {
-
-			minX = maxX = data[ 0 ];
-			minY = maxY = data[ 1 ];
-
-			for ( let i = dim; i < outerLen; i += dim ) {
-
-				x = data[ i ];
-				y = data[ i + 1 ];
-				if ( x < minX ) minX = x;
-				if ( y < minY ) minY = y;
-				if ( x > maxX ) maxX = x;
-				if ( y > maxY ) maxY = y;
-
-			}
-
-			// minX, minY and invSize are later used to transform coords into integers for z-order calculation
-			invSize = Math.max( maxX - minX, maxY - minY );
-			invSize = invSize !== 0 ? 32767 / invSize : 0;
-
-		}
-
-		earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );
-
-		return triangles;
-
-	}
-
-}
-
-// create a circular doubly linked list from polygon points in the specified winding order
-function linkedList( data, start, end, dim, clockwise ) {
-
-	let i, last;
-
-	if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
-
-		for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
-
-	} else {
-
-		for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
-
-	}
-
-	if ( last && equals( last, last.next ) ) {
-
-		removeNode( last );
-		last = last.next;
-
-	}
-
-	return last;
-
-}
-
-// eliminate colinear or duplicate points
-function filterPoints( start, end ) {
-
-	if ( ! start ) return start;
-	if ( ! end ) end = start;
-
-	let p = start,
-		again;
-	do {
-
-		again = false;
-
-		if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
-
-			removeNode( p );
-			p = end = p.prev;
-			if ( p === p.next ) break;
-			again = true;
-
-		} else {
-
-			p = p.next;
-
-		}
-
-	} while ( again || p !== end );
-
-	return end;
-
-}
-
-// main ear slicing loop which triangulates a polygon (given as a linked list)
-function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
-
-	if ( ! ear ) return;
-
-	// interlink polygon nodes in z-order
-	if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
-
-	let stop = ear,
-		prev, next;
-
-	// iterate through ears, slicing them one by one
-	while ( ear.prev !== ear.next ) {
-
-		prev = ear.prev;
-		next = ear.next;
-
-		if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
-
-			// cut off the triangle
-			triangles.push( prev.i / dim | 0 );
-			triangles.push( ear.i / dim | 0 );
-			triangles.push( next.i / dim | 0 );
-
-			removeNode( ear );
-
-			// skipping the next vertex leads to less sliver triangles
-			ear = next.next;
-			stop = next.next;
-
-			continue;
-
-		}
-
-		ear = next;
-
-		// if we looped through the whole remaining polygon and can't find any more ears
-		if ( ear === stop ) {
-
-			// try filtering points and slicing again
-			if ( ! pass ) {
-
-				earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
-
-				// if this didn't work, try curing all small self-intersections locally
-
-			} else if ( pass === 1 ) {
-
-				ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
-				earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
-
-				// as a last resort, try splitting the remaining polygon into two
-
-			} else if ( pass === 2 ) {
-
-				splitEarcut( ear, triangles, dim, minX, minY, invSize );
-
-			}
-
-			break;
-
-		}
-
-	}
-
-}
-
-// check whether a polygon node forms a valid ear with adjacent nodes
-function isEar( ear ) {
-
-	const a = ear.prev,
-		b = ear,
-		c = ear.next;
-
-	if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
-
-	// now make sure we don't have other points inside the potential ear
-	const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
-
-	// triangle bbox; min & max are calculated like this for speed
-	const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
-		y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
-		x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
-		y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
-
-	let p = c.next;
-	while ( p !== a ) {
-
-		if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
-			pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&
-			area( p.prev, p, p.next ) >= 0 ) return false;
-		p = p.next;
-
-	}
-
-	return true;
-
-}
-
-function isEarHashed( ear, minX, minY, invSize ) {
-
-	const a = ear.prev,
-		b = ear,
-		c = ear.next;
-
-	if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
-
-	const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
-
-	// triangle bbox; min & max are calculated like this for speed
-	const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
-		y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
-		x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
-		y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
-
-	// z-order range for the current triangle bbox;
-	const minZ = zOrder( x0, y0, minX, minY, invSize ),
-		maxZ = zOrder( x1, y1, minX, minY, invSize );
-
-	let p = ear.prevZ,
-		n = ear.nextZ;
-
-	// look for points inside the triangle in both directions
-	while ( p && p.z >= minZ && n && n.z <= maxZ ) {
-
-		if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
-			pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
-		p = p.prevZ;
-
-		if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
-			pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
-		n = n.nextZ;
-
-	}
-
-	// look for remaining points in decreasing z-order
-	while ( p && p.z >= minZ ) {
-
-		if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
-			pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
-		p = p.prevZ;
-
-	}
-
-	// look for remaining points in increasing z-order
-	while ( n && n.z <= maxZ ) {
-
-		if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
-			pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
-		n = n.nextZ;
-
-	}
-
-	return true;
-
-}
-
-// go through all polygon nodes and cure small local self-intersections
-function cureLocalIntersections( start, triangles, dim ) {
-
-	let p = start;
-	do {
-
-		const a = p.prev,
-			b = p.next.next;
-
-		if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
-
-			triangles.push( a.i / dim | 0 );
-			triangles.push( p.i / dim | 0 );
-			triangles.push( b.i / dim | 0 );
-
-			// remove two nodes involved
-			removeNode( p );
-			removeNode( p.next );
-
-			p = start = b;
-
-		}
-
-		p = p.next;
-
-	} while ( p !== start );
-
-	return filterPoints( p );
-
-}
-
-// try splitting polygon into two and triangulate them independently
-function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
-
-	// look for a valid diagonal that divides the polygon into two
-	let a = start;
-	do {
-
-		let b = a.next.next;
-		while ( b !== a.prev ) {
-
-			if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
-
-				// split the polygon in two by the diagonal
-				let c = splitPolygon( a, b );
-
-				// filter colinear points around the cuts
-				a = filterPoints( a, a.next );
-				c = filterPoints( c, c.next );
-
-				// run earcut on each half
-				earcutLinked( a, triangles, dim, minX, minY, invSize, 0 );
-				earcutLinked( c, triangles, dim, minX, minY, invSize, 0 );
-				return;
-
-			}
-
-			b = b.next;
-
-		}
-
-		a = a.next;
-
-	} while ( a !== start );
-
-}
-
-// link every hole into the outer loop, producing a single-ring polygon without holes
-function eliminateHoles( data, holeIndices, outerNode, dim ) {
-
-	const queue = [];
-	let i, len, start, end, list;
-
-	for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
-
-		start = holeIndices[ i ] * dim;
-		end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
-		list = linkedList( data, start, end, dim, false );
-		if ( list === list.next ) list.steiner = true;
-		queue.push( getLeftmost( list ) );
-
-	}
-
-	queue.sort( compareX );
-
-	// process holes from left to right
-	for ( i = 0; i < queue.length; i ++ ) {
-
-		outerNode = eliminateHole( queue[ i ], outerNode );
-
-	}
-
-	return outerNode;
-
-}
-
-function compareX( a, b ) {
-
-	return a.x - b.x;
-
-}
-
-// find a bridge between vertices that connects hole with an outer ring and link it
-function eliminateHole( hole, outerNode ) {
-
-	const bridge = findHoleBridge( hole, outerNode );
-	if ( ! bridge ) {
-
-		return outerNode;
-
-	}
-
-	const bridgeReverse = splitPolygon( bridge, hole );
-
-	// filter collinear points around the cuts
-	filterPoints( bridgeReverse, bridgeReverse.next );
-	return filterPoints( bridge, bridge.next );
-
-}
-
-// David Eberly's algorithm for finding a bridge between hole and outer polygon
-function findHoleBridge( hole, outerNode ) {
-
-	let p = outerNode,
-		qx = - Infinity,
-		m;
-
-	const hx = hole.x, hy = hole.y;
-
-	// find a segment intersected by a ray from the hole's leftmost point to the left;
-	// segment's endpoint with lesser x will be potential connection point
-	do {
-
-		if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
-
-			const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
-			if ( x <= hx && x > qx ) {
-
-				qx = x;
-				m = p.x < p.next.x ? p : p.next;
-				if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint
-
-			}
-
-		}
-
-		p = p.next;
-
-	} while ( p !== outerNode );
-
-	if ( ! m ) return null;
-
-	// look for points inside the triangle of hole point, segment intersection and endpoint;
-	// if there are no points found, we have a valid connection;
-	// otherwise choose the point of the minimum angle with the ray as connection point
-
-	const stop = m,
-		mx = m.x,
-		my = m.y;
-	let tanMin = Infinity, tan;
-
-	p = m;
-
-	do {
-
-		if ( hx >= p.x && p.x >= mx && hx !== p.x &&
-				pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
-
-			tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
-
-			if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
-
-				m = p;
-				tanMin = tan;
-
-			}
-
-		}
-
-		p = p.next;
-
-	} while ( p !== stop );
-
-	return m;
-
-}
-
-// whether sector in vertex m contains sector in vertex p in the same coordinates
-function sectorContainsSector( m, p ) {
-
-	return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
-
-}
-
-// interlink polygon nodes in z-order
-function indexCurve( start, minX, minY, invSize ) {
-
-	let p = start;
-	do {
-
-		if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
-		p.prevZ = p.prev;
-		p.nextZ = p.next;
-		p = p.next;
-
-	} while ( p !== start );
-
-	p.prevZ.nextZ = null;
-	p.prevZ = null;
-
-	sortLinked( p );
-
-}
-
-// Simon Tatham's linked list merge sort algorithm
-// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
-function sortLinked( list ) {
-
-	let i, p, q, e, tail, numMerges, pSize, qSize,
-		inSize = 1;
-
-	do {
-
-		p = list;
-		list = null;
-		tail = null;
-		numMerges = 0;
-
-		while ( p ) {
-
-			numMerges ++;
-			q = p;
-			pSize = 0;
-			for ( i = 0; i < inSize; i ++ ) {
-
-				pSize ++;
-				q = q.nextZ;
-				if ( ! q ) break;
-
-			}
-
-			qSize = inSize;
-
-			while ( pSize > 0 || ( qSize > 0 && q ) ) {
-
-				if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
-
-					e = p;
-					p = p.nextZ;
-					pSize --;
-
-				} else {
-
-					e = q;
-					q = q.nextZ;
-					qSize --;
-
-				}
-
-				if ( tail ) tail.nextZ = e;
-				else list = e;
-
-				e.prevZ = tail;
-				tail = e;
-
-			}
-
-			p = q;
-
-		}
-
-		tail.nextZ = null;
-		inSize *= 2;
-
-	} while ( numMerges > 1 );
-
-	return list;
-
-}
-
-// z-order of a point given coords and inverse of the longer side of data bbox
-function zOrder( x, y, minX, minY, invSize ) {
-
-	// coords are transformed into non-negative 15-bit integer range
-	x = ( x - minX ) * invSize | 0;
-	y = ( y - minY ) * invSize | 0;
-
-	x = ( x | ( x << 8 ) ) & 0x00FF00FF;
-	x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
-	x = ( x | ( x << 2 ) ) & 0x33333333;
-	x = ( x | ( x << 1 ) ) & 0x55555555;
-
-	y = ( y | ( y << 8 ) ) & 0x00FF00FF;
-	y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
-	y = ( y | ( y << 2 ) ) & 0x33333333;
-	y = ( y | ( y << 1 ) ) & 0x55555555;
-
-	return x | ( y << 1 );
-
-}
-
-// find the leftmost node of a polygon ring
-function getLeftmost( start ) {
-
-	let p = start,
-		leftmost = start;
-	do {
-
-		if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
-		p = p.next;
-
-	} while ( p !== start );
-
-	return leftmost;
-
-}
-
-// check if a point lies within a convex triangle
-function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
-
-	return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&
-           ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&
-           ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );
-
-}
-
-// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
-function isValidDiagonal( a, b ) {
-
-	return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // doesn't intersect other edges
-           ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
-            ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
-            equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
-
-}
-
-// signed area of a triangle
-function area( p, q, r ) {
-
-	return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
-
-}
-
-// check if two points are equal
-function equals( p1, p2 ) {
-
-	return p1.x === p2.x && p1.y === p2.y;
-
-}
-
-// check if two segments intersect
-function intersects( p1, q1, p2, q2 ) {
-
-	const o1 = sign( area( p1, q1, p2 ) );
-	const o2 = sign( area( p1, q1, q2 ) );
-	const o3 = sign( area( p2, q2, p1 ) );
-	const o4 = sign( area( p2, q2, q1 ) );
-
-	if ( o1 !== o2 && o3 !== o4 ) return true; // general case
-
-	if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
-	if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
-	if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
-	if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
-
-	return false;
-
-}
-
-// for collinear points p, q, r, check if point q lies on segment pr
-function onSegment( p, q, r ) {
-
-	return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
-
-}
-
-function sign( num ) {
-
-	return num > 0 ? 1 : num < 0 ? - 1 : 0;
-
-}
-
-// check if a polygon diagonal intersects any polygon segments
-function intersectsPolygon( a, b ) {
-
-	let p = a;
-	do {
-
-		if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
-			intersects( p, p.next, a, b ) ) return true;
-		p = p.next;
-
-	} while ( p !== a );
-
-	return false;
-
-}
-
-// check if a polygon diagonal is locally inside the polygon
-function locallyInside( a, b ) {
-
-	return area( a.prev, a, a.next ) < 0 ?
-		area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
-		area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
-
-}
-
-// check if the middle point of a polygon diagonal is inside the polygon
-function middleInside( a, b ) {
-
-	let p = a,
-		inside = false;
-	const px = ( a.x + b.x ) / 2,
-		py = ( a.y + b.y ) / 2;
-	do {
-
-		if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
-			( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
-			inside = ! inside;
-		p = p.next;
-
-	} while ( p !== a );
-
-	return inside;
-
-}
-
-// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
-// if one belongs to the outer ring and another to a hole, it merges it into a single ring
-function splitPolygon( a, b ) {
-
-	const a2 = new Node( a.i, a.x, a.y ),
-		b2 = new Node( b.i, b.x, b.y ),
-		an = a.next,
-		bp = b.prev;
-
-	a.next = b;
-	b.prev = a;
-
-	a2.next = an;
-	an.prev = a2;
-
-	b2.next = a2;
-	a2.prev = b2;
-
-	bp.next = b2;
-	b2.prev = bp;
-
-	return b2;
-
-}
-
-// create a node and optionally link it with previous one (in a circular doubly linked list)
-function insertNode( i, x, y, last ) {
-
-	const p = new Node( i, x, y );
-
-	if ( ! last ) {
-
-		p.prev = p;
-		p.next = p;
-
-	} else {
-
-		p.next = last.next;
-		p.prev = last;
-		last.next.prev = p;
-		last.next = p;
+		return earcut( data, holeIndices, dim );
 
 	}
 
-	return p;
-
-}
-
-function removeNode( p ) {
-
-	p.next.prev = p.prev;
-	p.prev.next = p.next;
-
-	if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
-	if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
-
-}
-
-function Node( i, x, y ) {
-
-	// vertex index in coordinates array
-	this.i = i;
-
-	// vertex coordinates
-	this.x = x;
-	this.y = y;
-
-	// previous and next vertex nodes in a polygon ring
-	this.prev = null;
-	this.next = null;
-
-	// z-order curve value
-	this.z = 0;
-
-	// previous and next nodes in z-order
-	this.prevZ = null;
-	this.nextZ = null;
-
-	// indicates whether this is a steiner point
-	this.steiner = false;
-
-}
-
-function signedArea( data, start, end, dim ) {
-
-	let sum = 0;
-	for ( let i = start, j = end - dim; i < end; i += dim ) {
-
-		sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
-		j = i;
-
-	}
-
-	return sum;
-
 }
 
 export { Earcut };

+ 20 - 4
utils/build/rollup.config.js

@@ -1,4 +1,5 @@
 import terser from '@rollup/plugin-terser';
+import nodeResolve from '@rollup/plugin-node-resolve';
 import MagicString from 'magic-string';
 
 export function glsl() {
@@ -35,6 +36,14 @@ export function glsl() {
 
 }
 
+function resolve() {
+
+	// The node resolve plugin seems produce unnecessary files during build when processing src
+	// files so limit the plugin to only processing external library files.
+	return nodeResolve( { resolveOnly: pkg => pkg !== 'src' } );
+
+}
+
 function header() {
 
 	return {
@@ -71,7 +80,8 @@ const builds = [
 		},
 		plugins: [
 			glsl(),
-			header()
+			header(),
+			resolve()
 		],
 		preserveEntrySignatures: 'allow-extension',
 		output: [
@@ -91,7 +101,8 @@ const builds = [
 		},
 		plugins: [
 			glsl(),
-			header()
+			header(),
+			resolve()
 		],
 		preserveEntrySignatures: 'allow-extension',
 		output: [
@@ -108,7 +119,8 @@ const builds = [
 			'three.tsl.js': 'src/Three.TSL.js',
 		},
 		plugins: [
-			header()
+			header(),
+			resolve()
 		],
 		preserveEntrySignatures: 'allow-extension',
 		output: [
@@ -129,6 +141,7 @@ const builds = [
 		plugins: [
 			glsl(),
 			header(),
+			resolve(),
 			terser()
 		],
 		preserveEntrySignatures: 'allow-extension',
@@ -150,6 +163,7 @@ const builds = [
 		plugins: [
 			glsl(),
 			header(),
+			resolve(),
 			terser()
 		],
 		preserveEntrySignatures: 'allow-extension',
@@ -168,6 +182,7 @@ const builds = [
 		},
 		plugins: [
 			header(),
+			resolve(),
 			terser()
 		],
 		preserveEntrySignatures: 'allow-extension',
@@ -185,7 +200,8 @@ const builds = [
 		input: 'src/Three.js',
 		plugins: [
 			glsl(),
-			header()
+			header(),
+			resolve()
 		],
 		output: [
 			{

粤ICP备19079148号