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@@ -0,0 +1,685 @@
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+/* eslint-disable */
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+// copy of mapbox/earcut version 3.0.1
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+// https://github.com/mapbox/earcut/tree/v3.0.1
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+
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+export default function earcut(data, holeIndices, dim = 2) {
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+
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+ const hasHoles = holeIndices && holeIndices.length;
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+ const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
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+ let outerNode = linkedList(data, 0, outerLen, dim, true);
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+ const triangles = [];
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+
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+ if (!outerNode || outerNode.next === outerNode.prev) return triangles;
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+
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+ let minX, minY, invSize;
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+
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+ if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
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+
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+ // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
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+ if (data.length > 80 * dim) {
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+ minX = Infinity;
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+ minY = Infinity;
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+ let maxX = -Infinity;
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+ let maxY = -Infinity;
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+
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+ for (let i = dim; i < outerLen; i += dim) {
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+ const x = data[i];
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+ const y = data[i + 1];
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+ if (x < minX) minX = x;
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+ if (y < minY) minY = y;
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+ if (x > maxX) maxX = x;
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+ if (y > maxY) maxY = y;
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+ }
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+
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+ // minX, minY and invSize are later used to transform coords into integers for z-order calculation
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+ invSize = Math.max(maxX - minX, maxY - minY);
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+ invSize = invSize !== 0 ? 32767 / invSize : 0;
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+ }
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+
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+ earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
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+
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+ return triangles;
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+}
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+
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+// create a circular doubly linked list from polygon points in the specified winding order
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+function linkedList(data, start, end, dim, clockwise) {
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+ let last;
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+
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+ if (clockwise === (signedArea(data, start, end, dim) > 0)) {
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+ for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
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+ } else {
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+ for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
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+ }
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+
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+ if (last && equals(last, last.next)) {
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+ removeNode(last);
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+ last = last.next;
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+ }
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+
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+ return last;
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+}
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+
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+// eliminate colinear or duplicate points
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+function filterPoints(start, end) {
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+ if (!start) return start;
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+ if (!end) end = start;
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+
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+ let p = start,
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+ again;
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+ do {
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+ again = false;
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+
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+ if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
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+ removeNode(p);
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+ p = end = p.prev;
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+ if (p === p.next) break;
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+ again = true;
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+
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+ } else {
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+ p = p.next;
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+ }
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+ } while (again || p !== end);
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+
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+ return end;
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+}
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+
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+// main ear slicing loop which triangulates a polygon (given as a linked list)
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+function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
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+ if (!ear) return;
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+
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+ // interlink polygon nodes in z-order
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+ if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
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+
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+ let stop = ear;
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+
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+ // iterate through ears, slicing them one by one
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+ while (ear.prev !== ear.next) {
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+ const prev = ear.prev;
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+ const next = ear.next;
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+
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+ if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
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+ triangles.push(prev.i, ear.i, next.i); // cut off the triangle
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+
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+ removeNode(ear);
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+
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+ // skipping the next vertex leads to less sliver triangles
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+ ear = next.next;
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+ stop = next.next;
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+
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+ continue;
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+ }
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+
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+ ear = next;
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+
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+ // if we looped through the whole remaining polygon and can't find any more ears
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+ if (ear === stop) {
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+ // try filtering points and slicing again
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+ if (!pass) {
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+ earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
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+
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+ // if this didn't work, try curing all small self-intersections locally
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+ } else if (pass === 1) {
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+ ear = cureLocalIntersections(filterPoints(ear), triangles);
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+ earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
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+
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+ // as a last resort, try splitting the remaining polygon into two
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+ } else if (pass === 2) {
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+ splitEarcut(ear, triangles, dim, minX, minY, invSize);
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+ }
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+
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+ break;
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+ }
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+ }
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+}
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+
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+// check whether a polygon node forms a valid ear with adjacent nodes
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+function isEar(ear) {
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+ const a = ear.prev,
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+ b = ear,
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+ c = ear.next;
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+
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+ if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
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+
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+ // now make sure we don't have other points inside the potential ear
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+ const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
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+
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+ // triangle bbox
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+ const x0 = Math.min(ax, bx, cx),
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+ y0 = Math.min(ay, by, cy),
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+ x1 = Math.max(ax, bx, cx),
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+ y1 = Math.max(ay, by, cy);
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+
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+ let p = c.next;
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+ while (p !== a) {
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+ if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
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+ pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
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+ area(p.prev, p, p.next) >= 0) return false;
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+ p = p.next;
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+ }
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+
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+ return true;
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+}
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+
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+function isEarHashed(ear, minX, minY, invSize) {
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+ const a = ear.prev,
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+ b = ear,
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+ c = ear.next;
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+
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+ if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
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+
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+ const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
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+
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+ // triangle bbox
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+ const x0 = Math.min(ax, bx, cx),
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+ y0 = Math.min(ay, by, cy),
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+ x1 = Math.max(ax, bx, cx),
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+ y1 = Math.max(ay, by, cy);
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+
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+ // z-order range for the current triangle bbox;
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+ const minZ = zOrder(x0, y0, minX, minY, invSize),
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+ maxZ = zOrder(x1, y1, minX, minY, invSize);
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+
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+ let p = ear.prevZ,
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+ n = ear.nextZ;
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+
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+ // look for points inside the triangle in both directions
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+ while (p && p.z >= minZ && n && n.z <= maxZ) {
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+ if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
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+ pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
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+ p = p.prevZ;
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+
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+ if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
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+ pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
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+ n = n.nextZ;
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+ }
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+
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+ // look for remaining points in decreasing z-order
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+ while (p && p.z >= minZ) {
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+ if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
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+ pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
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+ p = p.prevZ;
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+ }
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+
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+ // look for remaining points in increasing z-order
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+ while (n && n.z <= maxZ) {
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+ if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
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+ pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
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+ n = n.nextZ;
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+ }
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+
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+ return true;
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+}
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+
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+// go through all polygon nodes and cure small local self-intersections
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+function cureLocalIntersections(start, triangles) {
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+ let p = start;
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+ do {
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+ const a = p.prev,
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+ b = p.next.next;
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+
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+ if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
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+
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+ triangles.push(a.i, p.i, b.i);
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+
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+ // remove two nodes involved
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+ removeNode(p);
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+ removeNode(p.next);
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+
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+ p = start = b;
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+ }
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+ p = p.next;
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+ } while (p !== start);
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+
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+ return filterPoints(p);
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+}
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+
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+// try splitting polygon into two and triangulate them independently
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+function splitEarcut(start, triangles, dim, minX, minY, invSize) {
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+ // look for a valid diagonal that divides the polygon into two
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+ let a = start;
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+ do {
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+ let b = a.next.next;
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+ while (b !== a.prev) {
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+ if (a.i !== b.i && isValidDiagonal(a, b)) {
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+ // split the polygon in two by the diagonal
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+ let c = splitPolygon(a, b);
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+
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+ // filter colinear points around the cuts
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+ a = filterPoints(a, a.next);
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+ c = filterPoints(c, c.next);
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+
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+ // run earcut on each half
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+ earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
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+ earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
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+ return;
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+ }
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+ b = b.next;
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+ }
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+ a = a.next;
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+ } while (a !== start);
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+}
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+
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+// link every hole into the outer loop, producing a single-ring polygon without holes
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+function eliminateHoles(data, holeIndices, outerNode, dim) {
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+ const queue = [];
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+
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+ for (let i = 0, len = holeIndices.length; i < len; i++) {
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+ const start = holeIndices[i] * dim;
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+ const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
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+ const list = linkedList(data, start, end, dim, false);
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+ if (list === list.next) list.steiner = true;
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+ queue.push(getLeftmost(list));
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+ }
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+
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+ queue.sort(compareXYSlope);
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+
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+ // process holes from left to right
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+ for (let i = 0; i < queue.length; i++) {
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+ outerNode = eliminateHole(queue[i], outerNode);
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+ }
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+
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+ return outerNode;
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+}
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+
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+function compareXYSlope(a, b) {
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+ let result = a.x - b.x;
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+ // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
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+ // the bridge to the outer shell is always the point that they meet at.
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+ if (result === 0) {
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+ result = a.y - b.y;
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+ if (result === 0) {
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+ const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
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+ const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
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+ result = aSlope - bSlope;
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+ }
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+ }
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+ return result;
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+}
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+
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+// find a bridge between vertices that connects hole with an outer ring and and link it
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+function eliminateHole(hole, outerNode) {
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+ const bridge = findHoleBridge(hole, outerNode);
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+ if (!bridge) {
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+ return outerNode;
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+ }
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+
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+ const bridgeReverse = splitPolygon(bridge, hole);
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+
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+ // filter collinear points around the cuts
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+ filterPoints(bridgeReverse, bridgeReverse.next);
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+ return filterPoints(bridge, bridge.next);
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+}
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+
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+// David Eberly's algorithm for finding a bridge between hole and outer polygon
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+function findHoleBridge(hole, outerNode) {
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+ let p = outerNode;
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+ const hx = hole.x;
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+ const hy = hole.y;
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+ let qx = -Infinity;
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+ let m;
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+
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+ // find a segment intersected by a ray from the hole's leftmost point to the left;
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+ // segment's endpoint with lesser x will be potential connection point
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+ // unless they intersect at a vertex, then choose the vertex
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+ if (equals(hole, p)) return p;
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+ do {
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+ if (equals(hole, p.next)) return p.next;
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+ else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
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+ const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
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+ if (x <= hx && x > qx) {
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+ qx = x;
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+ m = p.x < p.next.x ? p : p.next;
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+ if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
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+ }
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+ }
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+ p = p.next;
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+ } while (p !== outerNode);
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+
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+ if (!m) return null;
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+
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+ // look for points inside the triangle of hole point, segment intersection and endpoint;
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+ // if there are no points found, we have a valid connection;
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+ // otherwise choose the point of the minimum angle with the ray as connection point
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+
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+ const stop = m;
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+ const mx = m.x;
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+ const my = m.y;
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+ let tanMin = Infinity;
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+
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+ p = m;
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+
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+ do {
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+ if (hx >= p.x && p.x >= mx && hx !== p.x &&
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+ pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
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+
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+ const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
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+
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+ if (locallyInside(p, hole) &&
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+ (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
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+ m = p;
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+ tanMin = tan;
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+ }
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+ }
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+
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+ p = p.next;
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+ } while (p !== stop);
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+
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+ return m;
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+}
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+
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+// whether sector in vertex m contains sector in vertex p in the same coordinates
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+function sectorContainsSector(m, p) {
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+ return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
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+}
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+
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+// interlink polygon nodes in z-order
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+function indexCurve(start, minX, minY, invSize) {
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+ let p = start;
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+ do {
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+ if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
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+ p.prevZ = p.prev;
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+ p.nextZ = p.next;
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+ p = p.next;
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+ } while (p !== start);
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+
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+ p.prevZ.nextZ = null;
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+ p.prevZ = null;
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+
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+ sortLinked(p);
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|
|
+}
|
|
|
+
|
|
|
+// Simon Tatham's linked list merge sort algorithm
|
|
|
+// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
|
|
|
+function sortLinked(list) {
|
|
|
+ let numMerges;
|
|
|
+ let inSize = 1;
|
|
|
+
|
|
|
+ do {
|
|
|
+ let p = list;
|
|
|
+ let e;
|
|
|
+ list = null;
|
|
|
+ let tail = null;
|
|
|
+ numMerges = 0;
|
|
|
+
|
|
|
+ while (p) {
|
|
|
+ numMerges++;
|
|
|
+ let q = p;
|
|
|
+ let pSize = 0;
|
|
|
+ for (let i = 0; i < inSize; i++) {
|
|
|
+ pSize++;
|
|
|
+ q = q.nextZ;
|
|
|
+ if (!q) break;
|
|
|
+ }
|
|
|
+ let 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 point lies within a convex triangle but false if its equal to the first point of the triangle
|
|
|
+function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
|
|
|
+ return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, 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) && // dones'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;
|
|
|
+ let inside = false;
|
|
|
+ const px = (a.x + b.x) / 2;
|
|
|
+ const 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 = createNode(a.i, a.x, a.y),
|
|
|
+ b2 = createNode(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 = createNode(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 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 createNode(i, x, y) {
|
|
|
+ return {
|
|
|
+ i, // vertex index in coordinates array
|
|
|
+ x, y, // vertex coordinates
|
|
|
+ prev: null, // previous and next vertex nodes in a polygon ring
|
|
|
+ next: null,
|
|
|
+ z: 0, // z-order curve value
|
|
|
+ prevZ: null, // previous and next nodes in z-order
|
|
|
+ nextZ: null,
|
|
|
+ steiner: false // indicates whether this is a steiner point
|
|
|
+ };
|
|
|
+}
|
|
|
+
|
|
|
+// return a percentage difference between the polygon area and its triangulation area;
|
|
|
+// used to verify correctness of triangulation
|
|
|
+export function deviation(data, holeIndices, dim, triangles) {
|
|
|
+ const hasHoles = holeIndices && holeIndices.length;
|
|
|
+ const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
|
|
|
+
|
|
|
+ let polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
|
|
|
+ if (hasHoles) {
|
|
|
+ for (let i = 0, len = holeIndices.length; i < len; i++) {
|
|
|
+ const start = holeIndices[i] * dim;
|
|
|
+ const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
|
|
|
+ polygonArea -= Math.abs(signedArea(data, start, end, dim));
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ let trianglesArea = 0;
|
|
|
+ for (let i = 0; i < triangles.length; i += 3) {
|
|
|
+ const a = triangles[i] * dim;
|
|
|
+ const b = triangles[i + 1] * dim;
|
|
|
+ const c = triangles[i + 2] * dim;
|
|
|
+ trianglesArea += Math.abs(
|
|
|
+ (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
|
|
|
+ (data[a] - data[b]) * (data[c + 1] - data[a + 1]));
|
|
|
+ }
|
|
|
+
|
|
|
+ return polygonArea === 0 && trianglesArea === 0 ? 0 :
|
|
|
+ Math.abs((trianglesArea - polygonArea) / polygonArea);
|
|
|
+}
|
|
|
+
|
|
|
+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;
|
|
|
+}
|
|
|
+
|
|
|
+// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
|
|
|
+export function flatten(data) {
|
|
|
+ const vertices = [];
|
|
|
+ const holes = [];
|
|
|
+ const dimensions = data[0][0].length;
|
|
|
+ let holeIndex = 0;
|
|
|
+ let prevLen = 0;
|
|
|
+
|
|
|
+ for (const ring of data) {
|
|
|
+ for (const p of ring) {
|
|
|
+ for (let d = 0; d < dimensions; d++) vertices.push(p[d]);
|
|
|
+ }
|
|
|
+ if (prevLen) {
|
|
|
+ holeIndex += prevLen;
|
|
|
+ holes.push(holeIndex);
|
|
|
+ }
|
|
|
+ prevLen = ring.length;
|
|
|
+ }
|
|
|
+ return {vertices, holes, dimensions};
|
|
|
+}
|