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flatten-js

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Javascript library for 2d geometry

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/** * Created by Alex Bol on 3/17/2017. */ "use strict"; module.exports = function (Flatten) { let {Point, point, Segment, segment, Arc, Box, Edge, Circle} = Flatten; /** * Class representing a face (closed loop) in a [polygon]{@link Flatten.Polygon} object. * Face is a circular bidirectional linked list of [edges]{@link Flatten.Edge}. * Face object cannot be instantiated with a constructor. * Instead, use [polygon.addFace()]{@link Flatten.Polygon#addFace} method. * <br/> * Note, that face only set entry point to the linked list of edges but does not contain edges by itself. * Container of edges is a property of the polygon object. <br/> * * @example * // Face implements "next" iterator which enables to iterate edges in for loop: * for (let edge of face) { * console.log(edge.shape.length) // do something * } * * // Instead, it is possible to iterate edges as linked list, starting from face.first: * let edge = face.first; * do { * console.log(edge.shape.length); // do something * edge = edge.next; * } while (edge != face.first) */ Flatten.Face = class Face { constructor(polygon, ...args) { /** * Reference to the first edge in face */ this.first; /** * Reference to the last edge in face */ this.last; this._box = undefined; // new Box(); this._orientation = undefined; if (args.length == 0) { return; } /* If passed an array it supposed to be: 1) array of shapes that performs close loop or 2) array of points that performs set of vertices */ if (args.length == 1) { if (args[0] instanceof Array) { // let argsArray = args[0]; let shapes = args[0]; // argsArray[0]; if (shapes.length == 0) return; if (shapes.every((shape) => { return shape instanceof Point })) { let segments = Face.points2segments(shapes); this.shapes2face(polygon.edges, segments); } else if (shapes.every((shape) => { return (shape instanceof Segment || shape instanceof Arc) })) { this.shapes2face(polygon.edges, shapes); } // this is from JSON.parse object else if (shapes.every((shape) => { return (shape.name === "segment" || shape.name === "arc") })) { let flattenShapes = []; for (let shape of shapes) { let flattenShape; if (shape.name === "segment") { flattenShape = new Segment(shape); } else { flattenShape = new Arc(shape); } flattenShapes.push(flattenShape); } this.shapes2face(polygon.edges, flattenShapes); } } /* Create new face and copy edges into polygon.edges set */ else if (args[0] instanceof Face) { let face = args[0]; this.first = face.first; this.last = face.last; for (let edge of face) { polygon.edges.add(edge); } } /* Instantiate face from circle circle in CCW orientation */ else if (args[0] instanceof Circle) { this.shapes2face(polygon.edges, [args[0].toArc(Flatten.CCW)]); } /* Instantiate face from a box in CCW orientation */ else if (args[0] instanceof Box) { let box = args[0]; this.shapes2face(polygon.edges, [ segment(point(box.xmin, box.ymin), point(box.xmax, box.ymin)), segment(point(box.xmax, box.ymin), point(box.xmax, box.ymax)), segment(point(box.xmax, box.ymax), point(box.xmin, box.ymax)), segment(point(box.xmin, box.ymax), point(box.xmin, box.ymin)) ]); } } /* If passed two edges, consider them as start and end of the face loop */ /* THIS METHOD WILL BE USED BY BOOLEAN OPERATIONS */ /* Assume that edges already copied to polygon.edges set in the clip algorithm !!! */ if (args.length == 2 && args[0] instanceof Edge && args[1] instanceof Edge) { this.first = args[0]; // first edge in face or undefined this.last = args[1]; // last edge in face or undefined this.last.next = this.first; this.first.prev = this.last; // set arc length this.setArcLength(); /* let edge = this.first; edge.arc_length = 0; edge = edge.next; while (edge !== this.first) { edge.arc_length = edge.prev.arc_length + edge.prev.length; edge = edge.next; } */ // this.box = this.getBox(); // this.orientation = this.getOrientation(); // face direction cw or ccw } } [Symbol.iterator]() { let edge = undefined; return { next: () => { let value = edge ? edge : this.first; let done = this.first ? (edge ? edge === this.first : false) : true; edge = value ? value.next : undefined; return {value: value, done: done}; } }; }; /** * Return array of edges from first to last * @returns {Array} */ get edges() { let face_edges = []; for (let edge of this) { face_edges.push(edge); } return face_edges; } /** * Return number of edges in the face * @returns {number} */ get size() { let counter = 0; for (let edge of this) { counter++; } return counter; } /** * Return bounding box of the face * @returns {Box} */ get box() { if (this._box === undefined) { let box = new Flatten.Box(); for (let edge of this) { box = box.merge(edge.box); } this._box = box; } return this._box; } static points2segments(points) { let segments = []; for (let i = 0; i < points.length; i++) { segments.push(new Segment(points[i], points[(i + 1) % points.length])); } return segments; } shapes2face(edges, shapes) { for (let shape of shapes) { let edge = new Edge(shape); this.append(edges, edge); // this.box = this.box.merge(shape.box); // edges.add(edge); } // this.orientation = this.getOrientation(); // face direction cw or ccw } /** * Returns true if face is empty, false otherwise * @returns {boolean} */ isEmpty() { return (this.first === undefined && this.last === undefined) } /** * Append given edge after the last edge (and before the first edge). <br/> * This method mutates current object and does not return any value * @param {PlanarSet} edges - Container of edges * @param {Edge} edge - Edge to be appended to the linked list */ append(edges, edge) { if (this.first === undefined) { edge.prev = edge; edge.next = edge; this.first = edge; this.last = edge; edge.arc_length = 0; } else { // append to end edge.prev = this.last; this.last.next = edge; // update edge to be last this.last = edge; // restore circular links this.last.next = this.first; this.first.prev = this.last; // set arc length edge.arc_length = edge.prev.arc_length + edge.prev.length; } edge.face = this; edges.add(edge); // Add new edges into edges container } /** * Insert edge newEdge into the linked list after the edge edgeBefore <br/> * This method mutates current object and does not return any value * @param {PlanarSet} edges - Container of edges * @param {Edge} newEdge - Edge to be inserted into linked list * @param {Edge} edgeBefore - Edge to insert newEdge after it */ insert(edges, newEdge, edgeBefore) { if (this.first === undefined) { newEdge.prev = newEdge; newEdge.next = newEdge; this.first = newEdge; this.last = newEdge; } else { /* set links to new edge */ let edgeAfter = edgeBefore.next; edgeBefore.next = newEdge; edgeAfter.prev = newEdge; /* set links from new edge */ newEdge.prev = edgeBefore; newEdge.next = edgeAfter; /* extend chain if new edge added after last edge */ if (this.last === edgeBefore) this.first = newEdge; } newEdge.face = this; // set arc length if (newEdge.prev === this.last) { newEdge.arc_length = 0; } else { newEdge.arc_length = newEdge.prev.arc_length + newEdge.prev.length; } edges.add(newEdge); // Add new edges into edges container } /** * Remove the given edge from the linked list of the face <br/> * This method mutates current object and does not return any value * @param {PlanarSet} edges - Container of edges * @param {Edge} edge - Edge to be removed */ remove(edges, edge) { // special case if last edge removed if (edge === this.first && edge === this.last) { this.first = undefined; this.last = undefined; } else { // update linked list edge.prev.next = edge.next; edge.next.prev = edge.prev; // update first if need if (edge === this.first) { this.first = edge.next; } // update last if need if (edge === this.last) { this.last = edge.prev; } } edges.delete(edge); // delete from PlanarSet of edges and update index } /** * Reverse orientation of the face: first edge become last and vice a verse, * all edges starts and ends swapped, direction of arcs inverted. */ reverse() { // collect edges in revert order with reverted shapes let edges = []; let edge_tmp = this.last; do { // reverse shape edge_tmp.shape = edge_tmp.shape.reverse(); edges.push(edge_tmp); edge_tmp = edge_tmp.prev; } while (edge_tmp !== this.last); // restore linked list this.first = undefined; this.last = undefined; for (let edge of edges) { if (this.first === undefined) { edge.prev = edge; edge.next = edge; this.first = edge; this.last = edge; edge.arc_length = 0; } else { // append to end edge.prev = this.last; this.last.next = edge; // update edge to be last this.last = edge; // restore circular links this.last.next = this.first; this.first.prev = this.last; // set arc length edge.arc_length = edge.prev.arc_length + edge.prev.length; } } // Recalculate orientation, if set if (this._orientation !== undefined) { this._orientation = undefined; this._orientation = this.orientation(); } } /** * Set arc_length property for each of the edges in the face. * Arc_length of the edge it the arc length from the first edge of the face */ setArcLength() { for (let edge of this) { if (edge === this.first) { edge.arc_length = 0.0; } else { edge.arc_length = edge.prev.arc_length + edge.prev.length; } edge.face = this; } } /** * Returns the absolute value of the area of the face * @returns {number} */ area() { return Math.abs(this.signedArea()); } /** * Returns signed area of the simple face. * Face is simple if it has no self intersections that change its orientation. * Then the area will be positive if the orientation of the face is clockwise, * and negative if orientation is counterclockwise. * It may be zero if polygon is degenerated. * @returns {number} */ signedArea() { let sArea = 0; let ymin = this.box.ymin; for (let edge of this) { sArea += edge.shape.definiteIntegral(ymin); } return sArea; } /** * Return face orientation: one of Flatten.ORIENTATION.CCW, Flatten.ORIENTATION.CW, Flatten.ORIENTATION.NOT_ORIENTABLE <br/> * According to Green theorem the area of a closed curve may be calculated as double integral, * and the sign of the integral will be defined by the direction of the curve. * When the integral ("signed area") will be negative, direction is counter clockwise, * when positive - clockwise and when it is zero, polygon is not orientable. * See {@link https://mathinsight.org/greens_theorem_find_area} * @returns {number} */ orientation() { if (this._orientation === undefined) { let area = this.signedArea(); if (Flatten.Utils.EQ_0(area)) { this._orientation = Flatten.ORIENTATION.NOT_ORIENTABLE; } else if (Flatten.Utils.LT(area, 0)) { this._orientation = Flatten.ORIENTATION.CCW; } else { this._orientation = Flatten.ORIENTATION.CW; } } return this._orientation; } /** * Returns true if face of the polygon is simple (no self-intersection points found) * NOTE: this method is incomplete because it doe not exclude touching points * Real self intersection inverts orientation of the polygon. * But this is also good enough for the demonstration of the idea * @param {Edges} edges - reference to polygon.edges to provide search index * @returns {boolean} */ isSimple(edges) { let ip = Face.getSelfIntersections(this, edges, true); return ip.length == 0; } static getSelfIntersections(face, edges, exitOnFirst = false) { let int_points = []; // calculate intersections for (let edge1 of face) { // request edges of polygon in the box of edge1 let resp = edges.search(edge1.box); // for each edge2 in response for (let edge2 of resp) { // Skip itself if (edge1 === edge2) continue; // Skip next and previous edge if both are segment (if one of them arc - calc intersection) if (edge1.shape instanceof Flatten.Segment && edge2.shape instanceof Flatten.Segment && (edge1.next === edge2 || edge1.prev === edge2)) continue; // calculate intersections between edge1 and edge2 let ip = edge1.shape.intersect(edge2.shape); // for each intersection point for (let pt of ip) { // skip start-end connections if (pt.equalTo(edge1.start) && pt.equalTo(edge2.end) && edge2 === edge1.prev) continue; if (pt.equalTo(edge1.end) && pt.equalTo(edge2.start) && edge2 === edge1.next) continue; int_points.push(pt); if (exitOnFirst) break; } if (int_points.length > 0 && exitOnFirst) break; } if (int_points.length > 0 && exitOnFirst) break; } return int_points; } toJSON() { return this.edges.map(edge => edge.toJSON()); } /** * Returns string to be assigned to "d" attribute inside defined "path" * @returns {string} */ svg() { let svgStr = `\nM${this.first.start.x},${this.first.start.y}`; for (let edge of this) { svgStr += edge.svg(); } svgStr += ` z`; return svgStr; } }; };