io3fix
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toolkit for interior apps
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JavaScript
// fast 2d polygon tesselation
// can also triangulate 3D n-gons but fails very often to do so
// use triangulate-3d for 3D n-gons
// modified version of triangulate.js (https://github.com/mapbox/earcut)
// - wrapped in require module
/**
* earcut.js triangulation function
* Copyright (c) 2015, Mapbox
*/
'use strict'
//function earcut (data, holeIndices, dim) {
var triangulate2d = function (data, holeIndices, dim) {
dim = dim || 2
var hasHoles = holeIndices && holeIndices.length,
outerLen = hasHoles ? holeIndices[0] * dim : data.length,
outerNode = filterPoints(data, linkedList(data, 0, outerLen, dim, true)),
triangles = []
if (!outerNode) {
return triangles
}
var minX, minY, maxX, maxY, x, y, size
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 (var 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 size are later used to transform coords into integers for z-order calculation
size = Math.max(maxX - minX, maxY - minY)
}
earcutLinked(data, outerNode, triangles, dim, minX, minY, size)
return triangles
}
// create a circular doubly linked list from polygon points in the specified winding order
function linkedList (data, start, end, dim, clockwise) {
var sum = 0,
i, j, last
// calculate original winding order of a polygon ring
for (i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1])
j = i
}
// link points into circular doubly-linked list in the specified winding order
if (clockwise === (sum > 0)) {
for (i = start; i < end; i += dim) {
last = insertNode(i, last)
}
} else {
for (i = end - dim; i >= start; i -= dim) {
last = insertNode(i, last)
}
}
return last
}
// eliminate colinear or duplicate points
function filterPoints (data, start, end) {
if (!end) {
end = start
}
var node = start,
again
do {
again = false
if (!node.steiner && (equals(data, node.i, node.next.i) || orient(data, node.prev.i, node.i, node.next.i) === 0)) {
// remove node
node.prev.next = node.next
node.next.prev = node.prev
if (node.prevZ) {
node.prevZ.nextZ = node.nextZ
}
if (node.nextZ) {
node.nextZ.prevZ = node.prevZ
}
node = end = node.prev
if (node === node.next) {
return null
}
again = true
} else {
node = node.next
}
} while (again || node !== end)
return end
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
function earcutLinked (data, ear, triangles, dim, minX, minY, size, pass) {
if (!ear) {
return
}
// interlink polygon nodes in z-order
if (!pass && minX !== undefined) {
indexCurve(data, ear, minX, minY, size)
}
var stop = ear,
prev, next
// iterate through ears, slicing them one by one
while (ear.prev !== ear.next) {
prev = ear.prev
next = ear.next
if (isEar(data, ear, minX, minY, size)) {
// cut off the triangle
triangles.push(prev.i / dim)
triangles.push(ear.i / dim)
triangles.push(next.i / dim)
// remove ear node
next.prev = prev
prev.next = next
if (ear.prevZ) {
ear.prevZ.nextZ = ear.nextZ
}
if (ear.nextZ) {
ear.nextZ.prevZ = ear.prevZ
}
// skipping the next vertice 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(data, filterPoints(data, ear), triangles, dim, minX, minY, size, 1)
// if this didn't work, try curing all small self-intersections locally
} else if (pass === 1) {
ear = cureLocalIntersections(data, ear, triangles, dim)
earcutLinked(data, ear, triangles, dim, minX, minY, size, 2)
// as a last resort, try splitting the remaining polygon into two
} else if (pass === 2) {
splitEarcut(data, ear, triangles, dim, minX, minY, size)
}
break
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
function isEar (data, ear, minX, minY, size) {
var a = ear.prev.i,
b = ear.i,
c = ear.next.i,
ax = data[a], ay = data[a + 1],
bx = data[b], by = data[b + 1],
cx = data[c], cy = data[c + 1],
abd = ax * by - ay * bx,
acd = ax * cy - ay * cx,
cbd = cx * by - cy * bx,
A = abd - acd - cbd
if (A <= 0) {
return false
} // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear;
// the code below is a bit verbose and repetitive but this is done for performance
var cay = cy - ay,
acx = ax - cx,
aby = ay - by,
bax = bx - ax,
i, px, py, s, t, k, node
// if we use z-order curve hashing, iterate through the curve
if (minX !== undefined) {
// triangle bbox; min & max are calculated like this for speed
var minTX = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),
minTY = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),
maxTX = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),
maxTY = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy),
// z-order range for the current triangle bbox;
minZ = zOrder(minTX, minTY, minX, minY, size),
maxZ = zOrder(maxTX, maxTY, minX, minY, size)
// first look for points inside the triangle in increasing z-order
node = ear.nextZ
while (node && node.z <= maxZ) {
i = node.i
node = node.nextZ
if (i === a || i === c) {
continue
}
px = data[i]
py = data[i + 1]
s = cay * px + acx * py - acd
if (s >= 0) {
t = aby * px + bax * py + abd
if (t >= 0) {
k = A - s - t
if ((k >= 0) && ((s && t) || (s && k) || (t && k))) {
return false
}
}
}
}
// then look for points in decreasing z-order
node = ear.prevZ
while (node && node.z >= minZ) {
i = node.i
node = node.prevZ
if (i === a || i === c) {
continue
}
px = data[i]
py = data[i + 1]
s = cay * px + acx * py - acd
if (s >= 0) {
t = aby * px + bax * py + abd
if (t >= 0) {
k = A - s - t
if ((k >= 0) && ((s && t) || (s && k) || (t && k))) {
return false
}
}
}
}
// if we don't use z-order curve hash, simply iterate through all other points
} else {
node = ear.next.next
while (node !== ear.prev) {
i = node.i
node = node.next
px = data[i]
py = data[i + 1]
s = cay * px + acx * py - acd
if (s >= 0) {
t = aby * px + bax * py + abd
if (t >= 0) {
k = A - s - t
if ((k >= 0) && ((s && t) || (s && k) || (t && k))) {
return false
}
}
}
}
}
return true
}
// go through all polygon nodes and cure small local self-intersections
function cureLocalIntersections (data, start, triangles, dim) {
var node = start
do {
var a = node.prev,
b = node.next.next
// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
if (a.i !== b.i && intersects(data, a.i, node.i, node.next.i, b.i) &&
locallyInside(data, a, b) && locallyInside(data, b, a)) {
triangles.push(a.i / dim)
triangles.push(node.i / dim)
triangles.push(b.i / dim)
// remove two nodes involved
a.next = b
b.prev = a
var az = node.prevZ,
bz = node.nextZ && node.nextZ.nextZ
if (az) {
az.nextZ = bz
}
if (bz) {
bz.prevZ = az
}
node = start = b
}
node = node.next
} while (node !== start)
return node
}
// try splitting polygon into two and triangulate them independently
function splitEarcut (data, start, triangles, dim, minX, minY, size) {
// look for a valid diagonal that divides the polygon into two
var a = start
do {
var b = a.next.next
while (b !== a.prev) {
if (a.i !== b.i && isValidDiagonal(data, a, b)) {
// split the polygon in two by the diagonal
var c = splitPolygon(a, b)
// filter colinear points around the cuts
a = filterPoints(data, a, a.next)
c = filterPoints(data, c, c.next)
// run earcut on each half
earcutLinked(data, a, triangles, dim, minX, minY, size)
earcutLinked(data, c, triangles, dim, minX, minY, size)
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) {
var queue = [],
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
}
list = filterPoints(data, list)
if (list) {
queue.push(getLeftmost(data, list))
}
}
queue.sort(function (a, b) {
return data[a.i] - data[b.i]
})
// process holes from left to right
for (i = 0; i < queue.length; i++) {
eliminateHole(data, queue[i], outerNode)
outerNode = filterPoints(data, outerNode, outerNode.next)
}
return outerNode
}
// find a bridge between vertices that connects hole with an outer ring and and link it
function eliminateHole (data, holeNode, outerNode) {
outerNode = findHoleBridge(data, holeNode, outerNode)
if (outerNode) {
var b = splitPolygon(outerNode, holeNode)
filterPoints(data, b, b.next)
}
}
// David Eberly's algorithm for finding a bridge between hole and outer polygon
function findHoleBridge (data, holeNode, outerNode) {
var node = outerNode,
i = holeNode.i,
px = data[i],
py = data[i + 1],
qMax = -Infinity,
mNode, a, b
// 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 {
a = node.i
b = node.next.i
if (py <= data[a + 1] && py >= data[b + 1]) {
var qx = data[a] + (py - data[a + 1]) * (data[b] - data[a]) / (data[b + 1] - data[a + 1])
if (qx <= px && qx > qMax) {
qMax = qx
mNode = data[a] < data[b] ? node : node.next
}
}
node = node.next
} while (node !== outerNode)
if (!mNode) {
return null
}
// look for points strictly 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
var bx = data[mNode.i],
by = data[mNode.i + 1],
pbd = px * by - py * bx,
pcd = px * py - py * qMax,
cpy = py - py,
pcx = px - qMax,
pby = py - by,
bpx = bx - px,
A = pbd - pcd - (qMax * by - py * bx),
sign = A <= 0 ? -1 : 1,
stop = mNode,
tanMin = Infinity,
mx, my, amx, s, t, tan
node = mNode.next
while (node !== stop) {
mx = data[node.i]
my = data[node.i + 1]
amx = px - mx
if (amx >= 0 && mx >= bx) {
s = (cpy * mx + pcx * my - pcd) * sign
if (s >= 0) {
t = (pby * mx + bpx * my + pbd) * sign
if (t >= 0 && A * sign - s - t >= 0) {
tan = Math.abs(py - my) / amx // tangential
if (tan < tanMin && locallyInside(data, node, holeNode)) {
mNode = node
tanMin = tan
}
}
}
}
node = node.next
}
return mNode
}
// interlink polygon nodes in z-order
function indexCurve (data, start, minX, minY, size) {
var node = start
do {
if (node.z === null) {
node.z = zOrder(data[node.i], data[node.i + 1], minX, minY, size)
}
node.prevZ = node.prev
node.nextZ = node.next
node = node.next
} while (node !== start)
node.prevZ.nextZ = null
node.prevZ = null
sortLinked(node)
}
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
function sortLinked (list) {
var 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) {
e = q
q = q.nextZ
qSize--
} else if (qSize === 0 || !q) {
e = p
p = p.nextZ
pSize--
} else if (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 size of the data bounding box
function zOrder (x, y, minX, minY, size) {
// coords are transformed into (0..1000) integer range
x = 1000 * (x - minX) / size
x = (x | (x << 8)) & 0x00FF00FF
x = (x | (x << 4)) & 0x0F0F0F0F
x = (x | (x << 2)) & 0x33333333
x = (x | (x << 1)) & 0x55555555
y = 1000 * (y - minY) / size
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 (data, start) {
var node = start,
leftmost = start
do {
if (data[node.i] < data[leftmost.i]) {
leftmost = node
}
node = node.next
} while (node !== start)
return leftmost
}
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
function isValidDiagonal (data, a, b) {
return !intersectsPolygon(data, a, a.i, b.i) &&
locallyInside(data, a, b) && locallyInside(data, b, a) &&
middleInside(data, a, a.i, b.i)
}
// winding order of triangle formed by 3 given points
function orient (data, p, q, r) {
var o = (data[q + 1] - data[p + 1]) * (data[r] - data[q]) - (data[q] - data[p]) * (data[r + 1] - data[q + 1])
return o > 0 ? 1 : o < 0 ? -1 : 0
}
// check if two points are equal
function equals (data, p1, p2) {
return data[p1] === data[p2] && data[p1 + 1] === data[p2 + 1]
}
// check if two segments intersect
function intersects (data, p1, q1, p2, q2) {
return orient(data, p1, q1, p2) !== orient(data, p1, q1, q2) &&
orient(data, p2, q2, p1) !== orient(data, p2, q2, q1)
}
// check if a polygon diagonal intersects any polygon segments
function intersectsPolygon (data, start, a, b) {
var node = start
do {
var p1 = node.i,
p2 = node.next.i
if (p1 !== a && p2 !== a && p1 !== b && p2 !== b && intersects(data, p1, p2, a, b)) {
return true
}
node = node.next
} while (node !== start)
return false
}
// check if a polygon diagonal is locally inside the polygon
function locallyInside (data, a, b) {
return orient(data, a.prev.i, a.i, a.next.i) === -1 ? orient(data, a.i, b.i, a.next.i) !== -1 && orient(data, a.i, a.prev.i, b.i) !== -1 : orient(data, a.i, b.i, a.prev.i) === -1 || orient(data, a.i, a.next.i, b.i) === -1
}
// check if the middle point of a polygon diagonal is inside the polygon
function middleInside (data, start, a, b) {
var node = start,
inside = false,
px = (data[a] + data[b]) / 2,
py = (data[a + 1] + data[b + 1]) / 2
do {
var p1 = node.i,
p2 = node.next.i
if (((data[p1 + 1] > py) !== (data[p2 + 1] > py)) &&
(px < (data[p2] - data[p1]) * (py - data[p1 + 1]) / (data[p2 + 1] - data[p1 + 1]) + data[p1])) {
inside = !inside
}
node = node.next
} while (node !== start)
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) {
var a2 = new Node(a.i),
b2 = new Node(b.i),
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, last) {
var node = new Node(i)
if (!last) {
node.prev = node
node.next = node
} else {
node.next = last.next
node.prev = last
last.next.prev = node
last.next = node
}
return node
}
function Node (i) {
// vertex coordinates
this.i = i
// previous and next vertice nodes in a polygon ring
this.prev = null
this.next = null
// z-order curve value
this.z = null
// previous and next nodes in z-order
this.prevZ = null
this.nextZ = null
// indicates whether this is a steiner point
this.steiner = false
}
// API
export default triangulate2d