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mapbox-gl

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'use strict'; var Queue = require('tinyqueue'); var Point = require('point-geometry'); var distToSegmentSquared = require('./intersection_tests').distToSegmentSquared; /** * Finds an approximation of a polygon's Pole Of Inaccessibiliy https://en.wikipedia.org/wiki/Pole_of_inaccessibility * This is a copy of http://github.com/mapbox/polylabel adapted to use Points * * @param {Array<Array<Point>>} List of polygon rings first item in array is the outer ring followed optionally by the list of holes, should be an element of the result of util/classify_rings * @param {number} [precision=1] Specified in input coordinate units. If 0 returns after first run, if > 0 repeatedly narrows the search space until the radius of the area searched for the best pole is less than precision * @param {bool} [debug=false] Print some statistics to the console during execution * * @returns {Point} Pole of Inaccessibiliy. * @private */ module.exports = function (polygonRings, precision, debug) { precision = precision || 1.0; // find the bounding box of the outer ring var minX, minY, maxX, maxY; var outerRing = polygonRings[0]; for (var i = 0; i < outerRing.length; i++) { var p = outerRing[i]; if (!i || p.x < minX) minX = p.x; if (!i || p.y < minY) minY = p.y; if (!i || p.x > maxX) maxX = p.x; if (!i || p.y > maxY) maxY = p.y; } var width = maxX - minX; var height = maxY - minY; var cellSize = Math.min(width, height); var h = cellSize / 2; // a priority queue of cells in order of their "potential" (max distance to polygon) var cellQueue = new Queue(null, compareMax); // cover polygon with initial cells for (var x = minX; x < maxX; x += cellSize) { for (var y = minY; y < maxY; y += cellSize) { cellQueue.push(new Cell(x + h, y + h, h, polygonRings)); } } // take centroid as the first best guess var bestCell = getCentroidCell(polygonRings); var numProbes = cellQueue.length; while (cellQueue.length) { // pick the most promising cell from the queue var cell = cellQueue.pop(); // update the best cell if we found a better one if (cell.d > bestCell.d) { bestCell = cell; if (debug) console.log('found best %d after %d probes', Math.round(1e4 * cell.d) / 1e4, numProbes); } // do not drill down further if there's no chance of a better solution if (cell.max - bestCell.d <= precision) continue; // split the cell into four cells h = cell.h / 2; cellQueue.push(new Cell(cell.p.x - h, cell.p.y - h, h, polygonRings)); cellQueue.push(new Cell(cell.p.x + h, cell.p.y - h, h, polygonRings)); cellQueue.push(new Cell(cell.p.x - h, cell.p.y + h, h, polygonRings)); cellQueue.push(new Cell(cell.p.x + h, cell.p.y + h, h, polygonRings)); numProbes += 4; } if (debug) { console.log('num probes: ' + numProbes); console.log('best distance: ' + bestCell.d); } return bestCell.p; }; function compareMax(a, b) { return b.max - a.max; } function Cell(x, y, h, polygon) { this.p = new Point(x, y); this.h = h; // half the cell size this.d = pointToPolygonDist(this.p, polygon); // distance from cell center to polygon this.max = this.d + this.h * Math.SQRT2; // max distance to polygon within a cell } // signed distance from point to polygon outline (negative if point is outside) function pointToPolygonDist(p, polygon) { var inside = false; var minDistSq = Infinity; for (var k = 0; k < polygon.length; k++) { var ring = polygon[k]; for (var i = 0, len = ring.length, j = len - 1; i < len; j = i++) { var a = ring[i]; var b = ring[j]; if ((a.y > p.y !== b.y > p.y) && (p.x < (b.x - a.x) * (p.y - a.y) / (b.y - a.y) + a.x)) inside = !inside; minDistSq = Math.min(minDistSq, distToSegmentSquared(p, a, b)); } } return (inside ? 1 : -1) * Math.sqrt(minDistSq); } // get polygon centroid function getCentroidCell(polygon) { var area = 0; var x = 0; var y = 0; var points = polygon[0]; for (var i = 0, len = points.length, j = len - 1; i < len; j = i++) { var a = points[i]; var b = points[j]; var f = a.x * b.y - b.x * a.y; x += (a.x + b.x) * f; y += (a.y + b.y) * f; area += f * 3; } return new Cell(x / area, y / area, 0, polygon); }