node-red-contrib-tak-registration
Version:
A Node-RED node to register to TAK and to help wrap files as datapackages to send to TAK
590 lines (523 loc) • 17.7 kB
JavaScript
import bbox from '@turf/bbox';
import booleanPointInPolygon from '@turf/boolean-point-in-polygon';
import distance from '@turf/distance';
import scale from '@turf/transform-scale';
import cleanCoords from '@turf/clean-coords';
import bboxPolygon from '@turf/bbox-polygon';
import { getCoord, getType, getGeom } from '@turf/invariant';
import { isObject, featureCollection, isNumber, point, feature, lineString } from '@turf/helpers';
// javascript-astar 0.4.1
// http://github.com/bgrins/javascript-astar
// Freely distributable under the MIT License.
// Implements the astar search algorithm in javascript using a Binary Heap.
// Includes Binary Heap (with modifications) from Marijn Haverbeke.
// http://eloquentjavascript.net/appendix2.html
function pathTo(node) {
var curr = node,
path = [];
while (curr.parent) {
path.unshift(curr);
curr = curr.parent;
}
return path;
}
function getHeap() {
return new BinaryHeap(function (node) {
return node.f;
});
}
/**
* Astar
* @private
*/
var astar = {
/**
* Perform an A* Search on a graph given a start and end node.
*
* @private
* @memberof astar
* @param {Graph} graph Graph
* @param {GridNode} start Start
* @param {GridNode} end End
* @param {Object} [options] Options
* @param {bool} [options.closest] Specifies whether to return the path to the closest node if the target is unreachable.
* @param {Function} [options.heuristic] Heuristic function (see astar.heuristics).
* @returns {Object} Search
*/
search: function (graph, start, end, options) {
graph.cleanDirty();
options = options || {};
var heuristic = options.heuristic || astar.heuristics.manhattan,
closest = options.closest || false;
var openHeap = getHeap(),
closestNode = start; // set the start node to be the closest if required
start.h = heuristic(start, end);
openHeap.push(start);
while (openHeap.size() > 0) {
// Grab the lowest f(x) to process next. Heap keeps this sorted for us.
var currentNode = openHeap.pop();
// End case -- result has been found, return the traced path.
if (currentNode === end) {
return pathTo(currentNode);
}
// Normal case -- move currentNode from open to closed, process each of its neighbors.
currentNode.closed = true;
// Find all neighbors for the current node.
var neighbors = graph.neighbors(currentNode);
for (var i = 0, il = neighbors.length; i < il; ++i) {
var neighbor = neighbors[i];
if (neighbor.closed || neighbor.isWall()) {
// Not a valid node to process, skip to next neighbor.
continue;
}
// The g score is the shortest distance from start to current node.
// We need to check if the path we have arrived at this neighbor is the shortest one we have seen yet.
var gScore = currentNode.g + neighbor.getCost(currentNode),
beenVisited = neighbor.visited;
if (!beenVisited || gScore < neighbor.g) {
// Found an optimal (so far) path to this node. Take score for node to see how good it is.
neighbor.visited = true;
neighbor.parent = currentNode;
neighbor.h = neighbor.h || heuristic(neighbor, end);
neighbor.g = gScore;
neighbor.f = neighbor.g + neighbor.h;
graph.markDirty(neighbor);
if (closest) {
// If the neighbour is closer than the current closestNode or if it's equally close but has
// a cheaper path than the current closest node then it becomes the closest node
if (
neighbor.h < closestNode.h ||
(neighbor.h === closestNode.h && neighbor.g < closestNode.g)
) {
closestNode = neighbor;
}
}
if (!beenVisited) {
// Pushing to heap will put it in proper place based on the 'f' value.
openHeap.push(neighbor);
} else {
// Already seen the node, but since it has been rescored we need to reorder it in the heap
openHeap.rescoreElement(neighbor);
}
}
}
}
if (closest) {
return pathTo(closestNode);
}
// No result was found - empty array signifies failure to find path.
return [];
},
// See list of heuristics: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html
heuristics: {
manhattan: function (pos0, pos1) {
var d1 = Math.abs(pos1.x - pos0.x);
var d2 = Math.abs(pos1.y - pos0.y);
return d1 + d2;
},
diagonal: function (pos0, pos1) {
var D = 1;
var D2 = Math.sqrt(2);
var d1 = Math.abs(pos1.x - pos0.x);
var d2 = Math.abs(pos1.y - pos0.y);
return D * (d1 + d2) + (D2 - 2 * D) * Math.min(d1, d2);
},
},
cleanNode: function (node) {
node.f = 0;
node.g = 0;
node.h = 0;
node.visited = false;
node.closed = false;
node.parent = null;
},
};
/**
* A graph memory structure
*
* @private
* @param {Array} gridIn 2D array of input weights
* @param {Object} [options] Options
* @param {boolean} [options.diagonal] Specifies whether diagonal moves are allowed
* @returns {void} Graph
*/
function Graph(gridIn, options) {
options = options || {};
this.nodes = [];
this.diagonal = !!options.diagonal;
this.grid = [];
for (var x = 0; x < gridIn.length; x++) {
this.grid[x] = [];
for (var y = 0, row = gridIn[x]; y < row.length; y++) {
var node = new GridNode(x, y, row[y]);
this.grid[x][y] = node;
this.nodes.push(node);
}
}
this.init();
}
Graph.prototype.init = function () {
this.dirtyNodes = [];
for (var i = 0; i < this.nodes.length; i++) {
astar.cleanNode(this.nodes[i]);
}
};
Graph.prototype.cleanDirty = function () {
for (var i = 0; i < this.dirtyNodes.length; i++) {
astar.cleanNode(this.dirtyNodes[i]);
}
this.dirtyNodes = [];
};
Graph.prototype.markDirty = function (node) {
this.dirtyNodes.push(node);
};
Graph.prototype.neighbors = function (node) {
var ret = [],
x = node.x,
y = node.y,
grid = this.grid;
// West
if (grid[x - 1] && grid[x - 1][y]) {
ret.push(grid[x - 1][y]);
}
// East
if (grid[x + 1] && grid[x + 1][y]) {
ret.push(grid[x + 1][y]);
}
// South
if (grid[x] && grid[x][y - 1]) {
ret.push(grid[x][y - 1]);
}
// North
if (grid[x] && grid[x][y + 1]) {
ret.push(grid[x][y + 1]);
}
if (this.diagonal) {
// Southwest
if (grid[x - 1] && grid[x - 1][y - 1]) {
ret.push(grid[x - 1][y - 1]);
}
// Southeast
if (grid[x + 1] && grid[x + 1][y - 1]) {
ret.push(grid[x + 1][y - 1]);
}
// Northwest
if (grid[x - 1] && grid[x - 1][y + 1]) {
ret.push(grid[x - 1][y + 1]);
}
// Northeast
if (grid[x + 1] && grid[x + 1][y + 1]) {
ret.push(grid[x + 1][y + 1]);
}
}
return ret;
};
Graph.prototype.toString = function () {
var graphString = [],
nodes = this.grid, // when using grid
rowDebug,
row,
y,
l;
for (var x = 0, len = nodes.length; x < len; x++) {
rowDebug = [];
row = nodes[x];
for (y = 0, l = row.length; y < l; y++) {
rowDebug.push(row[y].weight);
}
graphString.push(rowDebug.join(" "));
}
return graphString.join("\n");
};
function GridNode(x, y, weight) {
this.x = x;
this.y = y;
this.weight = weight;
}
GridNode.prototype.toString = function () {
return "[" + this.x + " " + this.y + "]";
};
GridNode.prototype.getCost = function (fromNeighbor) {
// Take diagonal weight into consideration.
if (fromNeighbor && fromNeighbor.x !== this.x && fromNeighbor.y !== this.y) {
return this.weight * 1.41421;
}
return this.weight;
};
GridNode.prototype.isWall = function () {
return this.weight === 0;
};
function BinaryHeap(scoreFunction) {
this.content = [];
this.scoreFunction = scoreFunction;
}
BinaryHeap.prototype = {
push: function (element) {
// Add the new element to the end of the array.
this.content.push(element);
// Allow it to sink down.
this.sinkDown(this.content.length - 1);
},
pop: function () {
// Store the first element so we can return it later.
var result = this.content[0];
// Get the element at the end of the array.
var end = this.content.pop();
// If there are any elements left, put the end element at the
// start, and let it bubble up.
if (this.content.length > 0) {
this.content[0] = end;
this.bubbleUp(0);
}
return result;
},
remove: function (node) {
var i = this.content.indexOf(node);
// When it is found, the process seen in 'pop' is repeated
// to fill up the hole.
var end = this.content.pop();
if (i !== this.content.length - 1) {
this.content[i] = end;
if (this.scoreFunction(end) < this.scoreFunction(node)) {
this.sinkDown(i);
} else {
this.bubbleUp(i);
}
}
},
size: function () {
return this.content.length;
},
rescoreElement: function (node) {
this.sinkDown(this.content.indexOf(node));
},
sinkDown: function (n) {
// Fetch the element that has to be sunk.
var element = this.content[n];
// When at 0, an element can not sink any further.
while (n > 0) {
// Compute the parent element's index, and fetch it.
var parentN = ((n + 1) >> 1) - 1,
parent = this.content[parentN];
// Swap the elements if the parent is greater.
if (this.scoreFunction(element) < this.scoreFunction(parent)) {
this.content[parentN] = element;
this.content[n] = parent;
// Update 'n' to continue at the new position.
n = parentN;
// Found a parent that is less, no need to sink any further.
} else {
break;
}
}
},
bubbleUp: function (n) {
// Look up the target element and its score.
var length = this.content.length,
element = this.content[n],
elemScore = this.scoreFunction(element);
while (true) {
// Compute the indices of the child elements.
var child2N = (n + 1) << 1,
child1N = child2N - 1;
// This is used to store the new position of the element, if any.
var swap = null,
child1Score;
// If the first child exists (is inside the array)...
if (child1N < length) {
// Look it up and compute its score.
var child1 = this.content[child1N];
child1Score = this.scoreFunction(child1);
// If the score is less than our element's, we need to swap.
if (child1Score < elemScore) {
swap = child1N;
}
}
// Do the same checks for the other child.
if (child2N < length) {
var child2 = this.content[child2N],
child2Score = this.scoreFunction(child2);
if (child2Score < (swap === null ? elemScore : child1Score)) {
swap = child2N;
}
}
// If the element needs to be moved, swap it, and continue.
if (swap !== null) {
this.content[n] = this.content[swap];
this.content[swap] = element;
n = swap;
// Otherwise, we are done.
} else {
break;
}
}
},
};
/**
* Returns the shortest {@link LineString|path} from {@link Point|start} to {@link Point|end} without colliding with
* any {@link Feature} in {@link FeatureCollection<Polygon>| obstacles}
*
* @name shortestPath
* @param {Coord} start point
* @param {Coord} end point
* @param {Object} [options={}] optional parameters
* @param {Geometry|Feature|FeatureCollection<Polygon>} [options.obstacles] areas which path cannot travel
* @param {number} [options.minDistance] minimum distance between shortest path and obstacles
* @param {string} [options.units='kilometers'] unit in which resolution & minimum distance will be expressed in; it can be degrees, radians, miles, kilometers, ...
* @param {number} [options.resolution=100] distance between matrix points on which the path will be calculated
* @returns {Feature<LineString>} shortest path between start and end
* @example
* var start = [-5, -6];
* var end = [9, -6];
* var options = {
* obstacles: turf.polygon([[[0, -7], [5, -7], [5, -3], [0, -3], [0, -7]]])
* };
*
* var path = turf.shortestPath(start, end, options);
*
* //addToMap
* var addToMap = [start, end, options.obstacles, path];
*/
function shortestPath(start, end, options) {
// Optional parameters
options = options || {};
if (!isObject(options)) throw new Error("options is invalid");
var resolution = options.resolution;
var minDistance = options.minDistance;
var obstacles = options.obstacles || featureCollection([]);
// validation
if (!start) throw new Error("start is required");
if (!end) throw new Error("end is required");
if ((resolution && !isNumber(resolution)) || resolution <= 0)
throw new Error("options.resolution must be a number, greater than 0");
if (minDistance)
throw new Error("options.minDistance is not yet implemented");
// Normalize Inputs
var startCoord = getCoord(start);
var endCoord = getCoord(end);
start = point(startCoord);
end = point(endCoord);
// Handle obstacles
switch (getType(obstacles)) {
case "FeatureCollection":
if (obstacles.features.length === 0)
return lineString([startCoord, endCoord]);
break;
case "Polygon":
obstacles = featureCollection([feature(getGeom(obstacles))]);
break;
default:
throw new Error("invalid obstacles");
}
// define path grid area
var collection = obstacles;
collection.features.push(start);
collection.features.push(end);
var box = bbox(scale(bboxPolygon(bbox(collection)), 1.15)); // extend 15%
if (!resolution) {
var width = distance([box[0], box[1]], [box[2], box[1]], options);
resolution = width / 100;
}
collection.features.pop();
collection.features.pop();
var west = box[0];
var south = box[1];
var east = box[2];
var north = box[3];
var xFraction = resolution / distance([west, south], [east, south], options);
var cellWidth = xFraction * (east - west);
var yFraction = resolution / distance([west, south], [west, north], options);
var cellHeight = yFraction * (north - south);
var bboxHorizontalSide = east - west;
var bboxVerticalSide = north - south;
var columns = Math.floor(bboxHorizontalSide / cellWidth);
var rows = Math.floor(bboxVerticalSide / cellHeight);
// adjust origin of the grid
var deltaX = (bboxHorizontalSide - columns * cellWidth) / 2;
var deltaY = (bboxVerticalSide - rows * cellHeight) / 2;
// loop through points only once to speed up process
// define matrix grid for A-star algorithm
var pointMatrix = [];
var matrix = [];
var closestToStart = [];
var closestToEnd = [];
var minDistStart = Infinity;
var minDistEnd = Infinity;
var currentY = north - deltaY;
var r = 0;
while (currentY >= south) {
// var currentY = south + deltaY;
var matrixRow = [];
var pointMatrixRow = [];
var currentX = west + deltaX;
var c = 0;
while (currentX <= east) {
var pt = point([currentX, currentY]);
var isInsideObstacle = isInside(pt, obstacles);
// feed obstacles matrix
matrixRow.push(isInsideObstacle ? 0 : 1); // with javascript-astar
// matrixRow.push(isInsideObstacle ? 1 : 0); // with astar-andrea
// map point's coords
pointMatrixRow.push(currentX + "|" + currentY);
// set closest points
var distStart = distance(pt, start);
// if (distStart < minDistStart) {
if (!isInsideObstacle && distStart < minDistStart) {
minDistStart = distStart;
closestToStart = { x: c, y: r };
}
var distEnd = distance(pt, end);
// if (distEnd < minDistEnd) {
if (!isInsideObstacle && distEnd < minDistEnd) {
minDistEnd = distEnd;
closestToEnd = { x: c, y: r };
}
currentX += cellWidth;
c++;
}
matrix.push(matrixRow);
pointMatrix.push(pointMatrixRow);
currentY -= cellHeight;
r++;
}
// find path on matrix grid
// javascript-astar ----------------------
var graph = new Graph(matrix, { diagonal: true });
var startOnMatrix = graph.grid[closestToStart.y][closestToStart.x];
var endOnMatrix = graph.grid[closestToEnd.y][closestToEnd.x];
var result = astar.search(graph, startOnMatrix, endOnMatrix);
var path = [startCoord];
result.forEach(function (coord) {
var coords = pointMatrix[coord.x][coord.y].split("|");
path.push([+coords[0], +coords[1]]); // make sure coords are numbers
});
path.push(endCoord);
// ---------------------------------------
// astar-andrea ------------------------
// var result = aStar(matrix, [closestToStart.x, closestToStart.y], [closestToEnd.x, closestToEnd.y], 'DiagonalFree');
// var path = [start.geometry.coordinates];
// result.forEach(function (coord) {
// var coords = pointMatrix[coord[1]][coord[0]].split('|');
// path.push([+coords[0], +coords[1]]); // make sure coords are numbers
// });
// path.push(end.geometry.coordinates);
// ---------------------------------------
return cleanCoords(lineString(path));
}
/**
* Checks if Point is inside any of the Polygons
*
* @private
* @param {Feature<Point>} pt to check
* @param {FeatureCollection<Polygon>} polygons features
* @returns {boolean} if inside or not
*/
function isInside(pt, polygons) {
for (var i = 0; i < polygons.features.length; i++) {
if (booleanPointInPolygon(pt, polygons.features[i])) {
return true;
}
}
return false;
}
export default shortestPath;