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voronator

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Compute the Voronoi diagram of a set of two-dimensional points.

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// https://github.com/observablehq/voronator Version 1.1.0. Copyright 2018 Observable, Inc. // https://github.com/mapbox/delaunator Version 1.0.5. Copyright 2017, Mapbox, Inc. (function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : typeof define === 'function' && define.amd ? define(['exports'], factory) : (factory((global.voronator = {}))); }(this, (function (exports) { 'use strict'; class Cell { constructor(voronoi) { this.voronoi = voronoi; this.triangles = []; // Triangle indexes, similar to halfedges. this.v0 = null; // Starting edge vector if hull cell. this.vn = null; // Ending edge vector if hull cell. } _connect(i, j) { const {triangles} = this; if (j < 0) { if (triangles.length === 0) triangles.push([i]); return; } for (let n = triangles.length, a = 0; a < n; ++a) { let sa = triangles[a]; if (sa[0] === j) { for (let b = a + 1; b < n; ++b) { let sb = triangles[b]; if (sb[sb.length - 1] === i) { triangles.splice(b, 1); triangles[a] = sa = sb.concat(sa); return; } } sa.unshift(i); return; } if (sa[sa.length - 1] === i) { for (let b = a + 1; b < n; ++b) { let sb = triangles[b]; if (sb[0] === j) { triangles.splice(b, 1); triangles[a] = sa = sa.concat(sb); return; } } sa.push(j); return; } } triangles.push([i, j]); } _points() { const {triangles, voronoi: {circumcenters}} = this; if (triangles === null) return null; const points = new Float64Array(triangles.length * 2); for (let i = 0, n = triangles.length; i < n; ++i) { const pi = i * 2; const ti = triangles[i] * 2; points[pi] = circumcenters[ti]; points[pi + 1] = circumcenters[ti + 1]; } return points; } render(context) { const {v0, vn} = this; let points; if ((points = this._points()) === null) return; if ((points = this.voronoi._clip(points, v0, vn)) === null) return; context.moveTo(points[0], points[1]); for (let i = 2, n = points.length; i < n; i += 2) { // TODO Avoid last closing coordinate. context.lineTo(points[i], points[i + 1]); } context.closePath(); } contains(x, y) { const points = this._points(); return points === null ? false : this.v0 === null ? containsFinite(points, x, y) : containsInfinite(points, this.v0, this.vn, x, y); } } function containsFinite(points, x, y) { const n = points.length; let x0, y0, x1 = points[n - 2], y1 = points[n - 1]; for (let i = 0; i < n; i += 2) { x0 = x1, y0 = y1, x1 = points[i], y1 = points[i + 1]; if ((x1 - x0) * (y - y0) < (y1 - y0) * (x - x0)) { return false; } } return true; } function containsInfinite(points, [v0x, v0y], [vnx, vny], x, y) { const n = points.length; let x0, y0, x1 = points[0], y1 = points[1]; if ((x0 + v0x - x) * (y1 - y) < (y0 + v0y - y) * (x1 - x)) return false; for (let i = 2; i < n; i += 2) { x0 = x1, y0 = y1, x1 = points[i], y1 = points[i + 1]; if ((x0 - x) * (y1 - y) < (y0 - y) * (x1 - x)) return false; } if ((x0 - x) * (y1 + vny - y) < (y0 - y) * (x1 + vnx - x)) return false; return true; } var delaunator = Delaunator; var default_1 = Delaunator; function Delaunator(points, getX, getY) { if (!getX) getX = defaultGetX; if (!getY) getY = defaultGetY; var minX = Infinity; var minY = Infinity; var maxX = -Infinity; var maxY = -Infinity; var coords = this.coords = []; var ids = this.ids = new Uint32Array(points.length); for (var i = 0; i < points.length; i++) { var p = points[i]; var x = getX(p); var y = getY(p); ids[i] = i; coords[2 * i] = x; coords[2 * i + 1] = y; if (x < minX) minX = x; if (y < minY) minY = y; if (x > maxX) maxX = x; if (y > maxY) maxY = y; } var cx = (minX + maxX) / 2; var cy = (minY + maxY) / 2; var minDist = Infinity; var i0, i1, i2; // pick a seed point close to the centroid for (i = 0; i < points.length; i++) { var d = dist(cx, cy, coords[2 * i], coords[2 * i + 1]); if (d < minDist) { i0 = i; minDist = d; } } minDist = Infinity; // find the point closest to the seed for (i = 0; i < points.length; i++) { if (i === i0) continue; d = dist(coords[2 * i0], coords[2 * i0 + 1], coords[2 * i], coords[2 * i + 1]); if (d < minDist && d > 0) { i1 = i; minDist = d; } } var minRadius = Infinity; // find the third point which forms the smallest circumcircle with the first two for (i = 0; i < points.length; i++) { if (i === i0 || i === i1) continue; var r = circumradius( coords[2 * i0], coords[2 * i0 + 1], coords[2 * i1], coords[2 * i1 + 1], coords[2 * i], coords[2 * i + 1]); if (r < minRadius) { i2 = i; minRadius = r; } } if (minRadius === Infinity) { throw new Error('No Delaunay triangulation exists for this input.'); } // swap the order of the seed points for counter-clockwise orientation if (area(coords[2 * i0], coords[2 * i0 + 1], coords[2 * i1], coords[2 * i1 + 1], coords[2 * i2], coords[2 * i2 + 1]) < 0) { var tmp = i1; i1 = i2; i2 = tmp; } var i0x = coords[2 * i0]; var i0y = coords[2 * i0 + 1]; var i1x = coords[2 * i1]; var i1y = coords[2 * i1 + 1]; var i2x = coords[2 * i2]; var i2y = coords[2 * i2 + 1]; var center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y); this._cx = center.x; this._cy = center.y; // sort the points by distance from the seed triangle circumcenter quicksort(ids, coords, 0, ids.length - 1, center.x, center.y); // initialize a hash table for storing edges of the advancing convex hull this._hashSize = Math.ceil(Math.sqrt(points.length)); this._hash = []; for (i = 0; i < this._hashSize; i++) this._hash[i] = null; // initialize a circular doubly-linked list that will hold an advancing convex hull var e = this.hull = insertNode(coords, i0); this._hashEdge(e); e.t = 0; e = insertNode(coords, i1, e); this._hashEdge(e); e.t = 1; e = insertNode(coords, i2, e); this._hashEdge(e); e.t = 2; var maxTriangles = 2 * points.length - 5; var triangles = this.triangles = new Uint32Array(maxTriangles * 3); var halfedges = this.halfedges = new Int32Array(maxTriangles * 3); this.trianglesLen = 0; this._addTriangle(i0, i1, i2, -1, -1, -1); var xp, yp; for (var k = 0; k < ids.length; k++) { i = ids[k]; x = coords[2 * i]; y = coords[2 * i + 1]; // skip duplicate points if (x === xp && y === yp) continue; xp = x; yp = y; // skip seed triangle points if ((x === i0x && y === i0y) || (x === i1x && y === i1y) || (x === i2x && y === i2y)) continue; // find a visible edge on the convex hull using edge hash var startKey = this._hashKey(x, y); var key = startKey; var start; do { start = this._hash[key]; key = (key + 1) % this._hashSize; } while ((!start || start.removed) && key !== startKey); e = start; while (area(x, y, e.x, e.y, e.next.x, e.next.y) >= 0) { e = e.next; if (e === start) { throw new Error('Something is wrong with the input points.'); } } var walkBack = e === start; // add the first triangle from the point var t = this._addTriangle(e.i, i, e.next.i, -1, -1, e.t); e.t = t; // keep track of boundary triangles on the hull e = insertNode(coords, i, e); // recursively flip triangles from the point until they satisfy the Delaunay condition e.t = this._legalize(t + 2); if (e.prev.prev.t === halfedges[t + 1]) { e.prev.prev.t = t + 2; } // walk forward through the hull, adding more triangles and flipping recursively var q = e.next; while (area(x, y, q.x, q.y, q.next.x, q.next.y) < 0) { t = this._addTriangle(q.i, i, q.next.i, q.prev.t, -1, q.t); q.prev.t = this._legalize(t + 2); this.hull = removeNode(q); q = q.next; } if (walkBack) { // walk backward from the other side, adding more triangles and flipping q = e.prev; while (area(x, y, q.prev.x, q.prev.y, q.x, q.y) < 0) { t = this._addTriangle(q.prev.i, i, q.i, -1, q.t, q.prev.t); this._legalize(t + 2); q.prev.t = t; this.hull = removeNode(q); q = q.prev; } } // save the two new edges in the hash table this._hashEdge(e); this._hashEdge(e.prev); } // trim typed triangle mesh arrays this.triangles = triangles.subarray(0, this.trianglesLen); this.halfedges = halfedges.subarray(0, this.trianglesLen); } Delaunator.prototype = { _hashEdge: function (e) { this._hash[this._hashKey(e.x, e.y)] = e; }, _hashKey: function (x, y) { var dx = x - this._cx; var dy = y - this._cy; // use pseudo-angle: a measure that monotonically increases // with real angle, but doesn't require expensive trigonometry var p = 1 - dx / (Math.abs(dx) + Math.abs(dy)); return Math.floor((2 + (dy < 0 ? -p : p)) / 4 * this._hashSize); }, _legalize: function (a) { var triangles = this.triangles; var coords = this.coords; var halfedges = this.halfedges; var b = halfedges[a]; var a0 = a - a % 3; var b0 = b - b % 3; var al = a0 + (a + 1) % 3; var ar = a0 + (a + 2) % 3; var bl = b0 + (b + 2) % 3; var p0 = triangles[ar]; var pr = triangles[a]; var pl = triangles[al]; var p1 = triangles[bl]; var illegal = inCircle( coords[2 * p0], coords[2 * p0 + 1], coords[2 * pr], coords[2 * pr + 1], coords[2 * pl], coords[2 * pl + 1], coords[2 * p1], coords[2 * p1 + 1]); if (illegal) { triangles[a] = p1; triangles[b] = p0; this._link(a, halfedges[bl]); this._link(b, halfedges[ar]); this._link(ar, bl); var br = b0 + (b + 1) % 3; this._legalize(a); return this._legalize(br); } return ar; }, _link: function (a, b) { this.halfedges[a] = b; if (b !== -1) this.halfedges[b] = a; }, // add a new triangle given vertex indices and adjacent half-edge ids _addTriangle: function (i0, i1, i2, a, b, c) { var t = this.trianglesLen; this.triangles[t] = i0; this.triangles[t + 1] = i1; this.triangles[t + 2] = i2; this._link(t, a); this._link(t + 1, b); this._link(t + 2, c); this.trianglesLen += 3; return t; } }; function dist(ax, ay, bx, by) { var dx = ax - bx; var dy = ay - by; return dx * dx + dy * dy; } function area(px, py, qx, qy, rx, ry) { return (qy - py) * (rx - qx) - (qx - px) * (ry - qy); } function inCircle(ax, ay, bx, by, cx, cy, px, py) { ax -= px; ay -= py; bx -= px; by -= py; cx -= px; cy -= py; var ap = ax * ax + ay * ay; var bp = bx * bx + by * by; var cp = cx * cx + cy * cy; return ax * (by * cp - bp * cy) - ay * (bx * cp - bp * cx) + ap * (bx * cy - by * cx) < 0; } function circumradius(ax, ay, bx, by, cx, cy) { bx -= ax; by -= ay; cx -= ax; cy -= ay; var bl = bx * bx + by * by; var cl = cx * cx + cy * cy; if (bl === 0 || cl === 0) return Infinity; var d = bx * cy - by * cx; if (d === 0) return Infinity; var x = (cy * bl - by * cl) * 0.5 / d; var y = (bx * cl - cx * bl) * 0.5 / d; return x * x + y * y; } function circumcenter(ax, ay, bx, by, cx, cy) { bx -= ax; by -= ay; cx -= ax; cy -= ay; var bl = bx * bx + by * by; var cl = cx * cx + cy * cy; var d = bx * cy - by * cx; var x = (cy * bl - by * cl) * 0.5 / d; var y = (bx * cl - cx * bl) * 0.5 / d; return { x: ax + x, y: ay + y }; } // create a new node in a doubly linked list function insertNode(coords, i, prev) { var node = { i: i, x: coords[2 * i], y: coords[2 * i + 1], t: 0, prev: null, next: null, removed: false }; if (!prev) { node.prev = node; node.next = node; } else { node.next = prev.next; node.prev = prev; prev.next.prev = node; prev.next = node; } return node; } function removeNode(node) { node.prev.next = node.next; node.next.prev = node.prev; node.removed = true; return node.prev; } function quicksort(ids, coords, left, right, cx, cy) { var i, j, temp; if (right - left <= 20) { for (i = left + 1; i <= right; i++) { temp = ids[i]; j = i - 1; while (j >= left && compare(coords, ids[j], temp, cx, cy) > 0) ids[j + 1] = ids[j--]; ids[j + 1] = temp; } } else { var median = (left + right) >> 1; i = left + 1; j = right; swap(ids, median, i); if (compare(coords, ids[left], ids[right], cx, cy) > 0) swap(ids, left, right); if (compare(coords, ids[i], ids[right], cx, cy) > 0) swap(ids, i, right); if (compare(coords, ids[left], ids[i], cx, cy) > 0) swap(ids, left, i); temp = ids[i]; while (true) { do i++; while (compare(coords, ids[i], temp, cx, cy) < 0); do j--; while (compare(coords, ids[j], temp, cx, cy) > 0); if (j < i) break; swap(ids, i, j); } ids[left + 1] = ids[j]; ids[j] = temp; if (right - i + 1 >= j - left) { quicksort(ids, coords, i, right, cx, cy); quicksort(ids, coords, left, j - 1, cx, cy); } else { quicksort(ids, coords, left, j - 1, cx, cy); quicksort(ids, coords, i, right, cx, cy); } } } function compare(coords, i, j, cx, cy) { var d1 = dist(coords[2 * i], coords[2 * i + 1], cx, cy); var d2 = dist(coords[2 * j], coords[2 * j + 1], cx, cy); return (d1 - d2) || (coords[2 * i] - coords[2 * j]) || (coords[2 * i + 1] - coords[2 * j + 1]); } function swap(arr, i, j) { var tmp = arr[i]; arr[i] = arr[j]; arr[j] = tmp; } function defaultGetX(p) { return p[0]; } function defaultGetY(p) { return p[1]; } delaunator.default = default_1; class Voronoi { constructor(cells, circumcenters, delaunay, xmin, ymin, xmax, ymax) { if (!((xmax = +xmax) >= (xmin = +xmin)) || !((ymax = +ymax) >= (ymin = +ymin))) throw new Error("invalid bounds"); this.cells = cells; this.circumcenters = circumcenters; this.delaunay = delaunay; this.xmax = xmax, this.xmin = xmin; this.ymax = ymax, this.ymin = ymin; } find(x, y) { return this.cells[this.findIndex(x, y)]; } findIndex(x, y) { const {cells, delaunay: {halfedges, points, triangles}} = this; if (cells.length === 0 || (x = +x, x !== x) || (y = +y, y !== y)) return -1; let c = 0, c2 = (x - points[0]) ** 2 + (y - points[1]) ** 2; while (true) { let d = c, d2 = c2; for (let T = cells[c].triangles, i = 0, n = T.length; i < n; ++i) { let k = T[i] * 3; switch (c) { case triangles[k]: k = triangles[k + 1]; break; case triangles[k + 1]: k = triangles[k + 2]; break; case triangles[k + 2]: k = triangles[k]; break; } let k2 = (x - points[k * 2]) ** 2 + (y - points[k * 2 + 1]) ** 2; if (k2 < d2) d2 = k2, d = k; } if (d === c) return d; c = d, c2 = d2; } } render(context) { const {cells, circumcenters, delaunay: {halfedges, hull}} = this; for (let i = 0, n = halfedges.length; i < n; ++i) { const j = halfedges[i]; if (j < i) continue; const ti = Math.floor(i / 3) * 2; const tj = Math.floor(j / 3) * 2; context.moveTo(circumcenters[ti], circumcenters[ti + 1]); context.lineTo(circumcenters[tj], circumcenters[tj + 1]); } let node = hull; do { const t = Math.floor(node.t / 3) * 2; const x = circumcenters[t]; const y = circumcenters[t + 1]; const p = this._project(x, y, cells[node.i].vn); if (p) { context.moveTo(x, y); context.lineTo(p[0], p[1]); } } while ((node = node.next) !== hull); } renderBounds(context) { context.rect(this.xmin, this.ymin, this.xmax - this.xmin, this.ymax - this.ymin); } _clip(points, v0, vn) { return v0 ? this._clipInfinite(points, v0, vn) : this._clipFinite(points); } _clipFinite(points) { const n = points.length; let P = null, S; let x0, y0, x1 = points[n - 2], y1 = points[n - 1]; let c0, c1 = this._regioncode(x1, y1); let e0, e1; for (let i = 0; i < n; i += 2) { x0 = x1, y0 = y1, x1 = points[i], y1 = points[i + 1]; c0 = c1, c1 = this._regioncode(x1, y1); if (c0 === 0 && c1 === 0) { e0 = e1, e1 = 0; if (P) P.push(x1, y1); else P = [x1, y1]; } else if (S = this._clipSegment(x0, y0, x1, y1, c0, c1)) { const [sx0, sy0, sx1, sy1] = S; if (c0) { e0 = e1, e1 = this._edgecode(sx0, sy0); if (e0 && e1) this._edge(points, e0, e1, P); if (P) P.push(sx0, sy0); else P = [sx0, sy0]; } e0 = e1, e1 = this._edgecode(sx1, sy1); if (e0 && e1) this._edge(points, e0, e1, P); if (P) P.push(sx1, sy1); else P = [sx1, sy1]; } } if (P) { e0 = e1, e1 = this._edgecode(P[0], P[1]); if (e0 && e1) this._edge(points, e0, e1, P); } else if (containsFinite(points, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) { return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin]; } return P; } _clipSegment(x0, y0, x1, y1, c0, c1) { while (true) { if (c0 === 0 && c1 === 0) return [x0, y0, x1, y1]; if (c0 & c1) return; let x, y, c = c0 || c1; if (c & 0b1000) x = x0 + (x1 - x0) * (this.ymax - y0) / (y1 - y0), y = this.ymax, c ^= 0b1000; else if (c & 0b0100) x = x0 + (x1 - x0) * (this.ymin - y0) / (y1 - y0), y = this.ymin, c ^= 0b0100; else if (c & 0b0010) y = y0 + (y1 - y0) * (this.xmax - x0) / (x1 - x0), x = this.xmax, c ^= 0b0010; else y = y0 + (y1 - y0) * (this.xmin - x0) / (x1 - x0), x = this.xmin, c ^= 0b0001; if (c0) x0 = x, y0 = y, c0 = c; else x1 = x, y1 = y, c1 = c; } } // TODO Consolidate corner traversal code using edge? _clipInfinite(points, v0, vn) { let P = Array.from(points), p; if (p = this._project(P[0], P[1], v0)) P.unshift(p[0], p[1]); if (p = this._project(P[P.length - 2], P[P.length - 1], vn)) P.unshift(p[0], p[1]); if (P = this._clipFinite(P)) { for (let i = 0, n = P.length, c0, c1 = this._edgecode(P[n - 2], P[n - 1]); i < n; i += 2) { c0 = c1, c1 = this._edgecode(P[i], P[i + 1]); if (c0 && c1) { while (c0 !== c1) { let cx, cy; switch (c0) { case 0b0101: c0 = 0b0100; continue; // top-left case 0b0100: c0 = 0b0110, cx = this.xmax, cy = this.ymin; break; // top case 0b0110: c0 = 0b0010; continue; // top-right case 0b0010: c0 = 0b1010, cx = this.xmax, cy = this.ymax; break; // right case 0b1010: c0 = 0b1000; continue; // bottom-right case 0b1000: c0 = 0b1001, cx = this.xmin, cy = this.ymax; break; // bottom case 0b1001: c0 = 0b0001; continue; // bottom-left case 0b0001: c0 = 0b0101, cx = this.xmin, cy = this.ymin; break; // left } if (containsInfinite(points, v0, vn, cx, cy)) { P.splice(i, 0, cx, cy), n += 2, i += 2; } } } } } else if (containsInfinite(points, v0, vn, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) { P.push(this.xmin, this.ymin, this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax); } return P; } // TODO Allow containsInfinite instead of contains for clipInfinite? _edge(points, e0, e1, P) { while (e0 !== e1) { let cx, cy; switch (e0) { case 0b0101: e0 = 0b0100; continue; // top-left case 0b0100: e0 = 0b0110, cx = this.xmax, cy = this.ymin; break; // top case 0b0110: e0 = 0b0010; continue; // top-right case 0b0010: e0 = 0b1010, cx = this.xmax, cy = this.ymax; break; // right case 0b1010: e0 = 0b1000; continue; // bottom-right case 0b1000: e0 = 0b1001, cx = this.xmin, cy = this.ymax; break; // bottom case 0b1001: e0 = 0b0001; continue; // bottom-left case 0b0001: e0 = 0b0101, cx = this.xmin, cy = this.ymin; break; // left } if (containsFinite(points, cx, cy)) { P.push(cx, cy); } } } _project(x0, y0, [vx, vy]) { let t = Infinity, c, x, y; if (vy < 0) { // top if (y0 <= this.ymin) return; if ((c = (this.ymin - y0) / vy) < t) y = this.ymin, x = x0 + (t = c) * vx; } else if (vy > 0) { // bottom if (y0 >= this.ymax) return; if ((c = (this.ymax - y0) / vy) < t) y = this.ymax, x = x0 + (t = c) * vx; } if (vx > 0) { // right if (x0 >= this.xmax) return; if ((c = (this.xmax - x0) / vx) < t) x = this.xmax, y = y0 + (t = c) * vy; } else if (vx < 0) { // left if (x0 <= this.xmin) return; if ((c = (this.xmin - x0) / vx) < t) x = this.xmin, y = y0 + (t = c) * vy; } return [x, y]; } _edgecode(x, y) { return (x === this.xmin ? 0b0001 : x === this.xmax ? 0b0010 : 0b0000) | (y === this.ymin ? 0b0100 : y === this.ymax ? 0b1000 : 0b0000); } _regioncode(x, y) { return (x < this.xmin ? 0b0001 : x > this.xmax ? 0b0010 : 0b0000) | (y < this.ymin ? 0b0100 : y > this.ymax ? 0b1000 : 0b0000); } } class Delaunay { constructor(points, halfedges, hull, triangles) { this.points = points; this.halfedges = halfedges; this.hull = hull; this.triangles = triangles; } voronoi([xmin, ymin, xmax, ymax] = [0, 0, 960, 500]) { const {points, halfedges, hull, triangles} = this; const cells = new Array(points.length / 2); const circumcenters = new Float64Array(triangles.length / 3 * 2); const voronoi = new Voronoi(cells, circumcenters, this, xmin, ymin, xmax, ymax); // Compute cell topology. for (let i = 0, n = cells.length; i < n; ++i) { cells[i] = new Cell(voronoi); } for (let i = 0, m = halfedges.length; i < m; ++i) { cells[triangles[i]]._connect(Math.floor(i / 3), Math.floor(halfedges[i] / 3)); } for (let i = 0, n = cells.length; i < n; ++i) { const cell = cells[i]; cell.triangles = cell.triangles.length === 1 ? cell.triangles[0] : null; } // Compute circumcenters. for (let i = 0, j = 0, n = triangles.length; i < n; i += 3, j += 2) { const t1 = triangles[i] * 2; const t2 = triangles[i + 1] * 2; const t3 = triangles[i + 2] * 2; const x1 = points[t1]; const y1 = points[t1 + 1]; const x2 = points[t2]; const y2 = points[t2 + 1]; const x3 = points[t3]; const y3 = points[t3 + 1]; const a2 = x1 - x2; const a3 = x1 - x3; const b2 = y1 - y2; const b3 = y1 - y3; const d1 = x1 * x1 + y1 * y1; const d2 = d1 - x2 * x2 - y2 * y2; const d3 = d1 - x3 * x3 - y3 * y3; const ab = (a3 * b2 - a2 * b3) * 2; circumcenters[j] = (b2 * d3 - b3 * d2) / ab; circumcenters[j + 1] = (a3 * d2 - a2 * d3) / ab; } // Compute exterior cell rays. { let node = hull; do { const {x: x1, y: y1, t: i, next: {x: x2, y: y2, t: j}} = node; const ci = Math.floor(i / 3) * 2; const cx = circumcenters[ci]; const cy = circumcenters[ci + 1]; const dx = (x1 + x2) / 2 - cx; const dy = (y1 + y2) / 2 - cy; const k = (x2 - x1) * (cy - y1) > (y2 - y1) * (cx - x1) ? -1 : 1; cells[triangles[i]].vn = cells[triangles[j]].v0 = [k * dx, k * dy]; } while ((node = node.next) !== hull); } return voronoi; } render(context) { const {points, halfedges, triangles} = this; for (let i = 0, n = halfedges.length; i < n; ++i) { const j = halfedges[i]; if (j < i) continue; const ti = triangles[i] * 2; const tj = triangles[j] * 2; context.moveTo(points[ti], points[ti + 1]); context.lineTo(points[tj], points[tj + 1]); } this.renderHull(context); } renderHull(context) { const {hull} = this; let node = hull; do { context.moveTo(node.x, node.y); context.lineTo(node.next.x, node.next.y); } while ((node = node.next) !== hull); } renderTriangle(i, context) { const {points, triangles} = this; const t0 = triangles[i *= 3] * 2; const t1 = triangles[i + 1] * 2; const t2 = triangles[i + 2] * 2; context.moveTo(points[t0], points[t0 + 1]); context.lineTo(points[t1], points[t1 + 1]); context.lineTo(points[t2], points[t2 + 1]); context.closePath(); } } Delaunay.from = function(points, fx, fy) { const {coords, halfedges, hull, triangles} = new delaunator(points, fx, fy); return new Delaunay(coords, halfedges, hull, triangles); }; exports.Cell = Cell; exports.Delaunay = Delaunay; exports.Voronoi = Voronoi; Object.defineProperty(exports, '__esModule', { value: true }); })));