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| /** | |
| * Port from https://github.com/mapbox/earcut (v2.2.2) | |
| */ | |
| const Earcut = { | |
| triangulate: function (data, holeIndices, dim = 2) { | |
| const hasHoles = holeIndices && holeIndices.length; | |
| const outerLen = hasHoles ? holeIndices[0] * dim : data.length; | |
| let outerNode = linkedList(data, 0, outerLen, dim, true); | |
| const triangles = []; | |
| if (!outerNode || outerNode.next === outerNode.prev) return triangles; | |
| let minX, minY, maxX, maxY, x, y, invSize; | |
| 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 (let 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 invSize are later used to transform coords into integers for z-order calculation | |
| invSize = Math.max(maxX - minX, maxY - minY); | |
| invSize = invSize !== 0 ? 1 / invSize : 0; | |
| } | |
| earcutLinked(outerNode, triangles, dim, minX, minY, invSize); | |
| return triangles; | |
| }, | |
| }; | |
| // create a circular doubly linked list from polygon points in the specified winding order | |
| function linkedList(data, start, end, dim, clockwise) { | |
| let i, last; | |
| if (clockwise === signedArea(data, start, end, dim) > 0) { | |
| for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); | |
| } else { | |
| for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); | |
| } | |
| if (last && equals(last, last.next)) { | |
| removeNode(last); | |
| last = last.next; | |
| } | |
| return last; | |
| } | |
| // eliminate colinear or duplicate points | |
| function filterPoints(start, end) { | |
| if (!start) return start; | |
| if (!end) end = start; | |
| let p = start, | |
| again; | |
| do { | |
| again = false; | |
| if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { | |
| removeNode(p); | |
| p = end = p.prev; | |
| if (p === p.next) break; | |
| again = true; | |
| } else { | |
| p = p.next; | |
| } | |
| } while (again || p !== end); | |
| return end; | |
| } | |
| // main ear slicing loop which triangulates a polygon (given as a linked list) | |
| function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { | |
| if (!ear) return; | |
| // interlink polygon nodes in z-order | |
| if (!pass && invSize) indexCurve(ear, minX, minY, invSize); | |
| let stop = ear, | |
| prev, | |
| next; | |
| // iterate through ears, slicing them one by one | |
| while (ear.prev !== ear.next) { | |
| prev = ear.prev; | |
| next = ear.next; | |
| if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { | |
| // cut off the triangle | |
| triangles.push(prev.i / dim); | |
| triangles.push(ear.i / dim); | |
| triangles.push(next.i / dim); | |
| removeNode(ear); | |
| // skipping the next vertex 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(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); | |
| // if this didn't work, try curing all small self-intersections locally | |
| } else if (pass === 1) { | |
| ear = cureLocalIntersections(filterPoints(ear), triangles, dim); | |
| earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); | |
| // as a last resort, try splitting the remaining polygon into two | |
| } else if (pass === 2) { | |
| splitEarcut(ear, triangles, dim, minX, minY, invSize); | |
| } | |
| break; | |
| } | |
| } | |
| } | |
| // check whether a polygon node forms a valid ear with adjacent nodes | |
| function isEar(ear) { | |
| const a = ear.prev, | |
| b = ear, | |
| c = ear.next; | |
| if (area(a, b, c) >= 0) return false; // reflex, can't be an ear | |
| // now make sure we don't have other points inside the potential ear | |
| let p = ear.next.next; | |
| while (p !== ear.prev) { | |
| if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; | |
| p = p.next; | |
| } | |
| return true; | |
| } | |
| function isEarHashed(ear, minX, minY, invSize) { | |
| const a = ear.prev, | |
| b = ear, | |
| c = ear.next; | |
| if (area(a, b, c) >= 0) return false; // reflex, can't be an ear | |
| // triangle bbox; min & max are calculated like this for speed | |
| const minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : b.x < c.x ? b.x : c.x, | |
| minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : b.y < c.y ? b.y : c.y, | |
| maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : b.x > c.x ? b.x : c.x, | |
| maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : b.y > c.y ? b.y : c.y; | |
| // z-order range for the current triangle bbox; | |
| const minZ = zOrder(minTX, minTY, minX, minY, invSize), | |
| maxZ = zOrder(maxTX, maxTY, minX, minY, invSize); | |
| let p = ear.prevZ, | |
| n = ear.nextZ; | |
| // look for points inside the triangle in both directions | |
| while (p && p.z >= minZ && n && n.z <= maxZ) { | |
| if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; | |
| p = p.prevZ; | |
| if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; | |
| n = n.nextZ; | |
| } | |
| // look for remaining points in decreasing z-order | |
| while (p && p.z >= minZ) { | |
| if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; | |
| p = p.prevZ; | |
| } | |
| // look for remaining points in increasing z-order | |
| while (n && n.z <= maxZ) { | |
| if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; | |
| n = n.nextZ; | |
| } | |
| return true; | |
| } | |
| // go through all polygon nodes and cure small local self-intersections | |
| function cureLocalIntersections(start, triangles, dim) { | |
| let p = start; | |
| do { | |
| const a = p.prev, | |
| b = p.next.next; | |
| if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { | |
| triangles.push(a.i / dim); | |
| triangles.push(p.i / dim); | |
| triangles.push(b.i / dim); | |
| // remove two nodes involved | |
| removeNode(p); | |
| removeNode(p.next); | |
| p = start = b; | |
| } | |
| p = p.next; | |
| } while (p !== start); | |
| return filterPoints(p); | |
| } | |
| // try splitting polygon into two and triangulate them independently | |
| function splitEarcut(start, triangles, dim, minX, minY, invSize) { | |
| // look for a valid diagonal that divides the polygon into two | |
| let a = start; | |
| do { | |
| let b = a.next.next; | |
| while (b !== a.prev) { | |
| if (a.i !== b.i && isValidDiagonal(a, b)) { | |
| // split the polygon in two by the diagonal | |
| let c = splitPolygon(a, b); | |
| // filter colinear points around the cuts | |
| a = filterPoints(a, a.next); | |
| c = filterPoints(c, c.next); | |
| // run earcut on each half | |
| earcutLinked(a, triangles, dim, minX, minY, invSize); | |
| earcutLinked(c, triangles, dim, minX, minY, invSize); | |
| 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) { | |
| const queue = []; | |
| let 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; | |
| queue.push(getLeftmost(list)); | |
| } | |
| queue.sort(compareX); | |
| // process holes from left to right | |
| for (i = 0; i < queue.length; i++) { | |
| eliminateHole(queue[i], outerNode); | |
| outerNode = filterPoints(outerNode, outerNode.next); | |
| } | |
| return outerNode; | |
| } | |
| function compareX(a, b) { | |
| return a.x - b.x; | |
| } | |
| // find a bridge between vertices that connects hole with an outer ring and and link it | |
| function eliminateHole(hole, outerNode) { | |
| outerNode = findHoleBridge(hole, outerNode); | |
| if (outerNode) { | |
| const b = splitPolygon(outerNode, hole); | |
| // filter collinear points around the cuts | |
| filterPoints(outerNode, outerNode.next); | |
| filterPoints(b, b.next); | |
| } | |
| } | |
| // David Eberly's algorithm for finding a bridge between hole and outer polygon | |
| function findHoleBridge(hole, outerNode) { | |
| let p = outerNode; | |
| const hx = hole.x; | |
| const hy = hole.y; | |
| let qx = -Infinity, | |
| m; | |
| // 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 { | |
| if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { | |
| const x = p.x + ((hy - p.y) * (p.next.x - p.x)) / (p.next.y - p.y); | |
| if (x <= hx && x > qx) { | |
| qx = x; | |
| if (x === hx) { | |
| if (hy === p.y) return p; | |
| if (hy === p.next.y) return p.next; | |
| } | |
| m = p.x < p.next.x ? p : p.next; | |
| } | |
| } | |
| p = p.next; | |
| } while (p !== outerNode); | |
| if (!m) return null; | |
| if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint | |
| // look for points 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 | |
| const stop = m, | |
| mx = m.x, | |
| my = m.y; | |
| let tanMin = Infinity, | |
| tan; | |
| p = m; | |
| do { | |
| if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { | |
| tan = Math.abs(hy - p.y) / (hx - p.x); // tangential | |
| if (locallyInside(p, hole) && (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { | |
| m = p; | |
| tanMin = tan; | |
| } | |
| } | |
| p = p.next; | |
| } while (p !== stop); | |
| return m; | |
| } | |
| // whether sector in vertex m contains sector in vertex p in the same coordinates | |
| function sectorContainsSector(m, p) { | |
| return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; | |
| } | |
| // interlink polygon nodes in z-order | |
| function indexCurve(start, minX, minY, invSize) { | |
| let p = start; | |
| do { | |
| if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize); | |
| p.prevZ = p.prev; | |
| p.nextZ = p.next; | |
| p = p.next; | |
| } while (p !== start); | |
| p.prevZ.nextZ = null; | |
| p.prevZ = null; | |
| sortLinked(p); | |
| } | |
| // Simon Tatham's linked list merge sort algorithm | |
| // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html | |
| function sortLinked(list) { | |
| let 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 && (qSize === 0 || !q || 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 inverse of the longer side of data bbox | |
| function zOrder(x, y, minX, minY, invSize) { | |
| // coords are transformed into non-negative 15-bit integer range | |
| x = 32767 * (x - minX) * invSize; | |
| y = 32767 * (y - minY) * invSize; | |
| x = (x | (x << 8)) & 0x00ff00ff; | |
| x = (x | (x << 4)) & 0x0f0f0f0f; | |
| x = (x | (x << 2)) & 0x33333333; | |
| x = (x | (x << 1)) & 0x55555555; | |
| 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(start) { | |
| let p = start, | |
| leftmost = start; | |
| do { | |
| if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p; | |
| p = p.next; | |
| } while (p !== start); | |
| return leftmost; | |
| } | |
| // check if a point lies within a convex triangle | |
| function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { | |
| return ( | |
| (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && | |
| (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && | |
| (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0 | |
| ); | |
| } | |
| // check if a diagonal between two polygon nodes is valid (lies in polygon interior) | |
| function isValidDiagonal(a, b) { | |
| return ( | |
| a.next.i !== b.i && | |
| a.prev.i !== b.i && | |
| !intersectsPolygon(a, b) && // dones't intersect other edges | |
| ((locallyInside(a, b) && | |
| locallyInside(b, a) && | |
| middleInside(a, b) && // locally visible | |
| (area(a.prev, a, b.prev) || area(a, b.prev, b))) || // does not create opposite-facing sectors | |
| (equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0)) | |
| ); // special zero-length case | |
| } | |
| // signed area of a triangle | |
| function area(p, q, r) { | |
| return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); | |
| } | |
| // check if two points are equal | |
| function equals(p1, p2) { | |
| return p1.x === p2.x && p1.y === p2.y; | |
| } | |
| // check if two segments intersect | |
| function intersects(p1, q1, p2, q2) { | |
| const o1 = sign(area(p1, q1, p2)); | |
| const o2 = sign(area(p1, q1, q2)); | |
| const o3 = sign(area(p2, q2, p1)); | |
| const o4 = sign(area(p2, q2, q1)); | |
| if (o1 !== o2 && o3 !== o4) return true; // general case | |
| if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 | |
| if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 | |
| if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 | |
| if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 | |
| return false; | |
| } | |
| // for collinear points p, q, r, check if point q lies on segment pr | |
| function onSegment(p, q, r) { | |
| return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); | |
| } | |
| function sign(num) { | |
| return num > 0 ? 1 : num < 0 ? -1 : 0; | |
| } | |
| // check if a polygon diagonal intersects any polygon segments | |
| function intersectsPolygon(a, b) { | |
| let p = a; | |
| do { | |
| if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true; | |
| p = p.next; | |
| } while (p !== a); | |
| return false; | |
| } | |
| // check if a polygon diagonal is locally inside the polygon | |
| function locallyInside(a, b) { | |
| return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; | |
| } | |
| // check if the middle point of a polygon diagonal is inside the polygon | |
| function middleInside(a, b) { | |
| let p = a, | |
| inside = false; | |
| const px = (a.x + b.x) / 2, | |
| py = (a.y + b.y) / 2; | |
| do { | |
| if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < ((p.next.x - p.x) * (py - p.y)) / (p.next.y - p.y) + p.x) inside = !inside; | |
| p = p.next; | |
| } while (p !== a); | |
| 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) { | |
| const a2 = new Node(a.i, a.x, a.y), | |
| b2 = new Node(b.i, b.x, b.y), | |
| 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, x, y, last) { | |
| const p = new Node(i, x, y); | |
| if (!last) { | |
| p.prev = p; | |
| p.next = p; | |
| } else { | |
| p.next = last.next; | |
| p.prev = last; | |
| last.next.prev = p; | |
| last.next = p; | |
| } | |
| return p; | |
| } | |
| function removeNode(p) { | |
| p.next.prev = p.prev; | |
| p.prev.next = p.next; | |
| if (p.prevZ) p.prevZ.nextZ = p.nextZ; | |
| if (p.nextZ) p.nextZ.prevZ = p.prevZ; | |
| } | |
| function Node(i, x, y) { | |
| // vertex index in coordinates array | |
| this.i = i; | |
| // vertex coordinates | |
| this.x = x; | |
| this.y = y; | |
| // previous and next vertex 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; | |
| } | |
| function signedArea(data, start, end, dim) { | |
| let sum = 0; | |
| for (let i = start, j = end - dim; i < end; i += dim) { | |
| sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); | |
| j = i; | |
| } | |
| return sum; | |
| } | |
| export { Earcut }; | |