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- /**
- *
- * Earcut https://github.com/mapbox/earcut
- *
- * Copyright (c) 2015, Mapbox
- *
- * Permission to use, copy, modify, and/or distribute this software for any purpose
- * with or without fee is hereby granted, provided that the above copyright notice
- * and this permission notice appear in all copies.
- *
- * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
- * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
- * FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
- * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
- * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
- * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
- * THIS SOFTWARE.
- */
- 'use strict';
- //module.exports = earcut;
- function earcut(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 (!start) return start;
- 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)) {
- removeNode(node);
- 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);
- removeNode(ear);
- // 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) &&
- orient(data, a.i, node.i, b.i) && orient(data, a.i, node.next.i, b.i)) {
- triangles.push(a.i / dim);
- triangles.push(node.i / dim);
- triangles.push(b.i / dim);
- // remove two nodes involved
- removeNode(node);
- removeNode(node.next);
- 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 || (tan === tanMin && mx > bx)) &&
- 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 non-negative 15-bit integer range
- x = 32767 * (x - minX) / size;
- y = 32767 * (y - minY) / size;
- 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(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 a.next.i !== b.i && a.prev.i !== b.i &&
- !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 removeNode(node) {
- node.next.prev = node.prev;
- node.prev.next = node.next;
- if (node.prevZ) node.prevZ.nextZ = node.nextZ;
- if (node.nextZ) node.nextZ.prevZ = node.prevZ;
- }
- 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;
- }
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