// Cohen-Sutherland line clipping algorithm, adapted to efficiently // handle polylines rather than just segments export function lineclip(points, bbox, result) { var len = points.length, codeA = bitCode(points[0], bbox), part = [], i, codeB, lastCode; var a; var b; if (!result) result = []; for (i = 1; i < len; i++) { a = points[i - 1]; b = points[i]; codeB = lastCode = bitCode(b, bbox); while (true) { if (!(codeA | codeB)) { // accept part.push(a); if (codeB !== lastCode) { // segment went outside part.push(b); if (i < len - 1) { // start a new line result.push(part); part = []; } } else if (i === len - 1) { part.push(b); } break; } else if (codeA & codeB) { // trivial reject break; } else if (codeA) { // a outside, intersect with clip edge a = intersect(a, b, codeA, bbox); codeA = bitCode(a, bbox); } else { // b outside b = intersect(a, b, codeB, bbox); codeB = bitCode(b, bbox); } } codeA = lastCode; } if (part.length) result.push(part); return result; } // Sutherland-Hodgeman polygon clipping algorithm export function polygonclip(points, bbox) { var result, edge, prev, prevInside, i, p, inside; // clip against each side of the clip rectangle for (edge = 1; edge <= 8; edge *= 2) { result = []; prev = points[points.length - 1]; prevInside = !(bitCode(prev, bbox) & edge); for (i = 0; i < points.length; i++) { p = points[i]; inside = !(bitCode(p, bbox) & edge); // if segment goes through the clip window, add an intersection if (inside !== prevInside) result.push(intersect(prev, p, edge, bbox)); if (inside) result.push(p); // add a point if it's inside prev = p; prevInside = inside; } points = result; if (!points.length) break; } return result; } // intersect a segment against one of the 4 lines that make up the bbox function intersect(a, b, edge, bbox) { return edge & 8 ? [a[0] + ((b[0] - a[0]) * (bbox[3] - a[1])) / (b[1] - a[1]), bbox[3]] // top : edge & 4 ? [a[0] + ((b[0] - a[0]) * (bbox[1] - a[1])) / (b[1] - a[1]), bbox[1]] // bottom : edge & 2 ? [bbox[2], a[1] + ((b[1] - a[1]) * (bbox[2] - a[0])) / (b[0] - a[0])] // right : edge & 1 ? [bbox[0], a[1] + ((b[1] - a[1]) * (bbox[0] - a[0])) / (b[0] - a[0])] // left : null; } // bit code reflects the point position relative to the bbox: // left mid right // top 1001 1000 1010 // mid 0001 0000 0010 // bottom 0101 0100 0110 function bitCode(p, bbox) { var code = 0; if (p[0] < bbox[0]) code |= 1; // left else if (p[0] > bbox[2]) code |= 2; // right if (p[1] < bbox[1]) code |= 4; // bottom else if (p[1] > bbox[3]) code |= 8; // top return code; }