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- 'use strict';
- var RBush = require('rbush');
- var Queue = require('tinyqueue');
- var pointInPolygon = require('point-in-polygon');
- var orient = require('robust-predicates/umd/orient2d.min.js').orient2d;
- // Fix for require issue in webpack https://github.com/mapbox/concaveman/issues/18
- if (Queue.default) {
- Queue = Queue.default;
- }
- module.exports = concaveman;
- module.exports.default = concaveman;
- function concaveman(points, concavity, lengthThreshold) {
- // a relative measure of concavity; higher value means simpler hull
- concavity = Math.max(0, concavity === undefined ? 2 : concavity);
- // when a segment goes below this length threshold, it won't be drilled down further
- lengthThreshold = lengthThreshold || 0;
- // start with a convex hull of the points
- var hull = fastConvexHull(points);
- // index the points with an R-tree
- var tree = new RBush(16);
- tree.toBBox = function (a) {
- return {
- minX: a[0],
- minY: a[1],
- maxX: a[0],
- maxY: a[1]
- };
- };
- tree.compareMinX = function (a, b) { return a[0] - b[0]; };
- tree.compareMinY = function (a, b) { return a[1] - b[1]; };
- tree.load(points);
- // turn the convex hull into a linked list and populate the initial edge queue with the nodes
- var queue = [];
- for (var i = 0, last; i < hull.length; i++) {
- var p = hull[i];
- tree.remove(p);
- last = insertNode(p, last);
- queue.push(last);
- }
- // index the segments with an R-tree (for intersection checks)
- var segTree = new RBush(16);
- for (i = 0; i < queue.length; i++) segTree.insert(updateBBox(queue[i]));
- var sqConcavity = concavity * concavity;
- var sqLenThreshold = lengthThreshold * lengthThreshold;
- // process edges one by one
- while (queue.length) {
- var node = queue.shift();
- var a = node.p;
- var b = node.next.p;
- // skip the edge if it's already short enough
- var sqLen = getSqDist(a, b);
- if (sqLen < sqLenThreshold) continue;
- var maxSqLen = sqLen / sqConcavity;
- // find the best connection point for the current edge to flex inward to
- p = findCandidate(tree, node.prev.p, a, b, node.next.next.p, maxSqLen, segTree);
- // if we found a connection and it satisfies our concavity measure
- if (p && Math.min(getSqDist(p, a), getSqDist(p, b)) <= maxSqLen) {
- // connect the edge endpoints through this point and add 2 new edges to the queue
- queue.push(node);
- queue.push(insertNode(p, node));
- // update point and segment indexes
- tree.remove(p);
- segTree.remove(node);
- segTree.insert(updateBBox(node));
- segTree.insert(updateBBox(node.next));
- }
- }
- // convert the resulting hull linked list to an array of points
- node = last;
- var concave = [];
- do {
- concave.push(node.p);
- node = node.next;
- } while (node !== last);
- concave.push(node.p);
- return concave;
- }
- function findCandidate(tree, a, b, c, d, maxDist, segTree) {
- var queue = new Queue([], compareDist);
- var node = tree.data;
- // search through the point R-tree with a depth-first search using a priority queue
- // in the order of distance to the edge (b, c)
- while (node) {
- for (var i = 0; i < node.children.length; i++) {
- var child = node.children[i];
- var dist = node.leaf ? sqSegDist(child, b, c) : sqSegBoxDist(b, c, child);
- if (dist > maxDist) continue; // skip the node if it's farther than we ever need
- queue.push({
- node: child,
- dist: dist
- });
- }
- while (queue.length && !queue.peek().node.children) {
- var item = queue.pop();
- var p = item.node;
- // skip all points that are as close to adjacent edges (a,b) and (c,d),
- // and points that would introduce self-intersections when connected
- var d0 = sqSegDist(p, a, b);
- var d1 = sqSegDist(p, c, d);
- if (item.dist < d0 && item.dist < d1 &&
- noIntersections(b, p, segTree) &&
- noIntersections(c, p, segTree)) return p;
- }
- node = queue.pop();
- if (node) node = node.node;
- }
- return null;
- }
- function compareDist(a, b) {
- return a.dist - b.dist;
- }
- // square distance from a segment bounding box to the given one
- function sqSegBoxDist(a, b, bbox) {
- if (inside(a, bbox) || inside(b, bbox)) return 0;
- var d1 = sqSegSegDist(a[0], a[1], b[0], b[1], bbox.minX, bbox.minY, bbox.maxX, bbox.minY);
- if (d1 === 0) return 0;
- var d2 = sqSegSegDist(a[0], a[1], b[0], b[1], bbox.minX, bbox.minY, bbox.minX, bbox.maxY);
- if (d2 === 0) return 0;
- var d3 = sqSegSegDist(a[0], a[1], b[0], b[1], bbox.maxX, bbox.minY, bbox.maxX, bbox.maxY);
- if (d3 === 0) return 0;
- var d4 = sqSegSegDist(a[0], a[1], b[0], b[1], bbox.minX, bbox.maxY, bbox.maxX, bbox.maxY);
- if (d4 === 0) return 0;
- return Math.min(d1, d2, d3, d4);
- }
- function inside(a, bbox) {
- return a[0] >= bbox.minX &&
- a[0] <= bbox.maxX &&
- a[1] >= bbox.minY &&
- a[1] <= bbox.maxY;
- }
- // check if the edge (a,b) doesn't intersect any other edges
- function noIntersections(a, b, segTree) {
- var minX = Math.min(a[0], b[0]);
- var minY = Math.min(a[1], b[1]);
- var maxX = Math.max(a[0], b[0]);
- var maxY = Math.max(a[1], b[1]);
- var edges = segTree.search({minX: minX, minY: minY, maxX: maxX, maxY: maxY});
- for (var i = 0; i < edges.length; i++) {
- if (intersects(edges[i].p, edges[i].next.p, a, b)) return false;
- }
- return true;
- }
- function cross(p1, p2, p3) {
- return orient(p1[0], p1[1], p2[0], p2[1], p3[0], p3[1]);
- }
- // check if the edges (p1,q1) and (p2,q2) intersect
- function intersects(p1, q1, p2, q2) {
- return p1 !== q2 && q1 !== p2 &&
- cross(p1, q1, p2) > 0 !== cross(p1, q1, q2) > 0 &&
- cross(p2, q2, p1) > 0 !== cross(p2, q2, q1) > 0;
- }
- // update the bounding box of a node's edge
- function updateBBox(node) {
- var p1 = node.p;
- var p2 = node.next.p;
- node.minX = Math.min(p1[0], p2[0]);
- node.minY = Math.min(p1[1], p2[1]);
- node.maxX = Math.max(p1[0], p2[0]);
- node.maxY = Math.max(p1[1], p2[1]);
- return node;
- }
- // speed up convex hull by filtering out points inside quadrilateral formed by 4 extreme points
- function fastConvexHull(points) {
- var left = points[0];
- var top = points[0];
- var right = points[0];
- var bottom = points[0];
- // find the leftmost, rightmost, topmost and bottommost points
- for (var i = 0; i < points.length; i++) {
- var p = points[i];
- if (p[0] < left[0]) left = p;
- if (p[0] > right[0]) right = p;
- if (p[1] < top[1]) top = p;
- if (p[1] > bottom[1]) bottom = p;
- }
- // filter out points that are inside the resulting quadrilateral
- var cull = [left, top, right, bottom];
- var filtered = cull.slice();
- for (i = 0; i < points.length; i++) {
- if (!pointInPolygon(points[i], cull)) filtered.push(points[i]);
- }
- // get convex hull around the filtered points
- return convexHull(filtered);
- }
- // create a new node in a doubly linked list
- function insertNode(p, prev) {
- var node = {
- p: p,
- prev: null,
- next: null,
- minX: 0,
- minY: 0,
- maxX: 0,
- maxY: 0
- };
- 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;
- }
- // square distance between 2 points
- function getSqDist(p1, p2) {
- var dx = p1[0] - p2[0],
- dy = p1[1] - p2[1];
- return dx * dx + dy * dy;
- }
- // square distance from a point to a segment
- function sqSegDist(p, p1, p2) {
- var x = p1[0],
- y = p1[1],
- dx = p2[0] - x,
- dy = p2[1] - y;
- if (dx !== 0 || dy !== 0) {
- var t = ((p[0] - x) * dx + (p[1] - y) * dy) / (dx * dx + dy * dy);
- if (t > 1) {
- x = p2[0];
- y = p2[1];
- } else if (t > 0) {
- x += dx * t;
- y += dy * t;
- }
- }
- dx = p[0] - x;
- dy = p[1] - y;
- return dx * dx + dy * dy;
- }
- // segment to segment distance, ported from http://geomalgorithms.com/a07-_distance.html by Dan Sunday
- function sqSegSegDist(x0, y0, x1, y1, x2, y2, x3, y3) {
- var ux = x1 - x0;
- var uy = y1 - y0;
- var vx = x3 - x2;
- var vy = y3 - y2;
- var wx = x0 - x2;
- var wy = y0 - y2;
- var a = ux * ux + uy * uy;
- var b = ux * vx + uy * vy;
- var c = vx * vx + vy * vy;
- var d = ux * wx + uy * wy;
- var e = vx * wx + vy * wy;
- var D = a * c - b * b;
- var sc, sN, tc, tN;
- var sD = D;
- var tD = D;
- if (D === 0) {
- sN = 0;
- sD = 1;
- tN = e;
- tD = c;
- } else {
- sN = b * e - c * d;
- tN = a * e - b * d;
- if (sN < 0) {
- sN = 0;
- tN = e;
- tD = c;
- } else if (sN > sD) {
- sN = sD;
- tN = e + b;
- tD = c;
- }
- }
- if (tN < 0.0) {
- tN = 0.0;
- if (-d < 0.0) sN = 0.0;
- else if (-d > a) sN = sD;
- else {
- sN = -d;
- sD = a;
- }
- } else if (tN > tD) {
- tN = tD;
- if ((-d + b) < 0.0) sN = 0;
- else if (-d + b > a) sN = sD;
- else {
- sN = -d + b;
- sD = a;
- }
- }
- sc = sN === 0 ? 0 : sN / sD;
- tc = tN === 0 ? 0 : tN / tD;
- var cx = (1 - sc) * x0 + sc * x1;
- var cy = (1 - sc) * y0 + sc * y1;
- var cx2 = (1 - tc) * x2 + tc * x3;
- var cy2 = (1 - tc) * y2 + tc * y3;
- var dx = cx2 - cx;
- var dy = cy2 - cy;
- return dx * dx + dy * dy;
- }
- function compareByX(a, b) {
- return a[0] === b[0] ? a[1] - b[1] : a[0] - b[0];
- }
- function convexHull(points) {
- points.sort(compareByX);
- var lower = [];
- for (var i = 0; i < points.length; i++) {
- while (lower.length >= 2 && cross(lower[lower.length - 2], lower[lower.length - 1], points[i]) <= 0) {
- lower.pop();
- }
- lower.push(points[i]);
- }
- var upper = [];
- for (var ii = points.length - 1; ii >= 0; ii--) {
- while (upper.length >= 2 && cross(upper[upper.length - 2], upper[upper.length - 1], points[ii]) <= 0) {
- upper.pop();
- }
- upper.push(points[ii]);
- }
- upper.pop();
- lower.pop();
- return lower.concat(upper);
- }
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