| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686 | /* This file is automatically rebuilt by the Cesium build process. */var earcut_1 = earcut;var _default = earcut;function earcut(data, holeIndices, dim) {    dim = dim || 2;    var hasHoles = holeIndices && holeIndices.length,        outerLen = hasHoles ? holeIndices[0] * dim : data.length,        outerNode = linkedList(data, 0, outerLen, dim, true),        triangles = [];    if (!outerNode || outerNode.next === outerNode.prev) return triangles;    var 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 (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 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 orderfunction linkedList(data, start, end, dim, clockwise) {    var 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 pointsfunction filterPoints(start, end) {    if (!start) return start;    if (!end) end = start;    var 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);    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 (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 nodesfunction isEar(ear) {    var 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    var 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) {    var 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    var 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;    var minZ = zOrder(minTX, minTY, minX, minY, invSize),        maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);    var 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-intersectionsfunction cureLocalIntersections(start, triangles, dim) {    var p = start;    do {        var 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 independentlyfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {    // 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(a, b)) {                // split the polygon in two by the diagonal                var 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 holesfunction 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;        queue.push(getLeftmost(list));    }    queue.sort(compareX);    // process holes from left to right    for (i = 0; i < queue.length; i++) {        outerNode = 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 itfunction eliminateHole(hole, outerNode) {    var bridge = findHoleBridge(hole, outerNode);    if (!bridge) {        return outerNode;    }    var bridgeReverse = splitPolygon(bridge, hole);    // filter collinear points around the cuts    var filteredBridge = filterPoints(bridge, bridge.next);    filterPoints(bridgeReverse, bridgeReverse.next);    // Check if input node was removed by the filtering    return outerNode === bridge ? filteredBridge : outerNode;}// David Eberly's algorithm for finding a bridge between hole and outer polygonfunction findHoleBridge(hole, outerNode) {    var p = outerNode,        hx = hole.x,        hy = hole.y,        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) {            var 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    var stop = m,        mx = m.x,        my = m.y,        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 coordinatesfunction sectorContainsSector(m, p) {    return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;}// interlink polygon nodes in z-orderfunction indexCurve(start, minX, minY, invSize) {    var 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.htmlfunction 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 && (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 bboxfunction 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 ringfunction getLeftmost(start) {    var 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 trianglefunction 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 trianglefunction 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 equalfunction equals(p1, p2) {    return p1.x === p2.x && p1.y === p2.y;}// check if two segments intersectfunction intersects(p1, q1, p2, q2) {    var o1 = sign(area(p1, q1, p2));    var o2 = sign(area(p1, q1, q2));    var o3 = sign(area(p2, q2, p1));    var 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 prfunction 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 segmentsfunction intersectsPolygon(a, b) {    var 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 polygonfunction 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 polygonfunction middleInside(a, b) {    var p = a,        inside = false,        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 ringfunction splitPolygon(a, b) {    var 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) {    var 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;}// return a percentage difference between the polygon area and its triangulation area;// used to verify correctness of triangulationearcut.deviation = function (data, holeIndices, dim, triangles) {    var hasHoles = holeIndices && holeIndices.length;    var outerLen = hasHoles ? holeIndices[0] * dim : data.length;    var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));    if (hasHoles) {        for (var i = 0, len = holeIndices.length; i < len; i++) {            var start = holeIndices[i] * dim;            var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;            polygonArea -= Math.abs(signedArea(data, start, end, dim));        }    }    var trianglesArea = 0;    for (i = 0; i < triangles.length; i += 3) {        var a = triangles[i] * dim;        var b = triangles[i + 1] * dim;        var c = triangles[i + 2] * dim;        trianglesArea += Math.abs(            (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -            (data[a] - data[b]) * (data[c + 1] - data[a + 1]));    }    return polygonArea === 0 && trianglesArea === 0 ? 0 :        Math.abs((trianglesArea - polygonArea) / polygonArea);};function signedArea(data, start, end, dim) {    var sum = 0;    for (var i = start, j = end - dim; i < end; i += dim) {        sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);        j = i;    }    return sum;}// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut acceptsearcut.flatten = function (data) {    var dim = data[0][0].length,        result = {vertices: [], holes: [], dimensions: dim},        holeIndex = 0;    for (var i = 0; i < data.length; i++) {        for (var j = 0; j < data[i].length; j++) {            for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);        }        if (i > 0) {            holeIndex += data[i - 1].length;            result.holes.push(holeIndex);        }    }    return result;};earcut_1.default = _default;export { earcut_1 as default };
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