site/node_modules/d3-delaunay/src/delaunay.js

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2024-10-14 08:09:33 +02:00
import Delaunator from "delaunator";
import Path from "./path.js";
import Polygon from "./polygon.js";
import Voronoi from "./voronoi.js";
const tau = 2 * Math.PI, pow = Math.pow;
function pointX(p) {
return p[0];
}
function pointY(p) {
return p[1];
}
// A triangulation is collinear if all its triangles have a non-null area
function collinear(d) {
const {triangles, coords} = d;
for (let i = 0; i < triangles.length; i += 3) {
const a = 2 * triangles[i],
b = 2 * triangles[i + 1],
c = 2 * triangles[i + 2],
cross = (coords[c] - coords[a]) * (coords[b + 1] - coords[a + 1])
- (coords[b] - coords[a]) * (coords[c + 1] - coords[a + 1]);
if (cross > 1e-10) return false;
}
return true;
}
function jitter(x, y, r) {
return [x + Math.sin(x + y) * r, y + Math.cos(x - y) * r];
}
export default class Delaunay {
static from(points, fx = pointX, fy = pointY, that) {
return new Delaunay("length" in points
? flatArray(points, fx, fy, that)
: Float64Array.from(flatIterable(points, fx, fy, that)));
}
constructor(points) {
this._delaunator = new Delaunator(points);
this.inedges = new Int32Array(points.length / 2);
this._hullIndex = new Int32Array(points.length / 2);
this.points = this._delaunator.coords;
this._init();
}
update() {
this._delaunator.update();
this._init();
return this;
}
_init() {
const d = this._delaunator, points = this.points;
// check for collinear
if (d.hull && d.hull.length > 2 && collinear(d)) {
this.collinear = Int32Array.from({length: points.length/2}, (_,i) => i)
.sort((i, j) => points[2 * i] - points[2 * j] || points[2 * i + 1] - points[2 * j + 1]); // for exact neighbors
const e = this.collinear[0], f = this.collinear[this.collinear.length - 1],
bounds = [ points[2 * e], points[2 * e + 1], points[2 * f], points[2 * f + 1] ],
r = 1e-8 * Math.hypot(bounds[3] - bounds[1], bounds[2] - bounds[0]);
for (let i = 0, n = points.length / 2; i < n; ++i) {
const p = jitter(points[2 * i], points[2 * i + 1], r);
points[2 * i] = p[0];
points[2 * i + 1] = p[1];
}
this._delaunator = new Delaunator(points);
} else {
delete this.collinear;
}
const halfedges = this.halfedges = this._delaunator.halfedges;
const hull = this.hull = this._delaunator.hull;
const triangles = this.triangles = this._delaunator.triangles;
const inedges = this.inedges.fill(-1);
const hullIndex = this._hullIndex.fill(-1);
// Compute an index from each point to an (arbitrary) incoming halfedge
// Used to give the first neighbor of each point; for this reason,
// on the hull we give priority to exterior halfedges
for (let e = 0, n = halfedges.length; e < n; ++e) {
const p = triangles[e % 3 === 2 ? e - 2 : e + 1];
if (halfedges[e] === -1 || inedges[p] === -1) inedges[p] = e;
}
for (let i = 0, n = hull.length; i < n; ++i) {
hullIndex[hull[i]] = i;
}
// degenerate case: 1 or 2 (distinct) points
if (hull.length <= 2 && hull.length > 0) {
this.triangles = new Int32Array(3).fill(-1);
this.halfedges = new Int32Array(3).fill(-1);
this.triangles[0] = hull[0];
inedges[hull[0]] = 1;
if (hull.length === 2) {
inedges[hull[1]] = 0;
this.triangles[1] = hull[1];
this.triangles[2] = hull[1];
}
}
}
voronoi(bounds) {
return new Voronoi(this, bounds);
}
*neighbors(i) {
const {inedges, hull, _hullIndex, halfedges, triangles, collinear} = this;
// degenerate case with several collinear points
if (collinear) {
const l = collinear.indexOf(i);
if (l > 0) yield collinear[l - 1];
if (l < collinear.length - 1) yield collinear[l + 1];
return;
}
const e0 = inedges[i];
if (e0 === -1) return; // coincident point
let e = e0, p0 = -1;
do {
yield p0 = triangles[e];
e = e % 3 === 2 ? e - 2 : e + 1;
if (triangles[e] !== i) return; // bad triangulation
e = halfedges[e];
if (e === -1) {
const p = hull[(_hullIndex[i] + 1) % hull.length];
if (p !== p0) yield p;
return;
}
} while (e !== e0);
}
find(x, y, i = 0) {
if ((x = +x, x !== x) || (y = +y, y !== y)) return -1;
const i0 = i;
let c;
while ((c = this._step(i, x, y)) >= 0 && c !== i && c !== i0) i = c;
return c;
}
_step(i, x, y) {
const {inedges, hull, _hullIndex, halfedges, triangles, points} = this;
if (inedges[i] === -1 || !points.length) return (i + 1) % (points.length >> 1);
let c = i;
let dc = pow(x - points[i * 2], 2) + pow(y - points[i * 2 + 1], 2);
const e0 = inedges[i];
let e = e0;
do {
let t = triangles[e];
const dt = pow(x - points[t * 2], 2) + pow(y - points[t * 2 + 1], 2);
if (dt < dc) dc = dt, c = t;
e = e % 3 === 2 ? e - 2 : e + 1;
if (triangles[e] !== i) break; // bad triangulation
e = halfedges[e];
if (e === -1) {
e = hull[(_hullIndex[i] + 1) % hull.length];
if (e !== t) {
if (pow(x - points[e * 2], 2) + pow(y - points[e * 2 + 1], 2) < dc) return e;
}
break;
}
} while (e !== e0);
return c;
}
render(context) {
const buffer = context == null ? context = new Path : undefined;
const {points, halfedges, triangles} = this;
for (let i = 0, n = halfedges.length; i < n; ++i) {
const j = halfedges[i];
if (j < i) continue;
const ti = triangles[i] * 2;
const tj = triangles[j] * 2;
context.moveTo(points[ti], points[ti + 1]);
context.lineTo(points[tj], points[tj + 1]);
}
this.renderHull(context);
return buffer && buffer.value();
}
renderPoints(context, r) {
if (r === undefined && (!context || typeof context.moveTo !== "function")) r = context, context = null;
r = r == undefined ? 2 : +r;
const buffer = context == null ? context = new Path : undefined;
const {points} = this;
for (let i = 0, n = points.length; i < n; i += 2) {
const x = points[i], y = points[i + 1];
context.moveTo(x + r, y);
context.arc(x, y, r, 0, tau);
}
return buffer && buffer.value();
}
renderHull(context) {
const buffer = context == null ? context = new Path : undefined;
const {hull, points} = this;
const h = hull[0] * 2, n = hull.length;
context.moveTo(points[h], points[h + 1]);
for (let i = 1; i < n; ++i) {
const h = 2 * hull[i];
context.lineTo(points[h], points[h + 1]);
}
context.closePath();
return buffer && buffer.value();
}
hullPolygon() {
const polygon = new Polygon;
this.renderHull(polygon);
return polygon.value();
}
renderTriangle(i, context) {
const buffer = context == null ? context = new Path : undefined;
const {points, triangles} = this;
const t0 = triangles[i *= 3] * 2;
const t1 = triangles[i + 1] * 2;
const t2 = triangles[i + 2] * 2;
context.moveTo(points[t0], points[t0 + 1]);
context.lineTo(points[t1], points[t1 + 1]);
context.lineTo(points[t2], points[t2 + 1]);
context.closePath();
return buffer && buffer.value();
}
*trianglePolygons() {
const {triangles} = this;
for (let i = 0, n = triangles.length / 3; i < n; ++i) {
yield this.trianglePolygon(i);
}
}
trianglePolygon(i) {
const polygon = new Polygon;
this.renderTriangle(i, polygon);
return polygon.value();
}
}
function flatArray(points, fx, fy, that) {
const n = points.length;
const array = new Float64Array(n * 2);
for (let i = 0; i < n; ++i) {
const p = points[i];
array[i * 2] = fx.call(that, p, i, points);
array[i * 2 + 1] = fy.call(that, p, i, points);
}
return array;
}
function* flatIterable(points, fx, fy, that) {
let i = 0;
for (const p of points) {
yield fx.call(that, p, i, points);
yield fy.call(that, p, i, points);
++i;
}
}