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; } }