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polygon.js
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'use strict'
;
var
dot
=
require
(
'./matrix'
)
.
dot
;
var
BADNUM
=
require
(
'../constants/numerical'
)
.
BADNUM
;
var
polygon
=
module
.
exports
=
{
}
;
/**
* Turn an array of [x, y] pairs into a polygon object
* that can test if points are inside it
*
*
@param
ptsIn Array of [x, y] pairs
*
*
@returns
polygon Object {xmin, xmax, ymin, ymax, pts, contains}
* (x|y)(min|max) are the bounding rect of the polygon
* pts is the original array, with the first pair repeated at the end
* contains is a function: (pt, omitFirstEdge)
* pt is the [x, y] pair to test
* omitFirstEdge truthy means points exactly on the first edge don't
* count. This is for use adding one polygon to another so we
* don't double-count the edge where they meet.
* returns boolean: is pt inside the polygon (including on its edges)
*/
polygon
.
tester
=
function
tester
(
ptsIn
)
{
var
pts
=
ptsIn
.
slice
(
)
;
var
xmin
=
pts
[
0
]
[
0
]
;
var
xmax
=
xmin
;
var
ymin
=
pts
[
0
]
[
1
]
;
var
ymax
=
ymin
;
var
i
;
if
(
pts
[
pts
.
length
-
1
]
[
0
]
!==
pts
[
0
]
[
0
]
||
pts
[
pts
.
length
-
1
]
[
1
]
!==
pts
[
0
]
[
1
]
)
{
// close the polygon
pts
.
push
(
pts
[
0
]
)
;
}
for
(
i
=
1
;
i
<
pts
.
length
;
i
++
)
{
xmin
=
Math
.
min
(
xmin
,
pts
[
i
]
[
0
]
)
;
xmax
=
Math
.
max
(
xmax
,
pts
[
i
]
[
0
]
)
;
ymin
=
Math
.
min
(
ymin
,
pts
[
i
]
[
1
]
)
;
ymax
=
Math
.
max
(
ymax
,
pts
[
i
]
[
1
]
)
;
}
// do we have a rectangle? Handle this here, so we can use the same
// tester for the rectangular case without sacrificing speed
var
isRect
=
false
;
var
rectFirstEdgeTest
;
if
(
pts
.
length
===
5
)
{
if
(
pts
[
0
]
[
0
]
===
pts
[
1
]
[
0
]
)
{
// vert, horz, vert, horz
if
(
pts
[
2
]
[
0
]
===
pts
[
3
]
[
0
]
&&
pts
[
0
]
[
1
]
===
pts
[
3
]
[
1
]
&&
pts
[
1
]
[
1
]
===
pts
[
2
]
[
1
]
)
{
isRect
=
true
;
rectFirstEdgeTest
=
function
(
pt
)
{
return
pt
[
0
]
===
pts
[
0
]
[
0
]
;
}
;
}
}
else
if
(
pts
[
0
]
[
1
]
===
pts
[
1
]
[
1
]
)
{
// horz, vert, horz, vert
if
(
pts
[
2
]
[
1
]
===
pts
[
3
]
[
1
]
&&
pts
[
0
]
[
0
]
===
pts
[
3
]
[
0
]
&&
pts
[
1
]
[
0
]
===
pts
[
2
]
[
0
]
)
{
isRect
=
true
;
rectFirstEdgeTest
=
function
(
pt
)
{
return
pt
[
1
]
===
pts
[
0
]
[
1
]
;
}
;
}
}
}
function
rectContains
(
pt
,
omitFirstEdge
)
{
var
x
=
pt
[
0
]
;
var
y
=
pt
[
1
]
;
if
(
x
===
BADNUM
||
x
<
xmin
||
x
>
xmax
||
y
===
BADNUM
||
y
<
ymin
||
y
>
ymax
)
{
// pt is outside the bounding box of polygon
return
false
;
}
if
(
omitFirstEdge
&&
rectFirstEdgeTest
(
pt
)
)
return
false
;
return
true
;
}
function
contains
(
pt
,
omitFirstEdge
)
{
var
x
=
pt
[
0
]
;
var
y
=
pt
[
1
]
;
if
(
x
===
BADNUM
||
x
<
xmin
||
x
>
xmax
||
y
===
BADNUM
||
y
<
ymin
||
y
>
ymax
)
{
// pt is outside the bounding box of polygon
return
false
;
}
var
imax
=
pts
.
length
;
var
x1
=
pts
[
0
]
[
0
]
;
var
y1
=
pts
[
0
]
[
1
]
;
var
crossings
=
0
;
var
i
;
var
x0
;
var
y0
;
var
xmini
;
var
ycross
;
for
(
i
=
1
;
i
<
imax
;
i
++
)
{
// find all crossings of a vertical line upward from pt with
// polygon segments
// crossings exactly at xmax don't count, unless the point is
// exactly on the segment, then it counts as inside.
x0
=
x1
;
y0
=
y1
;
x1
=
pts
[
i
]
[
0
]
;
y1
=
pts
[
i
]
[
1
]
;
xmini
=
Math
.
min
(
x0
,
x1
)
;
if
(
x
<
xmini
||
x
>
Math
.
max
(
x0
,
x1
)
||
y
>
Math
.
max
(
y0
,
y1
)
)
{
// outside the bounding box of this segment, it's only a crossing
// if it's below the box.
continue
;
}
else
if
(
y
<
Math
.
min
(
y0
,
y1
)
)
{
// don't count the left-most point of the segment as a crossing
// because we don't want to double-count adjacent crossings
// UNLESS the polygon turns past vertical at exactly this x
// Note that this is repeated below, but we can't factor it out
// because
if
(
x
!==
xmini
)
crossings
++
;
}
else
{
// inside the bounding box, check the actual line intercept
// vertical segment - we know already that the point is exactly
// on the segment, so mark the crossing as exactly at the point.
if
(
x1
===
x0
)
ycross
=
y
;
// any other angle
else
ycross
=
y0
+
(
x
-
x0
)
*
(
y1
-
y0
)
/
(
x1
-
x0
)
;
// exactly on the edge: counts as inside the polygon, unless it's the
// first edge and we're omitting it.
if
(
y
===
ycross
)
{
if
(
i
===
1
&&
omitFirstEdge
)
return
false
;
return
true
;
}
if
(
y
<=
ycross
&&
x
!==
xmini
)
crossings
++
;
}
}
// if we've gotten this far, odd crossings means inside, even is outside
return
crossings
%
2
===
1
;
}
// detect if poly is degenerate
var
degenerate
=
true
;
var
lastPt
=
pts
[
0
]
;
for
(
i
=
1
;
i
<
pts
.
length
;
i
++
)
{
if
(
lastPt
[
0
]
!==
pts
[
i
]
[
0
]
||
lastPt
[
1
]
!==
pts
[
i
]
[
1
]
)
{
degenerate
=
false
;
break
;
}
}
return
{
xmin
:
xmin
,
xmax
:
xmax
,
ymin
:
ymin
,
ymax
:
ymax
,
pts
:
pts
,
contains
:
isRect
?
rectContains
:
contains
,
isRect
:
isRect
,
degenerate
:
degenerate
}
;
}
;
/**
* Test if a segment of a points array is bent or straight
*
*
@param
pts Array of [x, y] pairs
*
@param
start the index of the proposed start of the straight section
*
@param
end the index of the proposed end point
*
@param
tolerance the max distance off the line connecting start and end
* before the line counts as bent
*
@returns
boolean: true means this segment is bent, false means straight
*/
polygon
.
isSegmentBent
=
function
isSegmentBent
(
pts
,
start
,
end
,
tolerance
)
{
var
startPt
=
pts
[
start
]
;
var
segment
=
[
pts
[
end
]
[
0
]
-
startPt
[
0
]
,
pts
[
end
]
[
1
]
-
startPt
[
1
]
]
;
var
segmentSquared
=
dot
(
segment
,
segment
)
;
var
segmentLen
=
Math
.
sqrt
(
segmentSquared
)
;
var
unitPerp
=
[
-
segment
[
1
]
/
segmentLen
,
segment
[
0
]
/
segmentLen
]
;
var
i
;
var
part
;
var
partParallel
;
for
(
i
=
start
+
1
;
i
<
end
;
i
++
)
{
part
=
[
pts
[
i
]
[
0
]
-
startPt
[
0
]
,
pts
[
i
]
[
1
]
-
startPt
[
1
]
]
;
partParallel
=
dot
(
part
,
segment
)
;
if
(
partParallel
<
0
||
partParallel
>
segmentSquared
||
Math
.
abs
(
dot
(
part
,
unitPerp
)
)
>
tolerance
)
return
true
;
}
return
false
;
}
;
/**
* Make a filtering polygon, to minimize the number of segments
*
*
@param
pts Array of [x, y] pairs (must start with at least 1 pair)
*
@param
tolerance the maximum deviation from straight allowed for
* removing points to simplify the polygon
*
*
@returns
Object {addPt, raw, filtered}
* addPt is a function(pt: [x, y] pair) to add a raw point and
* continue filtering
* raw is all the input points
* filtered is the resulting filtered Array of [x, y] pairs
*/
polygon
.
filter
=
function
filter
(
pts
,
tolerance
)
{
var
ptsFiltered
=
[
pts
[
0
]
]
;
var
doneRawIndex
=
0
;
var
doneFilteredIndex
=
0
;
function
addPt
(
pt
)
{
pts
.
push
(
pt
)
;
var
prevFilterLen
=
ptsFiltered
.
length
;
var
iLast
=
doneRawIndex
;
ptsFiltered
.
splice
(
doneFilteredIndex
+
1
)
;
for
(
var
i
=
iLast
+
1
;
i
<
pts
.
length
;
i
++
)
{
if
(
i
===
pts
.
length
-
1
||
polygon
.
isSegmentBent
(
pts
,
iLast
,
i
+
1
,
tolerance
)
)
{
ptsFiltered
.
push
(
pts
[
i
]
)
;
if
(
ptsFiltered
.
length
<
prevFilterLen
-
2
)
{
doneRawIndex
=
i
;
doneFilteredIndex
=
ptsFiltered
.
length
-
1
;
}
iLast
=
i
;
}
}
}
if
(
pts
.
length
>
1
)
{
var
lastPt
=
pts
.
pop
(
)
;
addPt
(
lastPt
)
;
}
return
{
addPt
:
addPt
,
raw
:
pts
,
filtered
:
ptsFiltered
}
;
}
;
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