All files / src/lib concaveman.js

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import RBush from 'rbush'
import Queue from 'tinyqueue'
import pointInPolygon from 'point-in-polygon'
import { orient2d as orient } from 'robust-predicates'
 
/**
 * Since vite uses native ESM, it doesnt support the syntax of "concaveman" library becuase it still uses commonjs, so we need to convert it to ESM.
 * Copied direct from:
 * @see {@link https://github.com/mapbox/concaveman}
 */
export default 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)
}
 
export { concaveman }