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- 'use strict';
-
- var Queue = require('tinyqueue');
-
- if (Queue.default) Queue = Queue.default; // temporary webpack fix
-
- module.exports = polylabel;
- module.exports.default = polylabel;
-
- function polylabel(polygon, precision, debug) {
- precision = precision || 1.0;
-
- // find the bounding box of the outer ring
- var minX, minY, maxX, maxY;
- for (var i = 0; i < polygon[0].length; i++) {
- var p = polygon[0][i];
- if (!i || p[0] < minX) minX = p[0];
- if (!i || p[1] < minY) minY = p[1];
- if (!i || p[0] > maxX) maxX = p[0];
- if (!i || p[1] > maxY) maxY = p[1];
- }
-
- var width = maxX - minX;
- var height = maxY - minY;
- var cellSize = Math.min(width, height);
- var h = cellSize / 2;
-
- if (cellSize === 0) {
- var degeneratePoleOfInaccessibility = [minX, minY];
- degeneratePoleOfInaccessibility.distance = 0;
- return degeneratePoleOfInaccessibility;
- }
-
- // a priority queue of cells in order of their "potential" (max distance to polygon)
- var cellQueue = new Queue(undefined, compareMax);
-
- // cover polygon with initial cells
- for (var x = minX; x < maxX; x += cellSize) {
- for (var y = minY; y < maxY; y += cellSize) {
- cellQueue.push(new Cell(x + h, y + h, h, polygon));
- }
- }
-
- // take centroid as the first best guess
- var bestCell = getCentroidCell(polygon);
-
- // special case for rectangular polygons
- var bboxCell = new Cell(minX + width / 2, minY + height / 2, 0, polygon);
- if (bboxCell.d > bestCell.d) bestCell = bboxCell;
-
- var numProbes = cellQueue.length;
-
- while (cellQueue.length) {
- // pick the most promising cell from the queue
- var cell = cellQueue.pop();
-
- // update the best cell if we found a better one
- if (cell.d > bestCell.d) {
- bestCell = cell;
- if (debug) console.log('found best %d after %d probes', Math.round(1e4 * cell.d) / 1e4, numProbes);
- }
-
- // do not drill down further if there's no chance of a better solution
- if (cell.max - bestCell.d <= precision) continue;
-
- // split the cell into four cells
- h = cell.h / 2;
- cellQueue.push(new Cell(cell.x - h, cell.y - h, h, polygon));
- cellQueue.push(new Cell(cell.x + h, cell.y - h, h, polygon));
- cellQueue.push(new Cell(cell.x - h, cell.y + h, h, polygon));
- cellQueue.push(new Cell(cell.x + h, cell.y + h, h, polygon));
- numProbes += 4;
- }
-
- if (debug) {
- console.log('num probes: ' + numProbes);
- console.log('best distance: ' + bestCell.d);
- }
-
- var poleOfInaccessibility = [bestCell.x, bestCell.y];
- poleOfInaccessibility.distance = bestCell.d;
- return poleOfInaccessibility;
- }
-
- function compareMax(a, b) {
- return b.max - a.max;
- }
-
- function Cell(x, y, h, polygon) {
- this.x = x; // cell center x
- this.y = y; // cell center y
- this.h = h; // half the cell size
- this.d = pointToPolygonDist(x, y, polygon); // distance from cell center to polygon
- this.max = this.d + this.h * Math.SQRT2; // max distance to polygon within a cell
- }
-
- // signed distance from point to polygon outline (negative if point is outside)
- function pointToPolygonDist(x, y, polygon) {
- var inside = false;
- var minDistSq = Infinity;
-
- for (var k = 0; k < polygon.length; k++) {
- var ring = polygon[k];
-
- for (var i = 0, len = ring.length, j = len - 1; i < len; j = i++) {
- var a = ring[i];
- var b = ring[j];
-
- if ((a[1] > y !== b[1] > y) &&
- (x < (b[0] - a[0]) * (y - a[1]) / (b[1] - a[1]) + a[0])) inside = !inside;
-
- minDistSq = Math.min(minDistSq, getSegDistSq(x, y, a, b));
- }
- }
-
- return minDistSq === 0 ? 0 : (inside ? 1 : -1) * Math.sqrt(minDistSq);
- }
-
- // get polygon centroid
- function getCentroidCell(polygon) {
- var area = 0;
- var x = 0;
- var y = 0;
- var points = polygon[0];
-
- for (var i = 0, len = points.length, j = len - 1; i < len; j = i++) {
- var a = points[i];
- var b = points[j];
- var f = a[0] * b[1] - b[0] * a[1];
- x += (a[0] + b[0]) * f;
- y += (a[1] + b[1]) * f;
- area += f * 3;
- }
- if (area === 0) return new Cell(points[0][0], points[0][1], 0, polygon);
- return new Cell(x / area, y / area, 0, polygon);
- }
-
- // get squared distance from a point to a segment
- function getSegDistSq(px, py, a, b) {
-
- var x = a[0];
- var y = a[1];
- var dx = b[0] - x;
- var dy = b[1] - y;
-
- if (dx !== 0 || dy !== 0) {
-
- var t = ((px - x) * dx + (py - y) * dy) / (dx * dx + dy * dy);
-
- if (t > 1) {
- x = b[0];
- y = b[1];
-
- } else if (t > 0) {
- x += dx * t;
- y += dy * t;
- }
- }
-
- dx = px - x;
- dy = py - y;
-
- return dx * dx + dy * dy;
- }
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