mirror of
https://github.com/FoggedLens/iD.git
synced 2026-02-14 17:52:55 +00:00
(while this works, it causes jerky confusing movement when moving the way, so probably taking a different approach involving point scaling)
222 lines
6.7 KiB
JavaScript
222 lines
6.7 KiB
JavaScript
iD.geo = {};
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iD.geo.roundCoords = function(c) {
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return [Math.floor(c[0]), Math.floor(c[1])];
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};
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iD.geo.interp = function(p1, p2, t) {
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return [p1[0] + (p2[0] - p1[0]) * t,
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p1[1] + (p2[1] - p1[1]) * t];
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};
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// 2D cross product of OA and OB vectors, i.e. z-component of their 3D cross product.
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// Returns a positive value, if OAB makes a counter-clockwise turn,
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// negative for clockwise turn, and zero if the points are collinear.
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iD.geo.cross = function(o, a, b) {
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return (a[0] - o[0]) * (b[1] - o[1]) - (a[1] - o[1]) * (b[0] - o[0]);
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};
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// http://jsperf.com/id-dist-optimization
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iD.geo.euclideanDistance = function(a, b) {
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var x = a[0] - b[0], y = a[1] - b[1];
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return Math.sqrt((x * x) + (y * y));
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};
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// using WGS84 polar radius (6356752.314245179 m)
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// const = 2 * PI * r / 360
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iD.geo.latToMeters = function(dLat) {
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return dLat * 110946.257617;
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};
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// using WGS84 equatorial radius (6378137.0 m)
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// const = 2 * PI * r / 360
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iD.geo.lonToMeters = function(dLon, atLat) {
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return Math.abs(atLat) >= 90 ? 0 :
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dLon * 111319.490793 * Math.abs(Math.cos(atLat * (Math.PI/180)));
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};
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// using WGS84 polar radius (6356752.314245179 m)
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// const = 2 * PI * r / 360
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iD.geo.metersToLat = function(m) {
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return m / 110946.257617;
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};
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// using WGS84 equatorial radius (6378137.0 m)
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// const = 2 * PI * r / 360
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iD.geo.metersToLon = function(m, atLat) {
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return Math.abs(atLat) >= 90 ? 0 :
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m / 111319.490793 / Math.abs(Math.cos(atLat * (Math.PI/180)));
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};
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// Equirectangular approximation of spherical distances on Earth
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iD.geo.sphericalDistance = function(a, b) {
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var x = iD.geo.lonToMeters(a[0] - b[0], (a[1] + b[1]) / 2),
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y = iD.geo.latToMeters(a[1] - b[1]);
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return Math.sqrt((x * x) + (y * y));
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};
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iD.geo.edgeEqual = function(a, b) {
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return (a[0] === b[0] && a[1] === b[1]) ||
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(a[0] === b[1] && a[1] === b[0]);
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};
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// Return the counterclockwise angle in the range (-pi, pi)
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// between the positive X axis and the line intersecting a and b.
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iD.geo.angle = function(a, b, projection) {
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a = projection(a.loc);
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b = projection(b.loc);
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return Math.atan2(b[1] - a[1], b[0] - a[0]);
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};
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// Choose the edge with the minimal distance from `point` to its orthogonal
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// projection onto that edge, if such a projection exists, or the distance to
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// the closest vertex on that edge. Returns an object with the `index` of the
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// chosen edge, the chosen `loc` on that edge, and the `distance` to to it.
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iD.geo.chooseEdge = function(nodes, point, projection) {
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var dist = iD.geo.euclideanDistance,
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points = nodes.map(function(n) { return projection(n.loc); }),
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min = Infinity,
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idx, loc;
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function dot(p, q) {
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return p[0] * q[0] + p[1] * q[1];
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}
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for (var i = 0; i < points.length - 1; i++) {
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var o = points[i],
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s = [points[i + 1][0] - o[0],
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points[i + 1][1] - o[1]],
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v = [point[0] - o[0],
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point[1] - o[1]],
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proj = dot(v, s) / dot(s, s),
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p;
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if (proj < 0) {
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p = o;
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} else if (proj > 1) {
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p = points[i + 1];
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} else {
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p = [o[0] + proj * s[0], o[1] + proj * s[1]];
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}
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var d = dist(p, point);
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if (d < min) {
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min = d;
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idx = i + 1;
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loc = projection.invert(p);
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}
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}
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return {
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index: idx,
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distance: min,
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loc: loc
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};
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};
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// Return the intersection point of 2 line segments.
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// From https://github.com/pgkelley4/line-segments-intersect
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// This uses the vector cross product approach described below:
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// http://stackoverflow.com/a/565282/786339
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iD.geo.lineIntersection = function(a, b) {
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function subtractPoints(point1, point2) {
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return [point1[0] - point2[0], point1[1] - point2[1]];
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}
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function crossProduct(point1, point2) {
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return point1[0] * point2[1] - point1[1] * point2[0];
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}
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var p = [a[0][0], a[0][1]],
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p2 = [a[1][0], a[1][1]],
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q = [b[0][0], b[0][1]],
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q2 = [b[1][0], b[1][1]],
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r = subtractPoints(p2, p),
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s = subtractPoints(q2, q),
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uNumerator = crossProduct(subtractPoints(q, p), r),
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denominator = crossProduct(r, s);
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if (uNumerator && denominator) {
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var u = uNumerator / denominator,
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t = crossProduct(subtractPoints(q, p), s) / denominator;
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if ((t >= 0) && (t <= 1) && (u >= 0) && (u <= 1)) {
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return iD.geo.interp(p, p2, t);
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}
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}
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return null;
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};
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iD.geo.pathIntersections = function(path1, path2) {
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var intersections = [];
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for (var i = 0; i < path1.length - 1; i++) {
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for (var j = 0; j < path2.length - 1; j++) {
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var a = [ path1[i], path1[i+1] ],
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b = [ path2[j], path2[j+1] ],
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hit = iD.geo.lineIntersection(a, b);
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if (hit) intersections.push(hit);
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}
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}
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return intersections;
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};
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// Return whether point is contained in polygon.
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//
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// `point` should be a 2-item array of coordinates.
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// `polygon` should be an array of 2-item arrays of coordinates.
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//
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// From https://github.com/substack/point-in-polygon.
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// ray-casting algorithm based on
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// http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
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//
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iD.geo.pointInPolygon = function(point, polygon) {
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var x = point[0],
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y = point[1],
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inside = false;
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for (var i = 0, j = polygon.length - 1; i < polygon.length; j = i++) {
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var xi = polygon[i][0], yi = polygon[i][1];
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var xj = polygon[j][0], yj = polygon[j][1];
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var intersect = ((yi > y) !== (yj > y)) &&
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(x < (xj - xi) * (y - yi) / (yj - yi) + xi);
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if (intersect) inside = !inside;
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}
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return inside;
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};
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iD.geo.polygonContainsPolygon = function(outer, inner) {
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return _.every(inner, function(point) {
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return iD.geo.pointInPolygon(point, outer);
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});
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};
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iD.geo.polygonIntersectsPolygon = function(outer, inner) {
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function testSegments(outer, inner) {
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for (var i = 0; i < outer.length - 1; i++) {
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for (var j = 0; j < inner.length - 1; j++) {
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var a = [ outer[i], outer[i+1] ],
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b = [ inner[j], inner[j+1] ];
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if (iD.geo.lineIntersection(a, b)) return true;
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}
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}
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return false;
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}
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return _.some(inner, function(point) {
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return iD.geo.pointInPolygon(point, outer);
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}) || testSegments(outer, inner);
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};
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iD.geo.pathLength = function(path) {
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var length = 0,
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dx, dy;
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for (var i = 0; i < path.length - 1; i++) {
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dx = path[i][0] - path[i + 1][0];
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dy = path[i][1] - path[i + 1][1];
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length += Math.sqrt(dx * dx + dy * dy);
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}
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return length;
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};
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