Files
iD/modules/geo/geom.js

309 lines
8.8 KiB
JavaScript

import _every from 'lodash-es/every';
import _some from 'lodash-es/some';
import {
geoVecAngle,
geoVecCross,
geoVecDot,
geoVecEqual,
geoVecInterp,
geoVecLength,
geoVecSubtract
} from './vector.js';
// Return the counterclockwise angle in the range (-pi, pi)
// between the positive X axis and the line intersecting a and b.
export function geoAngle(a, b, projection) {
return geoVecAngle(projection(a.loc), projection(b.loc));
}
export function geoEdgeEqual(a, b) {
return (a[0] === b[0] && a[1] === b[1]) ||
(a[0] === b[1] && a[1] === b[0]);
}
// Rotate all points counterclockwise around a pivot point by given angle
export function geoRotate(points, angle, around) {
return points.map(function(point) {
var radial = geoVecSubtract(point, around);
return [
radial[0] * Math.cos(angle) - radial[1] * Math.sin(angle) + around[0],
radial[0] * Math.sin(angle) + radial[1] * Math.cos(angle) + around[1]
];
});
}
// Choose the edge with the minimal distance from `point` to its orthogonal
// projection onto that edge, if such a projection exists, or the distance to
// the closest vertex on that edge. Returns an object with the `index` of the
// chosen edge, the chosen `loc` on that edge, and the `distance` to to it.
export function geoChooseEdge(nodes, point, projection, activeID) {
var dist = geoVecLength;
var points = nodes.map(function(n) { return projection(n.loc); });
var ids = nodes.map(function(n) { return n.id; });
var min = Infinity;
var idx;
var loc;
for (var i = 0; i < points.length - 1; i++) {
if (ids[i] === activeID || ids[i + 1] === activeID) continue;
var o = points[i];
var s = geoVecSubtract(points[i + 1], o);
var v = geoVecSubtract(point, o);
var proj = geoVecDot(v, s) / geoVecDot(s, s);
var p;
if (proj < 0) {
p = o;
} else if (proj > 1) {
p = points[i + 1];
} else {
p = [o[0] + proj * s[0], o[1] + proj * s[1]];
}
var d = dist(p, point);
if (d < min) {
min = d;
idx = i + 1;
loc = projection.invert(p);
}
}
if (idx !== undefined) {
return { index: idx, distance: min, loc: loc };
} else {
return null;
}
}
// Test active (dragged or drawing) segments against inactive segments
// This is used to test e.g. multipolygon rings that cross
// `activeNodes` is the ring containing the activeID being dragged.
// `inactiveNodes` is the other ring to test against
export function geoHasLineIntersections(activeNodes, inactiveNodes, activeID) {
var actives = [];
var inactives = [];
var j, k, n1, n2, segment;
// gather active segments (only segments in activeNodes that contain the activeID)
for (j = 0; j < activeNodes.length - 1; j++) {
n1 = activeNodes[j];
n2 = activeNodes[j+1];
segment = [n1.loc, n2.loc];
if (n1.id === activeID || n2.id === activeID) {
actives.push(segment);
}
}
// gather inactive segments
for (j = 0; j < inactiveNodes.length - 1; j++) {
n1 = inactiveNodes[j];
n2 = inactiveNodes[j+1];
segment = [n1.loc, n2.loc];
inactives.push(segment);
}
// test
for (j = 0; j < actives.length; j++) {
for (k = 0; k < inactives.length; k++) {
var p = actives[j];
var q = inactives[k];
var hit = geoLineIntersection(p, q);
if (hit) {
return true;
}
}
}
return false;
}
// Test active (dragged or drawing) segments against inactive segments
// This is used to test whether a way intersects with itself.
export function geoHasSelfIntersections(nodes, activeID) {
var actives = [];
var inactives = [];
var j, k;
// group active and passive segments along the nodes
for (j = 0; j < nodes.length - 1; j++) {
var n1 = nodes[j];
var n2 = nodes[j+1];
var segment = [n1.loc, n2.loc];
if (n1.id === activeID || n2.id === activeID) {
actives.push(segment);
} else {
inactives.push(segment);
}
}
// test
for (j = 0; j < actives.length; j++) {
for (k = 0; k < inactives.length; k++) {
var p = actives[j];
var q = inactives[k];
// skip if segments share an endpoint
if (geoVecEqual(p[1], q[0]) || geoVecEqual(p[0], q[1]) ||
geoVecEqual(p[0], q[0]) || geoVecEqual(p[1], q[1]) ) {
continue;
}
var hit = geoLineIntersection(p, q);
if (hit) {
var epsilon = 1e-8;
// skip if the hit is at the segment's endpoint
if (geoVecEqual(p[1], hit, epsilon) || geoVecEqual(p[0], hit, epsilon) ||
geoVecEqual(q[1], hit, epsilon) || geoVecEqual(q[0], hit, epsilon) ) {
continue;
} else {
return true;
}
}
}
}
return false;
}
// Return the intersection point of 2 line segments.
// From https://github.com/pgkelley4/line-segments-intersect
// This uses the vector cross product approach described below:
// http://stackoverflow.com/a/565282/786339
export function geoLineIntersection(a, b) {
var p = [a[0][0], a[0][1]];
var p2 = [a[1][0], a[1][1]];
var q = [b[0][0], b[0][1]];
var q2 = [b[1][0], b[1][1]];
var r = geoVecSubtract(p2, p);
var s = geoVecSubtract(q2, q);
var uNumerator = geoVecCross(geoVecSubtract(q, p), r);
var denominator = geoVecCross(r, s);
if (uNumerator && denominator) {
var u = uNumerator / denominator;
var t = geoVecCross(geoVecSubtract(q, p), s) / denominator;
if ((t >= 0) && (t <= 1) && (u >= 0) && (u <= 1)) {
return geoVecInterp(p, p2, t);
}
}
return null;
}
export function geoPathIntersections(path1, path2) {
var intersections = [];
for (var i = 0; i < path1.length - 1; i++) {
for (var j = 0; j < path2.length - 1; j++) {
var a = [ path1[i], path1[i+1] ];
var b = [ path2[j], path2[j+1] ];
var hit = geoLineIntersection(a, b);
if (hit) {
intersections.push(hit);
}
}
}
return intersections;
}
export function geoPathHasIntersections(path1, path2) {
for (var i = 0; i < path1.length - 1; i++) {
for (var j = 0; j < path2.length - 1; j++) {
var a = [ path1[i], path1[i+1] ];
var b = [ path2[j], path2[j+1] ];
var hit = geoLineIntersection(a, b);
if (hit) {
return true;
}
}
}
return false;
}
// Return whether point is contained in polygon.
//
// `point` should be a 2-item array of coordinates.
// `polygon` should be an array of 2-item arrays of coordinates.
//
// From https://github.com/substack/point-in-polygon.
// ray-casting algorithm based on
// http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
//
export function geoPointInPolygon(point, polygon) {
var x = point[0];
var y = point[1];
var inside = false;
for (var i = 0, j = polygon.length - 1; i < polygon.length; j = i++) {
var xi = polygon[i][0];
var yi = polygon[i][1];
var xj = polygon[j][0];
var yj = polygon[j][1];
var intersect = ((yi > y) !== (yj > y)) &&
(x < (xj - xi) * (y - yi) / (yj - yi) + xi);
if (intersect) inside = !inside;
}
return inside;
}
export function geoPolygonContainsPolygon(outer, inner) {
return _every(inner, function(point) {
return geoPointInPolygon(point, outer);
});
}
export function geoPolygonIntersectsPolygon(outer, inner, checkSegments) {
function testPoints(outer, inner) {
return _some(inner, function(point) {
return geoPointInPolygon(point, outer);
});
}
return testPoints(outer, inner) || (!!checkSegments && geoPathHasIntersections(outer, inner));
}
export function geoPathLength(path) {
var length = 0;
for (var i = 0; i < path.length - 1; i++) {
length += geoVecLength(path[i], path[i + 1]);
}
return length;
}
// If the given point is at the edge of the padded viewport,
// return a vector that will nudge the viewport in that direction
export function geoViewportEdge(point, dimensions) {
var pad = [80, 20, 50, 20]; // top, right, bottom, left
var x = 0;
var y = 0;
if (point[0] > dimensions[0] - pad[1])
x = -10;
if (point[0] < pad[3])
x = 10;
if (point[1] > dimensions[1] - pad[2])
y = -10;
if (point[1] < pad[0])
y = 10;
if (x || y) {
return [x, y];
} else {
return null;
}
}