import {Point} from './Point'; import * as Util from '../core/Util'; /* * @namespace LineUtil * * Various utility functions for polyline points processing, used by Leaflet internally to make polylines lightning-fast. */ // Simplify polyline with vertex reduction and Douglas-Peucker simplification. // Improves rendering performance dramatically by lessening the number of points to draw. // @function simplify(points: Point[], tolerance: Number): Point[] // Dramatically reduces the number of points in a polyline while retaining // its shape and returns a new array of simplified points, using the // [Douglas-Peucker algorithm](http://en.wikipedia.org/wiki/Douglas-Peucker_algorithm). // Used for a huge performance boost when processing/displaying Leaflet polylines for // each zoom level and also reducing visual noise. tolerance affects the amount of // simplification (lesser value means higher quality but slower and with more points). // Also released as a separated micro-library [Simplify.js](http://mourner.github.com/simplify-js/). export function simplify(points, tolerance) { if (!tolerance || !points.length) { return points.slice(); } var sqTolerance = tolerance * tolerance; // stage 1: vertex reduction points = _reducePoints(points, sqTolerance); // stage 2: Douglas-Peucker simplification points = _simplifyDP(points, sqTolerance); return points; } // @function pointToSegmentDistance(p: Point, p1: Point, p2: Point): Number // Returns the distance between point `p` and segment `p1` to `p2`. export function pointToSegmentDistance(p, p1, p2) { return Math.sqrt(_sqClosestPointOnSegment(p, p1, p2, true)); } // @function closestPointOnSegment(p: Point, p1: Point, p2: Point): Number // Returns the closest point from a point `p` on a segment `p1` to `p2`. export function closestPointOnSegment(p, p1, p2) { return _sqClosestPointOnSegment(p, p1, p2); } // Douglas-Peucker simplification, see http://en.wikipedia.org/wiki/Douglas-Peucker_algorithm function _simplifyDP(points, sqTolerance) { var len = points.length, ArrayConstructor = typeof Uint8Array !== undefined + '' ? Uint8Array : Array, markers = new ArrayConstructor(len); markers[0] = markers[len - 1] = 1; _simplifyDPStep(points, markers, sqTolerance, 0, len - 1); var i, newPoints = []; for (i = 0; i < len; i++) { if (markers[i]) { newPoints.push(points[i]); } } return newPoints; } function _simplifyDPStep(points, markers, sqTolerance, first, last) { var maxSqDist = 0, index, i, sqDist; for (i = first + 1; i <= last - 1; i++) { sqDist = _sqClosestPointOnSegment(points[i], points[first], points[last], true); if (sqDist > maxSqDist) { index = i; maxSqDist = sqDist; } } if (maxSqDist > sqTolerance) { markers[index] = 1; _simplifyDPStep(points, markers, sqTolerance, first, index); _simplifyDPStep(points, markers, sqTolerance, index, last); } } // reduce points that are too close to each other to a single point function _reducePoints(points, sqTolerance) { var reducedPoints = [points[0]]; for (var i = 1, prev = 0, len = points.length; i < len; i++) { if (_sqDist(points[i], points[prev]) > sqTolerance) { reducedPoints.push(points[i]); prev = i; } } if (prev < len - 1) { reducedPoints.push(points[len - 1]); } return reducedPoints; } var _lastCode; // @function clipSegment(a: Point, b: Point, bounds: Bounds, useLastCode?: Boolean, round?: Boolean): Point[]|Boolean // Clips the segment a to b by rectangular bounds with the // [Cohen-Sutherland algorithm](https://en.wikipedia.org/wiki/Cohen%E2%80%93Sutherland_algorithm) // (modifying the segment points directly!). Used by Leaflet to only show polyline // points that are on the screen or near, increasing performance. export function clipSegment(a, b, bounds, useLastCode, round) { var codeA = useLastCode ? _lastCode : _getBitCode(a, bounds), codeB = _getBitCode(b, bounds), codeOut, p, newCode; // save 2nd code to avoid calculating it on the next segment _lastCode = codeB; while (true) { // if a,b is inside the clip window (trivial accept) if (!(codeA | codeB)) { return [a, b]; } // if a,b is outside the clip window (trivial reject) if (codeA & codeB) { return false; } // other cases codeOut = codeA || codeB; p = _getEdgeIntersection(a, b, codeOut, bounds, round); newCode = _getBitCode(p, bounds); if (codeOut === codeA) { a = p; codeA = newCode; } else { b = p; codeB = newCode; } } } export function _getEdgeIntersection(a, b, code, bounds, round) { var dx = b.x - a.x, dy = b.y - a.y, min = bounds.min, max = bounds.max, x, y; if (code & 8) { // top x = a.x + dx * (max.y - a.y) / dy; y = max.y; } else if (code & 4) { // bottom x = a.x + dx * (min.y - a.y) / dy; y = min.y; } else if (code & 2) { // right x = max.x; y = a.y + dy * (max.x - a.x) / dx; } else if (code & 1) { // left x = min.x; y = a.y + dy * (min.x - a.x) / dx; } return new Point(x, y, round); } export function _getBitCode(p, bounds) { var code = 0; if (p.x < bounds.min.x) { // left code |= 1; } else if (p.x > bounds.max.x) { // right code |= 2; } if (p.y < bounds.min.y) { // bottom code |= 4; } else if (p.y > bounds.max.y) { // top code |= 8; } return code; } // square distance (to avoid unnecessary Math.sqrt calls) function _sqDist(p1, p2) { var dx = p2.x - p1.x, dy = p2.y - p1.y; return dx * dx + dy * dy; } // return closest point on segment or distance to that point export function _sqClosestPointOnSegment(p, p1, p2, sqDist) { var x = p1.x, y = p1.y, dx = p2.x - x, dy = p2.y - y, dot = dx * dx + dy * dy, t; if (dot > 0) { t = ((p.x - x) * dx + (p.y - y) * dy) / dot; if (t > 1) { x = p2.x; y = p2.y; } else if (t > 0) { x += dx * t; y += dy * t; } } dx = p.x - x; dy = p.y - y; return sqDist ? dx * dx + dy * dy : new Point(x, y); } // @function isFlat(latlngs: LatLng[]): Boolean // Returns true if `latlngs` is a flat array, false is nested. export function isFlat(latlngs) { return !Util.isArray(latlngs[0]) || (typeof latlngs[0][0] !== 'object' && typeof latlngs[0][0] !== 'undefined'); } export function _flat(latlngs) { console.warn('Deprecated use of _flat, please use L.LineUtil.isFlat instead.'); return isFlat(latlngs); }