dgate 2.1.0

DGate API Gateway - High-performance API gateway with JavaScript module support
Documentation
import Path from "./path.js";
import Polygon from "./polygon.js";

export default class Voronoi {
  constructor(delaunay, [xmin, ymin, xmax, ymax] = [0, 0, 960, 500]) {
    if (!((xmax = +xmax) >= (xmin = +xmin)) || !((ymax = +ymax) >= (ymin = +ymin))) throw new Error("invalid bounds");
    this.delaunay = delaunay;
    this._circumcenters = new Float64Array(delaunay.points.length * 2);
    this.vectors = new Float64Array(delaunay.points.length * 2);
    this.xmax = xmax, this.xmin = xmin;
    this.ymax = ymax, this.ymin = ymin;
    this._init();
  }
  update() {
    this.delaunay.update();
    this._init();
    return this;
  }
  _init() {
    const {delaunay: {points, hull, triangles}, vectors} = this;
    let bx, by; // lazily computed barycenter of the hull

    // Compute circumcenters.
    const circumcenters = this.circumcenters = this._circumcenters.subarray(0, triangles.length / 3 * 2);
    for (let i = 0, j = 0, n = triangles.length, x, y; i < n; i += 3, j += 2) {
      const t1 = triangles[i] * 2;
      const t2 = triangles[i + 1] * 2;
      const t3 = triangles[i + 2] * 2;
      const x1 = points[t1];
      const y1 = points[t1 + 1];
      const x2 = points[t2];
      const y2 = points[t2 + 1];
      const x3 = points[t3];
      const y3 = points[t3 + 1];

      const dx = x2 - x1;
      const dy = y2 - y1;
      const ex = x3 - x1;
      const ey = y3 - y1;
      const ab = (dx * ey - dy * ex) * 2;

      if (Math.abs(ab) < 1e-9) {
        // For a degenerate triangle, the circumcenter is at the infinity, in a
        // direction orthogonal to the halfedge and away from the “center” of
        // the diagram <bx, by>, defined as the hull’s barycenter.
        if (bx === undefined) {
          bx = by = 0;
          for (const i of hull) bx += points[i * 2], by += points[i * 2 + 1];
          bx /= hull.length, by /= hull.length;
        }
        const a = 1e9 * Math.sign((bx - x1) * ey - (by - y1) * ex);
        x = (x1 + x3) / 2 - a * ey;
        y = (y1 + y3) / 2 + a * ex;
      } else {
        const d = 1 / ab;
        const bl = dx * dx + dy * dy;
        const cl = ex * ex + ey * ey;
        x = x1 + (ey * bl - dy * cl) * d;
        y = y1 + (dx * cl - ex * bl) * d;
      }
      circumcenters[j] = x;
      circumcenters[j + 1] = y;
    }

    // Compute exterior cell rays.
    let h = hull[hull.length - 1];
    let p0, p1 = h * 4;
    let x0, x1 = points[2 * h];
    let y0, y1 = points[2 * h + 1];
    vectors.fill(0);
    for (let i = 0; i < hull.length; ++i) {
      h = hull[i];
      p0 = p1, x0 = x1, y0 = y1;
      p1 = h * 4, x1 = points[2 * h], y1 = points[2 * h + 1];
      vectors[p0 + 2] = vectors[p1] = y0 - y1;
      vectors[p0 + 3] = vectors[p1 + 1] = x1 - x0;
    }
  }
  render(context) {
    const buffer = context == null ? context = new Path : undefined;
    const {delaunay: {halfedges, inedges, hull}, circumcenters, vectors} = this;
    if (hull.length <= 1) return null;
    for (let i = 0, n = halfedges.length; i < n; ++i) {
      const j = halfedges[i];
      if (j < i) continue;
      const ti = Math.floor(i / 3) * 2;
      const tj = Math.floor(j / 3) * 2;
      const xi = circumcenters[ti];
      const yi = circumcenters[ti + 1];
      const xj = circumcenters[tj];
      const yj = circumcenters[tj + 1];
      this._renderSegment(xi, yi, xj, yj, context);
    }
    let h0, h1 = hull[hull.length - 1];
    for (let i = 0; i < hull.length; ++i) {
      h0 = h1, h1 = hull[i];
      const t = Math.floor(inedges[h1] / 3) * 2;
      const x = circumcenters[t];
      const y = circumcenters[t + 1];
      const v = h0 * 4;
      const p = this._project(x, y, vectors[v + 2], vectors[v + 3]);
      if (p) this._renderSegment(x, y, p[0], p[1], context);
    }
    return buffer && buffer.value();
  }
  renderBounds(context) {
    const buffer = context == null ? context = new Path : undefined;
    context.rect(this.xmin, this.ymin, this.xmax - this.xmin, this.ymax - this.ymin);
    return buffer && buffer.value();
  }
  renderCell(i, context) {
    const buffer = context == null ? context = new Path : undefined;
    const points = this._clip(i);
    if (points === null || !points.length) return;
    context.moveTo(points[0], points[1]);
    let n = points.length;
    while (points[0] === points[n-2] && points[1] === points[n-1] && n > 1) n -= 2;
    for (let i = 2; i < n; i += 2) {
      if (points[i] !== points[i-2] || points[i+1] !== points[i-1])
        context.lineTo(points[i], points[i + 1]);
    }
    context.closePath();
    return buffer && buffer.value();
  }
  *cellPolygons() {
    const {delaunay: {points}} = this;
    for (let i = 0, n = points.length / 2; i < n; ++i) {
      const cell = this.cellPolygon(i);
      if (cell) cell.index = i, yield cell;
    }
  }
  cellPolygon(i) {
    const polygon = new Polygon;
    this.renderCell(i, polygon);
    return polygon.value();
  }
  _renderSegment(x0, y0, x1, y1, context) {
    let S;
    const c0 = this._regioncode(x0, y0);
    const c1 = this._regioncode(x1, y1);
    if (c0 === 0 && c1 === 0) {
      context.moveTo(x0, y0);
      context.lineTo(x1, y1);
    } else if (S = this._clipSegment(x0, y0, x1, y1, c0, c1)) {
      context.moveTo(S[0], S[1]);
      context.lineTo(S[2], S[3]);
    }
  }
  contains(i, x, y) {
    if ((x = +x, x !== x) || (y = +y, y !== y)) return false;
    return this.delaunay._step(i, x, y) === i;
  }
  *neighbors(i) {
    const ci = this._clip(i);
    if (ci) for (const j of this.delaunay.neighbors(i)) {
      const cj = this._clip(j);
      // find the common edge
      if (cj) loop: for (let ai = 0, li = ci.length; ai < li; ai += 2) {
        for (let aj = 0, lj = cj.length; aj < lj; aj += 2) {
          if (ci[ai] === cj[aj]
              && ci[ai + 1] === cj[aj + 1]
              && ci[(ai + 2) % li] === cj[(aj + lj - 2) % lj]
              && ci[(ai + 3) % li] === cj[(aj + lj - 1) % lj]) {
            yield j;
            break loop;
          }
        }
      }
    }
  }
  _cell(i) {
    const {circumcenters, delaunay: {inedges, halfedges, triangles}} = this;
    const e0 = inedges[i];
    if (e0 === -1) return null; // coincident point
    const points = [];
    let e = e0;
    do {
      const t = Math.floor(e / 3);
      points.push(circumcenters[t * 2], circumcenters[t * 2 + 1]);
      e = e % 3 === 2 ? e - 2 : e + 1;
      if (triangles[e] !== i) break; // bad triangulation
      e = halfedges[e];
    } while (e !== e0 && e !== -1);
    return points;
  }
  _clip(i) {
    // degenerate case (1 valid point: return the box)
    if (i === 0 && this.delaunay.hull.length === 1) {
      return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin];
    }
    const points = this._cell(i);
    if (points === null) return null;
    const {vectors: V} = this;
    const v = i * 4;
    return this._simplify(V[v] || V[v + 1]
        ? this._clipInfinite(i, points, V[v], V[v + 1], V[v + 2], V[v + 3])
        : this._clipFinite(i, points));
  }
  _clipFinite(i, points) {
    const n = points.length;
    let P = null;
    let x0, y0, x1 = points[n - 2], y1 = points[n - 1];
    let c0, c1 = this._regioncode(x1, y1);
    let e0, e1 = 0;
    for (let j = 0; j < n; j += 2) {
      x0 = x1, y0 = y1, x1 = points[j], y1 = points[j + 1];
      c0 = c1, c1 = this._regioncode(x1, y1);
      if (c0 === 0 && c1 === 0) {
        e0 = e1, e1 = 0;
        if (P) P.push(x1, y1);
        else P = [x1, y1];
      } else {
        let S, sx0, sy0, sx1, sy1;
        if (c0 === 0) {
          if ((S = this._clipSegment(x0, y0, x1, y1, c0, c1)) === null) continue;
          [sx0, sy0, sx1, sy1] = S;
        } else {
          if ((S = this._clipSegment(x1, y1, x0, y0, c1, c0)) === null) continue;
          [sx1, sy1, sx0, sy0] = S;
          e0 = e1, e1 = this._edgecode(sx0, sy0);
          if (e0 && e1) this._edge(i, e0, e1, P, P.length);
          if (P) P.push(sx0, sy0);
          else P = [sx0, sy0];
        }
        e0 = e1, e1 = this._edgecode(sx1, sy1);
        if (e0 && e1) this._edge(i, e0, e1, P, P.length);
        if (P) P.push(sx1, sy1);
        else P = [sx1, sy1];
      }
    }
    if (P) {
      e0 = e1, e1 = this._edgecode(P[0], P[1]);
      if (e0 && e1) this._edge(i, e0, e1, P, P.length);
    } else if (this.contains(i, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) {
      return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin];
    }
    return P;
  }
  _clipSegment(x0, y0, x1, y1, c0, c1) {
    // for more robustness, always consider the segment in the same order
    const flip = c0 < c1;
    if (flip) [x0, y0, x1, y1, c0, c1] = [x1, y1, x0, y0, c1, c0];
    while (true) {
      if (c0 === 0 && c1 === 0) return flip ? [x1, y1, x0, y0] : [x0, y0, x1, y1];
      if (c0 & c1) return null;
      let x, y, c = c0 || c1;
      if (c & 0b1000) x = x0 + (x1 - x0) * (this.ymax - y0) / (y1 - y0), y = this.ymax;
      else if (c & 0b0100) x = x0 + (x1 - x0) * (this.ymin - y0) / (y1 - y0), y = this.ymin;
      else if (c & 0b0010) y = y0 + (y1 - y0) * (this.xmax - x0) / (x1 - x0), x = this.xmax;
      else y = y0 + (y1 - y0) * (this.xmin - x0) / (x1 - x0), x = this.xmin;
      if (c0) x0 = x, y0 = y, c0 = this._regioncode(x0, y0);
      else x1 = x, y1 = y, c1 = this._regioncode(x1, y1);
    }
  }
  _clipInfinite(i, points, vx0, vy0, vxn, vyn) {
    let P = Array.from(points), p;
    if (p = this._project(P[0], P[1], vx0, vy0)) P.unshift(p[0], p[1]);
    if (p = this._project(P[P.length - 2], P[P.length - 1], vxn, vyn)) P.push(p[0], p[1]);
    if (P = this._clipFinite(i, P)) {
      for (let j = 0, n = P.length, c0, c1 = this._edgecode(P[n - 2], P[n - 1]); j < n; j += 2) {
        c0 = c1, c1 = this._edgecode(P[j], P[j + 1]);
        if (c0 && c1) j = this._edge(i, c0, c1, P, j), n = P.length;
      }
    } else if (this.contains(i, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) {
      P = [this.xmin, this.ymin, this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax];
    }
    return P;
  }
  _edge(i, e0, e1, P, j) {
    while (e0 !== e1) {
      let x, y;
      switch (e0) {
        case 0b0101: e0 = 0b0100; continue; // top-left
        case 0b0100: e0 = 0b0110, x = this.xmax, y = this.ymin; break; // top
        case 0b0110: e0 = 0b0010; continue; // top-right
        case 0b0010: e0 = 0b1010, x = this.xmax, y = this.ymax; break; // right
        case 0b1010: e0 = 0b1000; continue; // bottom-right
        case 0b1000: e0 = 0b1001, x = this.xmin, y = this.ymax; break; // bottom
        case 0b1001: e0 = 0b0001; continue; // bottom-left
        case 0b0001: e0 = 0b0101, x = this.xmin, y = this.ymin; break; // left
      }
      // Note: this implicitly checks for out of bounds: if P[j] or P[j+1] are
      // undefined, the conditional statement will be executed.
      if ((P[j] !== x || P[j + 1] !== y) && this.contains(i, x, y)) {
        P.splice(j, 0, x, y), j += 2;
      }
    }
    return j;
  }
  _project(x0, y0, vx, vy) {
    let t = Infinity, c, x, y;
    if (vy < 0) { // top
      if (y0 <= this.ymin) return null;
      if ((c = (this.ymin - y0) / vy) < t) y = this.ymin, x = x0 + (t = c) * vx;
    } else if (vy > 0) { // bottom
      if (y0 >= this.ymax) return null;
      if ((c = (this.ymax - y0) / vy) < t) y = this.ymax, x = x0 + (t = c) * vx;
    }
    if (vx > 0) { // right
      if (x0 >= this.xmax) return null;
      if ((c = (this.xmax - x0) / vx) < t) x = this.xmax, y = y0 + (t = c) * vy;
    } else if (vx < 0) { // left
      if (x0 <= this.xmin) return null;
      if ((c = (this.xmin - x0) / vx) < t) x = this.xmin, y = y0 + (t = c) * vy;
    }
    return [x, y];
  }
  _edgecode(x, y) {
    return (x === this.xmin ? 0b0001
        : x === this.xmax ? 0b0010 : 0b0000)
        | (y === this.ymin ? 0b0100
        : y === this.ymax ? 0b1000 : 0b0000);
  }
  _regioncode(x, y) {
    return (x < this.xmin ? 0b0001
        : x > this.xmax ? 0b0010 : 0b0000)
        | (y < this.ymin ? 0b0100
        : y > this.ymax ? 0b1000 : 0b0000);
  }
  _simplify(P) {
    if (P && P.length > 4) {
      for (let i = 0; i < P.length; i+= 2) {
        const j = (i + 2) % P.length, k = (i + 4) % P.length;
        if (P[i] === P[j] && P[j] === P[k] || P[i + 1] === P[j + 1] && P[j + 1] === P[k + 1]) {
          P.splice(j, 2), i -= 2;
        }
      }
      if (!P.length) P = null;
    }
    return P;
  }
}