package.src.util.find_pole_of_inaccessibility.js Maven / Gradle / Ivy
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// @flow
import Queue from 'tinyqueue';
import Point from '@mapbox/point-geometry';
import {distToSegmentSquared} from './intersection_tests';
/**
* Finds an approximation of a polygon's Pole Of Inaccessibiliy https://en.wikipedia.org/wiki/Pole_of_inaccessibility
* This is a copy of http://github.com/mapbox/polylabel adapted to use Points
*
* @param polygonRings first item in array is the outer ring followed optionally by the list of holes, should be an element of the result of util/classify_rings
* @param precision Specified in input coordinate units. If 0 returns after first run, if > 0 repeatedly narrows the search space until the radius of the area searched for the best pole is less than precision
* @param debug Print some statistics to the console during execution
* @returns Pole of Inaccessibiliy.
* @private
*/
export default function (polygonRings: Array>, precision?: number = 1, debug?: boolean = false): Point {
// find the bounding box of the outer ring
let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;
const outerRing = polygonRings[0];
for (let i = 0; i < outerRing.length; i++) {
const p = outerRing[i];
if (!i || p.x < minX) minX = p.x;
if (!i || p.y < minY) minY = p.y;
if (!i || p.x > maxX) maxX = p.x;
if (!i || p.y > maxY) maxY = p.y;
}
const width = maxX - minX;
const height = maxY - minY;
const cellSize = Math.min(width, height);
let h = cellSize / 2;
// a priority queue of cells in order of their "potential" (max distance to polygon)
const cellQueue = new Queue([], compareMax);
if (cellSize === 0) return new Point(minX, minY);
// cover polygon with initial cells
for (let x = minX; x < maxX; x += cellSize) {
for (let y = minY; y < maxY; y += cellSize) {
cellQueue.push(new Cell(x + h, y + h, h, polygonRings));
}
}
// take centroid as the first best guess
let bestCell = getCentroidCell(polygonRings);
let numProbes = cellQueue.length;
while (cellQueue.length) {
// pick the most promising cell from the queue
const cell = cellQueue.pop();
// update the best cell if we found a better one
if (cell.d > bestCell.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.p.x - h, cell.p.y - h, h, polygonRings));
cellQueue.push(new Cell(cell.p.x + h, cell.p.y - h, h, polygonRings));
cellQueue.push(new Cell(cell.p.x - h, cell.p.y + h, h, polygonRings));
cellQueue.push(new Cell(cell.p.x + h, cell.p.y + h, h, polygonRings));
numProbes += 4;
}
if (debug) {
console.log(`num probes: ${numProbes}`);
console.log(`best distance: ${bestCell.d}`);
}
return bestCell.p;
}
function compareMax(a, b) {
return b.max - a.max;
}
function Cell(x, y, h, polygon) {
this.p = new Point(x, y);
this.h = h; // half the cell size
this.d = pointToPolygonDist(this.p, 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(p, polygon) {
let inside = false;
let minDistSq = Infinity;
for (let k = 0; k < polygon.length; k++) {
const ring = polygon[k];
for (let i = 0, len = ring.length, j = len - 1; i < len; j = i++) {
const a = ring[i];
const b = ring[j];
if ((a.y > p.y !== b.y > p.y) &&
(p.x < (b.x - a.x) * (p.y - a.y) / (b.y - a.y) + a.x)) inside = !inside;
minDistSq = Math.min(minDistSq, distToSegmentSquared(p, a, b));
}
}
return (inside ? 1 : -1) * Math.sqrt(minDistSq);
}
// get polygon centroid
function getCentroidCell(polygon) {
let area = 0;
let x = 0;
let y = 0;
const points = polygon[0];
for (let i = 0, len = points.length, j = len - 1; i < len; j = i++) {
const a = points[i];
const b = points[j];
const f = a.x * b.y - b.x * a.y;
x += (a.x + b.x) * f;
y += (a.y + b.y) * f;
area += f * 3;
}
return new Cell(x / area, y / area, 0, polygon);
}