Better variables scoping
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@@ -652,16 +652,14 @@ WebGLPolygonReplay.prototype.removeItem_ = function(s0, s1, list, rtree) {
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* @param {boolean=} opt_reflex Only include reflex points.
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* @return {Array.<ol.WebglPolygonVertex>} Points in the triangle.
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*/
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WebGLPolygonReplay.prototype.getPointsInTriangle_ = function(p0, p1,
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p2, rtree, opt_reflex) {
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let i, ii, j, p;
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WebGLPolygonReplay.prototype.getPointsInTriangle_ = function(p0, p1, p2, rtree, opt_reflex) {
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const result = [];
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const segmentsInExtent = rtree.getInExtent([Math.min(p0.x, p1.x, p2.x),
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Math.min(p0.y, p1.y, p2.y), Math.max(p0.x, p1.x, p2.x), Math.max(p0.y,
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p1.y, p2.y)]);
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for (i = 0, ii = segmentsInExtent.length; i < ii; ++i) {
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for (j in segmentsInExtent[i]) {
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p = segmentsInExtent[i][j];
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for (let i = 0, ii = segmentsInExtent.length; i < ii; ++i) {
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for (const j in segmentsInExtent[i]) {
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const p = segmentsInExtent[i][j];
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if (typeof p === 'object' && (!opt_reflex || p.reflex)) {
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if ((p.x !== p0.x || p.y !== p0.y) && (p.x !== p1.x || p.y !== p1.y) &&
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(p.x !== p2.x || p.y !== p2.y) && result.indexOf(p) === -1 &&
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@@ -689,8 +687,7 @@ WebGLPolygonReplay.prototype.getIntersections_ = function(segment, rtree, opt_to
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const segmentsInExtent = rtree.getInExtent([Math.min(p0.x, p1.x),
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Math.min(p0.y, p1.y), Math.max(p0.x, p1.x), Math.max(p0.y, p1.y)]);
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const result = [];
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let i, ii;
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for (i = 0, ii = segmentsInExtent.length; i < ii; ++i) {
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for (let i = 0, ii = segmentsInExtent.length; i < ii; ++i) {
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const currSeg = segmentsInExtent[i];
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if (segment !== currSeg && (opt_touch || currSeg.p0 !== p1 || currSeg.p1 !== p0) &&
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this.calculateIntersection_(p0, p1, currSeg.p0, currSeg.p1, opt_touch)) {
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@@ -713,8 +710,7 @@ WebGLPolygonReplay.prototype.getIntersections_ = function(segment, rtree, opt_to
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* @param {boolean=} opt_touch Touching segments should be considered an intersection.
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* @return {Array.<number>|undefined} Intersection coordinates.
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*/
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WebGLPolygonReplay.prototype.calculateIntersection_ = function(p0,
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p1, p2, p3, opt_touch) {
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WebGLPolygonReplay.prototype.calculateIntersection_ = function(p0, p1, p2, p3, opt_touch) {
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const denom = (p3.y - p2.y) * (p1.x - p0.x) - (p3.x - p2.x) * (p1.y - p0.y);
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if (denom !== 0) {
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const ua = ((p3.x - p2.x) * (p0.y - p2.y) - (p3.y - p2.y) * (p0.x - p2.x)) / denom;
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