Return to simpler and less efficient winding order algorithm

This commit is contained in:
Andreas Hocevar
2020-11-05 23:54:13 +01:00
parent 9c5e61ffb0
commit c1a547a9af

View File

@@ -14,110 +14,19 @@ import {coordinates as reverseCoordinates} from './reverse.js';
* @return {boolean} Is clockwise.
*/
export function linearRingIsClockwise(flatCoordinates, offset, end, stride) {
// https://stackoverflow.com/a/1180256/2389327
// https://en.wikipedia.org/wiki/Curve_orientation#Orientation_of_a_simple_polygon
if ((end - offset) / stride >= 3) {
const minVertex = findCornerVertex(flatCoordinates, offset, end, stride);
// Orientation matrix:
// [ 1 xa ya ]
// O = | 1 xb yb |
// [ 1 xc yc ]
const previousVertex = findUniqueVertex(
flatCoordinates,
offset,
end,
stride,
minVertex,
-1
);
const nextVertex = findUniqueVertex(
flatCoordinates,
offset,
end,
stride,
minVertex,
1
);
const aX = flatCoordinates[previousVertex];
const aY = flatCoordinates[previousVertex + 1];
const bX = flatCoordinates[minVertex];
const bY = flatCoordinates[minVertex + 1];
const cX = flatCoordinates[nextVertex];
const cY = flatCoordinates[nextVertex + 1];
const determinant =
bX * cY + aX * bY + aY * cX - (aY * bX + bY * cX + aX * cY);
return determinant < 0;
// http://tinyurl.com/clockwise-method
// https://github.com/OSGeo/gdal/blob/trunk/gdal/ogr/ogrlinearring.cpp
let edge = 0;
let x1 = flatCoordinates[end - stride];
let y1 = flatCoordinates[end - stride + 1];
for (; offset < end; offset += stride) {
const x2 = flatCoordinates[offset];
const y2 = flatCoordinates[offset + 1];
edge += (x2 - x1) * (y2 + y1);
x1 = x2;
y1 = y2;
}
}
/**
* Finds the next unique vertex in forward or backward direction of a ring.
* @param {Array<number>} flatCoordinates Flat coordinates.
* @param {number} offset Offset.
* @param {number} end End.
* @param {number} stride Stride.
* @param {number} start Start vertex.
* @param {number} direction 1 for forward, -1 for backward.
* @return {number} vertex Index of the found vertex.
*/
function findUniqueVertex(
flatCoordinates,
offset,
end,
stride,
start,
direction
) {
let previousX, previousY, x, y;
let i = start;
while (x === previousX && y === previousY) {
previousX = flatCoordinates[i];
previousY = flatCoordinates[i + 1];
i += direction * stride;
if (i >= end) {
i = offset;
} else if (i < offset) {
i = end - stride;
}
x = flatCoordinates[i];
y = flatCoordinates[i + 1];
}
return i;
}
/**
* Find vertex along one edge of bounding box.
* In this case, we find smallest y; in case of tie also smallest x.
* @param {Array<number>} flatCoordinates Flat coordinates.
* @param {number} offset Offset.
* @param {number} end End.
* @param {number} stride Stride.
* @return {number} Corner vertex.
*/
function findCornerVertex(flatCoordinates, offset, end, stride) {
let iMinVertex = -1;
let minY = Infinity;
let minXAtMinY = Infinity;
for (let i = offset; i < end; i += stride) {
const x = flatCoordinates[i];
const y = flatCoordinates[i + 1];
if (y > minY) {
continue;
}
if (y == minY) {
if (x >= minXAtMinY) {
continue;
}
}
// Minimum so far.
iMinVertex = i;
minY = y;
minXAtMinY = x;
}
return iMinVertex;
return edge === 0 ? undefined : edge > 0;
}
/**