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