Faster clockwise check and better documentation

This commit is contained in:
Andreas Hocevar
2020-06-23 19:49:33 +02:00
parent 3349f74a04
commit c490745ff0

View File

@@ -4,6 +4,9 @@
import {coordinates as reverseCoordinates} from './reverse.js';
/**
* Is the linear ring oriented clockwise in a coordinate system with a bottom-left
* coordinate origin? For a coordinate system with a top-left coordinate origin,
* the ring's orientation is clockwise when this function returns false.
* @param {Array<number>} flatCoordinates Flat coordinates.
* @param {number} offset Offset.
* @param {number} end End.
@@ -11,19 +14,69 @@ import {coordinates as reverseCoordinates} from './reverse.js';
* @return {boolean} Is clockwise.
*/
export function linearRingIsClockwise(flatCoordinates, offset, end, stride) {
// 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;
// https://stackoverflow.com/a/1180256/2389327
// https://en.wikipedia.org/wiki/Curve_orientation#Orientation_of_a_simple_polygon
let firstVertexRepeated = true;
for (let i = 0; i < stride; ++i) {
if (flatCoordinates[offset + i] !== flatCoordinates[end - stride + i]) {
firstVertexRepeated = false;
break;
}
}
return edge > 0;
if (firstVertexRepeated) {
end -= stride;
}
const iMinVertex = findCornerVertex(flatCoordinates, offset, end, stride);
// Orientation matrix:
// [ 1 xa ya ]
// O = | 1 xb yb |
// [ 1 xc yc ]
let iPreviousVertex = iMinVertex - stride;
if (iPreviousVertex < offset) {
iPreviousVertex = end - stride;
}
let iNextVertex = iMinVertex + stride;
if (iNextVertex >= end) {
iNextVertex = offset;
}
const aX = flatCoordinates[iPreviousVertex];
const aY = flatCoordinates[iPreviousVertex + 1];
const bX = flatCoordinates[iMinVertex];
const bY = flatCoordinates[iMinVertex + 1];
const cX = flatCoordinates[iNextVertex];
const cY = flatCoordinates[iNextVertex + 1];
const determinant =
bX * cY + aX * bY + aY * cX - (aY * bX + bY * cX + aX * cY);
return determinant < 0;
}
// Find vertex along one edge of bounding box.
// In this case, we find smallest y; in case of tie also smallest x.
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;
}
/**