// https://github.com/d3/d3-delaunay v4.1.5 Copyright 2018 Mike Bostock // https://github.com/mapbox/delaunator v2.0.5. Copyright 2017 Mapbox, Inc. (function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : typeof define === 'function' && define.amd ? define(['exports'], factory) : (factory((global.d3 = global.d3 || {}))); }(this, (function (exports) { 'use strict'; const EPSILON = Math.pow(2, -52); class Delaunator { static from(points, getX, getY) { if (!getX) getX = defaultGetX; if (!getY) getY = defaultGetY; const n = points.length; const coords = new Float64Array(n * 2); for (let i = 0; i < n; i++) { const p = points[i]; coords[2 * i] = getX(p); coords[2 * i + 1] = getY(p); } return new Delaunator(coords); } constructor(coords) { let minX = Infinity; let minY = Infinity; let maxX = -Infinity; let maxY = -Infinity; const n = coords.length >> 1; const ids = this.ids = new Uint32Array(n); if (n > 0 && typeof coords[0] !== 'number') throw new Error('Expected coords to contain numbers.'); this.coords = coords; for (let i = 0; i < n; i++) { const x = coords[2 * i]; const y = coords[2 * i + 1]; if (x < minX) minX = x; if (y < minY) minY = y; if (x > maxX) maxX = x; if (y > maxY) maxY = y; ids[i] = i; } const cx = (minX + maxX) / 2; const cy = (minY + maxY) / 2; let minDist = Infinity; let i0, i1, i2; // pick a seed point close to the centroid for (let i = 0; i < n; i++) { const d = dist(cx, cy, coords[2 * i], coords[2 * i + 1]); if (d < minDist) { i0 = i; minDist = d; } } const i0x = coords[2 * i0]; const i0y = coords[2 * i0 + 1]; minDist = Infinity; // find the point closest to the seed for (let i = 0; i < n; i++) { if (i === i0) continue; const d = dist(i0x, i0y, coords[2 * i], coords[2 * i + 1]); if (d < minDist && d > 0) { i1 = i; minDist = d; } } let i1x = coords[2 * i1]; let i1y = coords[2 * i1 + 1]; let minRadius = Infinity; // find the third point which forms the smallest circumcircle with the first two for (let i = 0; i < n; i++) { if (i === i0 || i === i1) continue; const r = circumradius(i0x, i0y, i1x, i1y, coords[2 * i], coords[2 * i + 1]); if (r < minRadius) { i2 = i; minRadius = r; } } let i2x = coords[2 * i2]; let i2y = coords[2 * i2 + 1]; if (minRadius === Infinity) { throw new Error('No Delaunay triangulation exists for this input.'); } // swap the order of the seed points for counter-clockwise orientation if (orient(i0x, i0y, i1x, i1y, i2x, i2y)) { const i = i1; const x = i1x; const y = i1y; i1 = i2; i1x = i2x; i1y = i2y; i2 = i; i2x = x; i2y = y; } const center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y); this._cx = center.x; this._cy = center.y; // sort the points by distance from the seed triangle circumcenter quicksort(ids, coords, 0, ids.length - 1, center.x, center.y); // initialize a hash table for storing edges of the advancing convex hull this._hashSize = Math.ceil(Math.sqrt(n)); this._hash = new Array(this._hashSize); // initialize a circular doubly-linked list that will hold an advancing convex hull let e = this.hull = insertNode(coords, i0); this._hashEdge(e); e.t = 0; e = insertNode(coords, i1, e); this._hashEdge(e); e.t = 1; e = insertNode(coords, i2, e); this._hashEdge(e); e.t = 2; const maxTriangles = 2 * n - 5; const triangles = this.triangles = new Uint32Array(maxTriangles * 3); const halfedges = this.halfedges = new Int32Array(maxTriangles * 3); this.trianglesLen = 0; this._addTriangle(i0, i1, i2, -1, -1, -1); for (let k = 0, xp, yp; k < ids.length; k++) { const i = ids[k]; const x = coords[2 * i]; const y = coords[2 * i + 1]; // skip near-duplicate points if (k > 0 && Math.abs(x - xp) <= EPSILON && Math.abs(y - yp) <= EPSILON) continue; xp = x; yp = y; // skip seed triangle points if (i === i0 || i === i1 || i === i2) continue; // find a visible edge on the convex hull using edge hash const startKey = this._hashKey(x, y); let key = startKey; let start; do { start = this._hash[key]; key = (key + 1) % this._hashSize; } while ((!start || start.removed) && key !== startKey); start = start.prev; e = start; while (!orient(x, y, e.x, e.y, e.next.x, e.next.y)) { e = e.next; if (e === start) { e = null; break; } } // likely a near-duplicate point; skip it if (!e) continue; const walkBack = e === start; // add the first triangle from the point let t = this._addTriangle(e.i, i, e.next.i, -1, -1, e.t); e.t = t; // keep track of boundary triangles on the hull e = insertNode(coords, i, e); // recursively flip triangles from the point until they satisfy the Delaunay condition e.t = this._legalize(t + 2); // walk forward through the hull, adding more triangles and flipping recursively let q = e.next; while (orient(x, y, q.x, q.y, q.next.x, q.next.y)) { t = this._addTriangle(q.i, i, q.next.i, q.prev.t, -1, q.t); q.prev.t = this._legalize(t + 2); this.hull = removeNode(q); q = q.next; } if (walkBack) { // walk backward from the other side, adding more triangles and flipping q = e.prev; while (orient(x, y, q.prev.x, q.prev.y, q.x, q.y)) { t = this._addTriangle(q.prev.i, i, q.i, -1, q.t, q.prev.t); this._legalize(t + 2); q.prev.t = t; this.hull = removeNode(q); q = q.prev; } } // save the two new edges in the hash table this._hashEdge(e); this._hashEdge(e.prev); } // trim typed triangle mesh arrays this.triangles = triangles.subarray(0, this.trianglesLen); this.halfedges = halfedges.subarray(0, this.trianglesLen); } _hashEdge(e) { this._hash[this._hashKey(e.x, e.y)] = e; } _hashKey(x, y) { return Math.floor(pseudoAngle(x - this._cx, y - this._cy) * this._hashSize) % this._hashSize; } _legalize(a) { const {triangles, coords, halfedges} = this; const b = halfedges[a]; /* if the pair of triangles doesn't satisfy the Delaunay condition * (p1 is inside the circumcircle of [p0, pl, pr]), flip them, * then do the same check/flip recursively for the new pair of triangles * * pl pl * /||\ / \ * al/ || \bl al/ \a * / || \ / \ * / a||b \ flip /___ar___\ * p0\ || /p1 => p0\---bl---/p1 * \ || / \ / * ar\ || /br b\ /br * \||/ \ / * pr pr */ const a0 = a - a % 3; const b0 = b - b % 3; const al = a0 + (a + 1) % 3; const ar = a0 + (a + 2) % 3; const bl = b0 + (b + 2) % 3; if (b === -1) return ar; const p0 = triangles[ar]; const pr = triangles[a]; const pl = triangles[al]; const p1 = triangles[bl]; const illegal = inCircle( coords[2 * p0], coords[2 * p0 + 1], coords[2 * pr], coords[2 * pr + 1], coords[2 * pl], coords[2 * pl + 1], coords[2 * p1], coords[2 * p1 + 1]); if (illegal) { triangles[a] = p1; triangles[b] = p0; const hbl = halfedges[bl]; // edge swapped on the other side of the hull (rare); fix the halfedge reference if (hbl === -1) { let e = this.hull; do { if (e.t === bl) { e.t = a; break; } e = e.next; } while (e !== this.hull); } this._link(a, hbl); this._link(b, halfedges[ar]); this._link(ar, bl); const br = b0 + (b + 1) % 3; this._legalize(a); return this._legalize(br); } return ar; } _link(a, b) { this.halfedges[a] = b; if (b !== -1) this.halfedges[b] = a; } // add a new triangle given vertex indices and adjacent half-edge ids _addTriangle(i0, i1, i2, a, b, c) { const t = this.trianglesLen; this.triangles[t] = i0; this.triangles[t + 1] = i1; this.triangles[t + 2] = i2; this._link(t, a); this._link(t + 1, b); this._link(t + 2, c); this.trianglesLen += 3; return t; } } // monotonically increases with real angle, but doesn't need expensive trigonometry function pseudoAngle(dx, dy) { const p = dx / (Math.abs(dx) + Math.abs(dy)); return (dy > 0 ? 3 - p : 1 + p) / 4; // [0..1] } function dist(ax, ay, bx, by) { const dx = ax - bx; const dy = ay - by; return dx * dx + dy * dy; } function orient(px, py, qx, qy, rx, ry) { return (qy - py) * (rx - qx) - (qx - px) * (ry - qy) < 0; } function inCircle(ax, ay, bx, by, cx, cy, px, py) { const dx = ax - px; const dy = ay - py; const ex = bx - px; const ey = by - py; const fx = cx - px; const fy = cy - py; const ap = dx * dx + dy * dy; const bp = ex * ex + ey * ey; const cp = fx * fx + fy * fy; return dx * (ey * cp - bp * fy) - dy * (ex * cp - bp * fx) + ap * (ex * fy - ey * fx) < 0; } function circumradius(ax, ay, bx, by, cx, cy) { const dx = bx - ax; const dy = by - ay; const ex = cx - ax; const ey = cy - ay; const bl = dx * dx + dy * dy; const cl = ex * ex + ey * ey; const d = dx * ey - dy * ex; const x = (ey * bl - dy * cl) * 0.5 / d; const y = (dx * cl - ex * bl) * 0.5 / d; return bl && cl && d && (x * x + y * y) || Infinity; } function circumcenter(ax, ay, bx, by, cx, cy) { const dx = bx - ax; const dy = by - ay; const ex = cx - ax; const ey = cy - ay; const bl = dx * dx + dy * dy; const cl = ex * ex + ey * ey; const d = dx * ey - dy * ex; const x = ax + (ey * bl - dy * cl) * 0.5 / d; const y = ay + (dx * cl - ex * bl) * 0.5 / d; return {x, y}; } // create a new node in a doubly linked list function insertNode(coords, i, prev) { const node = { i, x: coords[2 * i], y: coords[2 * i + 1], t: 0, prev: null, next: null, removed: false }; if (!prev) { node.prev = node; node.next = node; } else { node.next = prev.next; node.prev = prev; prev.next.prev = node; prev.next = node; } return node; } function removeNode(node) { node.prev.next = node.next; node.next.prev = node.prev; node.removed = true; return node.prev; } function quicksort(ids, coords, left, right, cx, cy) { let i, j, temp; if (right - left <= 20) { for (i = left + 1; i <= right; i++) { temp = ids[i]; j = i - 1; while (j >= left && compare(coords, ids[j], temp, cx, cy) > 0) ids[j + 1] = ids[j--]; ids[j + 1] = temp; } } else { const median = (left + right) >> 1; i = left + 1; j = right; swap(ids, median, i); if (compare(coords, ids[left], ids[right], cx, cy) > 0) swap(ids, left, right); if (compare(coords, ids[i], ids[right], cx, cy) > 0) swap(ids, i, right); if (compare(coords, ids[left], ids[i], cx, cy) > 0) swap(ids, left, i); temp = ids[i]; while (true) { do i++; while (compare(coords, ids[i], temp, cx, cy) < 0); do j--; while (compare(coords, ids[j], temp, cx, cy) > 0); if (j < i) break; swap(ids, i, j); } ids[left + 1] = ids[j]; ids[j] = temp; if (right - i + 1 >= j - left) { quicksort(ids, coords, i, right, cx, cy); quicksort(ids, coords, left, j - 1, cx, cy); } else { quicksort(ids, coords, left, j - 1, cx, cy); quicksort(ids, coords, i, right, cx, cy); } } } function compare(coords, i, j, cx, cy) { const d1 = dist(coords[2 * i], coords[2 * i + 1], cx, cy); const d2 = dist(coords[2 * j], coords[2 * j + 1], cx, cy); return (d1 - d2) || (coords[2 * i] - coords[2 * j]) || (coords[2 * i + 1] - coords[2 * j + 1]); } function swap(arr, i, j) { const tmp = arr[i]; arr[i] = arr[j]; arr[j] = tmp; } function defaultGetX(p) { return p[0]; } function defaultGetY(p) { return p[1]; } const epsilon = 1e-6; class Path { constructor() { this._x0 = this._y0 = // start of current subpath this._x1 = this._y1 = null; // end of current subpath this._ = ""; } moveTo(x, y) { this._ += `M${this._x0 = this._x1 = +x},${this._y0 = this._y1 = +y}`; } closePath() { if (this._x1 !== null) { this._x1 = this._x0, this._y1 = this._y0; this._ += "Z"; } } lineTo(x, y) { this._ += `L${this._x1 = +x},${this._y1 = +y}`; } arc(x, y, r) { x = +x, y = +y, r = +r; const x0 = x + r; const y0 = y; if (r < 0) throw new Error("negative radius"); if (this._x1 === null) this._ += `M${x0},${y0}`; else if (Math.abs(this._x1 - x0) > epsilon || Math.abs(this._y1 - y0) > epsilon) this._ += "L" + x0 + "," + y0; if (!r) return; this._ += `A${r},${r},0,1,1,${x - r},${y}A${r},${r},0,1,1,${this._x1 = x0},${this._y1 = y0}`; } rect(x, y, w, h) { this._ += `M${this._x0 = this._x1 = +x},${this._y0 = this._y1 = +y}h${+w}v${+h}h${-w}Z`; } value() { return this._ || null; } } class Polygon { constructor() { this._ = []; } moveTo(x, y) { this._.push([x, y]); } closePath() { this._.push(this._[0].slice()); } lineTo(x, y) { this._.push([x, y]); } value() { return this._.length ? this._ : null; } } class Voronoi { constructor(delaunay, [xmin, ymin, xmax, ymax] = [0, 0, 960, 500]) { if (!((xmax = +xmax) >= (xmin = +xmin)) || !((ymax = +ymax) >= (ymin = +ymin))) throw new Error("invalid bounds"); const {points, hull, triangles} = this.delaunay = delaunay; const circumcenters = this.circumcenters = new Float64Array(triangles.length / 3 * 2); const vectors = this.vectors = new Float64Array(points.length * 2); this.xmax = xmax, this.xmin = xmin; this.ymax = ymax, this.ymin = ymin; // Compute circumcenters. for (let i = 0, j = 0, n = triangles.length; i < n; i += 3, j += 2) { const t1 = triangles[i] * 2; const t2 = triangles[i + 1] * 2; const t3 = triangles[i + 2] * 2; const x1 = points[t1]; const y1 = points[t1 + 1]; const x2 = points[t2]; const y2 = points[t2 + 1]; const x3 = points[t3]; const y3 = points[t3 + 1]; const a2 = x1 - x2; const a3 = x1 - x3; const b2 = y1 - y2; const b3 = y1 - y3; const d1 = x1 * x1 + y1 * y1; const d2 = d1 - x2 * x2 - y2 * y2; const d3 = d1 - x3 * x3 - y3 * y3; const ab = (a3 * b2 - a2 * b3) * 2; circumcenters[j] = (b2 * d3 - b3 * d2) / ab; circumcenters[j + 1] = (a3 * d2 - a2 * d3) / ab; } // Compute exterior cell rays. let node = hull; let p0, p1 = node.i * 4; let x0, x1 = node.x; let y0, y1 = node.y; do { node = node.next, p0 = p1, x0 = x1, y0 = y1, p1 = node.i * 4, x1 = node.x, y1 = node.y; vectors[p0 + 2] = vectors[p1] = y0 - y1; vectors[p0 + 3] = vectors[p1 + 1] = x1 - x0; } while (node !== hull); } render(context) { const buffer = context == null ? context = new Path : undefined; const {delaunay: {halfedges, hull}, circumcenters, vectors} = this; for (let i = 0, n = halfedges.length; i < n; ++i) { const j = halfedges[i]; if (j < i) continue; const ti = Math.floor(i / 3) * 2; const tj = Math.floor(j / 3) * 2; const xi = circumcenters[ti]; const yi = circumcenters[ti + 1]; const xj = circumcenters[tj]; const yj = circumcenters[tj + 1]; this._renderSegment(xi, yi, xj, yj, context); } let node = hull; do { node = node.next; const t = Math.floor(node.t / 3) * 2; const x = circumcenters[t]; const y = circumcenters[t + 1]; const v = node.i * 4; const p = this._project(x, y, vectors[v + 2], vectors[v + 3]); if (p) this._renderSegment(x, y, p[0], p[1], context); } while (node !== hull); return buffer && buffer.value(); } renderBounds(context) { const buffer = context == null ? context = new Path : undefined; context.rect(this.xmin, this.ymin, this.xmax - this.xmin, this.ymax - this.ymin); return buffer && buffer.value(); } renderCell(i, context) { const buffer = context == null ? context = new Path : undefined; const points = this._clip(i); if (points === null) return; context.moveTo(points[0], points[1]); for (let i = 2, n = points.length; i < n; i += 2) { context.lineTo(points[i], points[i + 1]); } context.closePath(); return buffer && buffer.value(); } *cellPolygons() { const {delaunay: {points}} = this; for (let i = 0, n = points.length / 2; i < n; ++i) { const cell = this.cellPolygon(i); if (cell) yield cell; } } cellPolygon(i) { const polygon = new Polygon; this.renderCell(i, polygon); return polygon.value(); } _renderSegment(x0, y0, x1, y1, context) { let S; const c0 = this._regioncode(x0, y0); const c1 = this._regioncode(x1, y1); if (c0 === 0 && c1 === 0) { context.moveTo(x0, y0); context.lineTo(x1, y1); } else if (S = this._clipSegment(x0, y0, x1, y1, c0, c1)) { context.moveTo(S[0], S[1]); context.lineTo(S[2], S[3]); } } contains(i, x, y) { if ((x = +x, x !== x) || (y = +y, y !== y)) return false; return this.delaunay._step(i, x, y) === i; } _cell(i) { const {circumcenters, delaunay: {inedges, halfedges, triangles}} = this; const e0 = inedges[i]; if (e0 === -1) return null; // coincident point const points = []; let e = e0; do { const t = Math.floor(e / 3); points.push(circumcenters[t * 2], circumcenters[t * 2 + 1]); e = e % 3 === 2 ? e - 2 : e + 1; if (triangles[e] !== i) break; // bad triangulation e = halfedges[e]; } while (e !== e0 && e !== -1); return points; } _clip(i) { const points = this._cell(i); if (points === null) return null; const {vectors: V} = this; const v = i * 4; return V[v] || V[v + 1] ? this._clipInfinite(i, points, V[v], V[v + 1], V[v + 2], V[v + 3]) : this._clipFinite(i, points); } _clipFinite(i, points) { const n = points.length; let P = null; let x0, y0, x1 = points[n - 2], y1 = points[n - 1]; let c0, c1 = this._regioncode(x1, y1); let e0, e1; for (let j = 0; j < n; j += 2) { x0 = x1, y0 = y1, x1 = points[j], y1 = points[j + 1]; c0 = c1, c1 = this._regioncode(x1, y1); if (c0 === 0 && c1 === 0) { e0 = e1, e1 = 0; if (P) P.push(x1, y1); else P = [x1, y1]; } else { let S, sx0, sy0, sx1, sy1; if (c0 === 0) { if ((S = this._clipSegment(x0, y0, x1, y1, c0, c1)) === null) continue; [sx0, sy0, sx1, sy1] = S; } else { if ((S = this._clipSegment(x1, y1, x0, y0, c1, c0)) === null) continue; [sx1, sy1, sx0, sy0] = S; e0 = e1, e1 = this._edgecode(sx0, sy0); if (e0 && e1) this._edge(i, e0, e1, P, P.length); if (P) P.push(sx0, sy0); else P = [sx0, sy0]; } e0 = e1, e1 = this._edgecode(sx1, sy1); if (e0 && e1) this._edge(i, e0, e1, P, P.length); if (P) P.push(sx1, sy1); else P = [sx1, sy1]; } } if (P) { e0 = e1, e1 = this._edgecode(P[0], P[1]); if (e0 && e1) this._edge(i, e0, e1, P, P.length); } else if (this.contains(i, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) { return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin]; } return P; } _clipSegment(x0, y0, x1, y1, c0, c1) { while (true) { if (c0 === 0 && c1 === 0) return [x0, y0, x1, y1]; if (c0 & c1) return null; let x, y, c = c0 || c1; if (c & 0b1000) x = x0 + (x1 - x0) * (this.ymax - y0) / (y1 - y0), y = this.ymax; else if (c & 0b0100) x = x0 + (x1 - x0) * (this.ymin - y0) / (y1 - y0), y = this.ymin; else if (c & 0b0010) y = y0 + (y1 - y0) * (this.xmax - x0) / (x1 - x0), x = this.xmax; else y = y0 + (y1 - y0) * (this.xmin - x0) / (x1 - x0), x = this.xmin; if (c0) x0 = x, y0 = y, c0 = this._regioncode(x0, y0); else x1 = x, y1 = y, c1 = this._regioncode(x1, y1); } } _clipInfinite(i, points, vx0, vy0, vxn, vyn) { let P = Array.from(points), p; if (p = this._project(P[0], P[1], vx0, vy0)) P.unshift(p[0], p[1]); if (p = this._project(P[P.length - 2], P[P.length - 1], vxn, vyn)) P.push(p[0], p[1]); if (P = this._clipFinite(i, P)) { for (let j = 0, n = P.length, c0, c1 = this._edgecode(P[n - 2], P[n - 1]); j < n; j += 2) { c0 = c1, c1 = this._edgecode(P[j], P[j + 1]); if (c0 && c1) j = this._edge(i, c0, c1, P, j), n = P.length; } } else if (this.contains(i, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) { P = [this.xmin, this.ymin, this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax]; } return P; } _edge(i, e0, e1, P, j) { while (e0 !== e1) { let x, y; switch (e0) { case 0b0101: e0 = 0b0100; continue; // top-left case 0b0100: e0 = 0b0110, x = this.xmax, y = this.ymin; break; // top case 0b0110: e0 = 0b0010; continue; // top-right case 0b0010: e0 = 0b1010, x = this.xmax, y = this.ymax; break; // right case 0b1010: e0 = 0b1000; continue; // bottom-right case 0b1000: e0 = 0b1001, x = this.xmin, y = this.ymax; break; // bottom case 0b1001: e0 = 0b0001; continue; // bottom-left case 0b0001: e0 = 0b0101, x = this.xmin, y = this.ymin; break; // left } if ((P[j] !== x || P[j + 1] !== y) && this.contains(i, x, y)) { P.splice(j, 0, x, y), j += 2; } } return j; } _project(x0, y0, vx, vy) { let t = Infinity, c, x, y; if (vy < 0) { // top if (y0 <= this.ymin) return null; if ((c = (this.ymin - y0) / vy) < t) y = this.ymin, x = x0 + (t = c) * vx; } else if (vy > 0) { // bottom if (y0 >= this.ymax) return null; if ((c = (this.ymax - y0) / vy) < t) y = this.ymax, x = x0 + (t = c) * vx; } if (vx > 0) { // right if (x0 >= this.xmax) return null; if ((c = (this.xmax - x0) / vx) < t) x = this.xmax, y = y0 + (t = c) * vy; } else if (vx < 0) { // left if (x0 <= this.xmin) return null; if ((c = (this.xmin - x0) / vx) < t) x = this.xmin, y = y0 + (t = c) * vy; } return [x, y]; } _edgecode(x, y) { return (x === this.xmin ? 0b0001 : x === this.xmax ? 0b0010 : 0b0000) | (y === this.ymin ? 0b0100 : y === this.ymax ? 0b1000 : 0b0000); } _regioncode(x, y) { return (x < this.xmin ? 0b0001 : x > this.xmax ? 0b0010 : 0b0000) | (y < this.ymin ? 0b0100 : y > this.ymax ? 0b1000 : 0b0000); } } const tau = 2 * Math.PI; function pointX(p) { return p[0]; } function pointY(p) { return p[1]; } class Delaunay { constructor(points) { const {halfedges, hull, triangles} = new Delaunator(points); this.points = points; this.halfedges = halfedges; this.hull = hull; this.triangles = triangles; const inedges = this.inedges = new Int32Array(points.length / 2).fill(-1); const outedges = this.outedges = new Int32Array(points.length / 2).fill(-1); // Compute an index from each point to an (arbitrary) incoming halfedge. for (let e = 0, n = halfedges.length; e < n; ++e) { inedges[triangles[e % 3 === 2 ? e - 2 : e + 1]] = e; } // For points on the hull, index both the incoming and outgoing halfedges. let node0, node1 = hull; do { node0 = node1, node1 = node1.next; inedges[node1.i] = node0.t; outedges[node0.i] = node1.t; } while (node1 !== hull); } voronoi(bounds) { return new Voronoi(this, bounds); } *neighbors(i) { const {inedges, outedges, halfedges, triangles} = this; const e0 = inedges[i]; if (e0 === -1) return; // coincident point let e = e0; do { yield triangles[e]; e = e % 3 === 2 ? e - 2 : e + 1; if (triangles[e] !== i) return; // bad triangulation e = halfedges[e]; if (e === -1) return yield triangles[outedges[i]]; } while (e !== e0); } find(x, y, i = 0) { if ((x = +x, x !== x) || (y = +y, y !== y)) return -1; let c; while ((c = this._step(i, x, y)) >= 0 && c !== i) i = c; return c; } _step(i, x, y) { const {inedges, points} = this; if (inedges[i] === -1) return -1; // coincident point let c = i; let dc = (x - points[i * 2]) ** 2 + (y - points[i * 2 + 1]) ** 2; for (const t of this.neighbors(i)) { const dt = (x - points[t * 2]) ** 2 + (y - points[t * 2 + 1]) ** 2; if (dt < dc) dc = dt, c = t; } return c; } render(context) { const buffer = context == null ? context = new Path : undefined; const {points, halfedges, triangles} = this; for (let i = 0, n = halfedges.length; i < n; ++i) { const j = halfedges[i]; if (j < i) continue; const ti = triangles[i] * 2; const tj = triangles[j] * 2; context.moveTo(points[ti], points[ti + 1]); context.lineTo(points[tj], points[tj + 1]); } this.renderHull(context); return buffer && buffer.value(); } renderPoints(context, r = 2) { const buffer = context == null ? context = new Path : undefined; const {points} = this; for (let i = 0, n = points.length; i < n; i += 2) { const x = points[i], y = points[i + 1]; context.moveTo(x + r, y); context.arc(x, y, r, 0, tau); } return buffer && buffer.value(); } renderHull(context) { const buffer = context == null ? context = new Path : undefined; const {hull} = this; let node = hull; context.moveTo(node.x, node.y); while (node = node.next, node !== hull) context.lineTo(node.x, node.y); context.closePath(); return buffer && buffer.value(); } hullPolygon() { const polygon = new Polygon; this.renderHull(polygon); return polygon.value(); } renderTriangle(i, context) { const buffer = context == null ? context = new Path : undefined; const {points, triangles} = this; const t0 = triangles[i *= 3] * 2; const t1 = triangles[i + 1] * 2; const t2 = triangles[i + 2] * 2; context.moveTo(points[t0], points[t0 + 1]); context.lineTo(points[t1], points[t1 + 1]); context.lineTo(points[t2], points[t2 + 1]); context.closePath(); return buffer && buffer.value(); } *trianglePolygons() { const {triangles} = this; for (let i = 0, n = triangles.length / 3; i < n; ++i) { yield this.trianglePolygon(i); } } trianglePolygon(i) { const polygon = new Polygon; this.renderTriangle(i, polygon); return polygon.value(); } } Delaunay.from = function(points, fx = pointX, fy = pointY, that) { return new Delaunay("length" in points ? flatArray(points, fx, fy, that) : Float64Array.from(flatIterable(points, fx, fy, that))); }; function flatArray(points, fx, fy, that) { const n = points.length; const array = new Float64Array(n * 2); for (let i = 0; i < n; ++i) { const p = points[i]; array[i * 2] = fx.call(that, p, i, points); array[i * 2 + 1] = fy.call(that, p, i, points); } return array; } function* flatIterable(points, fx, fy, that) { let i = 0; for (const p of points) { yield fx.call(that, p, i, points); yield fy.call(that, p, i, points); ++i; } } exports.Delaunay = Delaunay; exports.Voronoi = Voronoi; Object.defineProperty(exports, '__esModule', { value: true }); })));