| 1 |
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| 2 | const EPSILON = Math.pow(2, -52);
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| 3 | const EDGE_STACK = new Uint32Array(512);
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| 4 |
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| 5 | import {orient2d} from 'robust-predicates';
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| 6 |
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| 7 | export default class Delaunator {
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| 8 |
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| 9 | static from(points, getX = defaultGetX, getY = defaultGetY) {
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| 10 | const n = points.length;
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| 11 | const coords = new Float64Array(n * 2);
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| 12 |
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| 13 | for (let i = 0; i < n; i++) {
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| 14 | const p = points[i];
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| 15 | coords[2 * i] = getX(p);
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| 16 | coords[2 * i + 1] = getY(p);
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| 17 | }
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| 18 |
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| 19 | return new Delaunator(coords);
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| 20 | }
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| 21 |
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| 22 | constructor(coords) {
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| 23 | const n = coords.length >> 1;
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| 24 | if (n > 0 && typeof coords[0] !== 'number') throw new Error('Expected coords to contain numbers.');
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| 25 |
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| 26 | this.coords = coords;
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| 27 |
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| 28 | // arrays that will store the triangulation graph
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| 29 | const maxTriangles = Math.max(2 * n - 5, 0);
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| 30 | this._triangles = new Uint32Array(maxTriangles * 3);
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| 31 | this._halfedges = new Int32Array(maxTriangles * 3);
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| 32 |
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| 33 | // temporary arrays for tracking the edges of the advancing convex hull
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| 34 | this._hashSize = Math.ceil(Math.sqrt(n));
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| 35 | this._hullPrev = new Uint32Array(n); // edge to prev edge
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| 36 | this._hullNext = new Uint32Array(n); // edge to next edge
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| 37 | this._hullTri = new Uint32Array(n); // edge to adjacent triangle
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| 38 | this._hullHash = new Int32Array(this._hashSize); // angular edge hash
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| 39 |
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| 40 | // temporary arrays for sorting points
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| 41 | this._ids = new Uint32Array(n);
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| 42 | this._dists = new Float64Array(n);
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| 43 |
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| 44 | this.update();
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| 45 | }
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| 46 |
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| 47 | update() {
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| 48 | const {coords, _hullPrev: hullPrev, _hullNext: hullNext, _hullTri: hullTri, _hullHash: hullHash} = this;
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| 49 | const n = coords.length >> 1;
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| 50 |
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| 51 | // populate an array of point indices; calculate input data bbox
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| 52 | let minX = Infinity;
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| 53 | let minY = Infinity;
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| 54 | let maxX = -Infinity;
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| 55 | let maxY = -Infinity;
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| 56 |
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| 57 | for (let i = 0; i < n; i++) {
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| 58 | const x = coords[2 * i];
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| 59 | const y = coords[2 * i + 1];
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| 60 | if (x < minX) minX = x;
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| 61 | if (y < minY) minY = y;
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| 62 | if (x > maxX) maxX = x;
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| 63 | if (y > maxY) maxY = y;
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| 64 | this._ids[i] = i;
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| 65 | }
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| 66 | const cx = (minX + maxX) / 2;
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| 67 | const cy = (minY + maxY) / 2;
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| 68 |
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| 69 | let i0, i1, i2;
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| 70 |
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| 71 | // pick a seed point close to the center
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| 72 | for (let i = 0, minDist = Infinity; i < n; i++) {
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| 73 | const d = dist(cx, cy, coords[2 * i], coords[2 * i + 1]);
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| 74 | if (d < minDist) {
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| 75 | i0 = i;
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| 76 | minDist = d;
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| 77 | }
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| 78 | }
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| 79 | const i0x = coords[2 * i0];
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| 80 | const i0y = coords[2 * i0 + 1];
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| 81 |
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| 82 | // find the point closest to the seed
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| 83 | for (let i = 0, minDist = Infinity; i < n; i++) {
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| 84 | if (i === i0) continue;
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| 85 | const d = dist(i0x, i0y, coords[2 * i], coords[2 * i + 1]);
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| 86 | if (d < minDist && d > 0) {
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| 87 | i1 = i;
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| 88 | minDist = d;
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| 89 | }
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| 90 | }
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| 91 | let i1x = coords[2 * i1];
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| 92 | let i1y = coords[2 * i1 + 1];
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| 93 |
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| 94 | let minRadius = Infinity;
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| 95 |
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| 96 | // find the third point which forms the smallest circumcircle with the first two
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| 97 | for (let i = 0; i < n; i++) {
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| 98 | if (i === i0 || i === i1) continue;
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| 99 | const r = circumradius(i0x, i0y, i1x, i1y, coords[2 * i], coords[2 * i + 1]);
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| 100 | if (r < minRadius) {
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| 101 | i2 = i;
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| 102 | minRadius = r;
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| 103 | }
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| 104 | }
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| 105 | let i2x = coords[2 * i2];
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| 106 | let i2y = coords[2 * i2 + 1];
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| 107 |
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| 108 | if (minRadius === Infinity) {
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| 109 | // order collinear points by dx (or dy if all x are identical)
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| 110 | // and return the list as a hull
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| 111 | for (let i = 0; i < n; i++) {
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| 112 | this._dists[i] = (coords[2 * i] - coords[0]) || (coords[2 * i + 1] - coords[1]);
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| 113 | }
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| 114 | quicksort(this._ids, this._dists, 0, n - 1);
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| 115 | const hull = new Uint32Array(n);
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| 116 | let j = 0;
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| 117 | for (let i = 0, d0 = -Infinity; i < n; i++) {
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| 118 | const id = this._ids[i];
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| 119 | const d = this._dists[id];
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| 120 | if (d > d0) {
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| 121 | hull[j++] = id;
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| 122 | d0 = d;
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| 123 | }
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| 124 | }
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| 125 | this.hull = hull.subarray(0, j);
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| 126 | this.triangles = new Uint32Array(0);
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| 127 | this.halfedges = new Uint32Array(0);
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| 128 | return;
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| 129 | }
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| 130 |
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| 131 | // swap the order of the seed points for counter-clockwise orientation
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| 132 | if (orient2d(i0x, i0y, i1x, i1y, i2x, i2y) < 0) {
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| 133 | const i = i1;
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| 134 | const x = i1x;
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| 135 | const y = i1y;
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| 136 | i1 = i2;
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| 137 | i1x = i2x;
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| 138 | i1y = i2y;
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| 139 | i2 = i;
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| 140 | i2x = x;
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| 141 | i2y = y;
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| 142 | }
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| 143 |
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| 144 | const center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y);
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| 145 | this._cx = center.x;
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| 146 | this._cy = center.y;
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| 147 |
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| 148 | for (let i = 0; i < n; i++) {
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| 149 | this._dists[i] = dist(coords[2 * i], coords[2 * i + 1], center.x, center.y);
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| 150 | }
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| 151 |
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| 152 | // sort the points by distance from the seed triangle circumcenter
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| 153 | quicksort(this._ids, this._dists, 0, n - 1);
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| 154 |
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| 155 | // set up the seed triangle as the starting hull
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| 156 | this._hullStart = i0;
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| 157 | let hullSize = 3;
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| 158 |
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| 159 | hullNext[i0] = hullPrev[i2] = i1;
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| 160 | hullNext[i1] = hullPrev[i0] = i2;
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| 161 | hullNext[i2] = hullPrev[i1] = i0;
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| 162 |
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| 163 | hullTri[i0] = 0;
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| 164 | hullTri[i1] = 1;
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| 165 | hullTri[i2] = 2;
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| 166 |
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| 167 | hullHash.fill(-1);
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| 168 | hullHash[this._hashKey(i0x, i0y)] = i0;
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| 169 | hullHash[this._hashKey(i1x, i1y)] = i1;
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| 170 | hullHash[this._hashKey(i2x, i2y)] = i2;
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| 171 |
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| 172 | this.trianglesLen = 0;
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| 173 | this._addTriangle(i0, i1, i2, -1, -1, -1);
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| 174 |
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| 175 | for (let k = 0, xp, yp; k < this._ids.length; k++) {
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| 176 | const i = this._ids[k];
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| 177 | const x = coords[2 * i];
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| 178 | const y = coords[2 * i + 1];
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| 179 |
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| 180 | // skip near-duplicate points
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| 181 | if (k > 0 && Math.abs(x - xp) <= EPSILON && Math.abs(y - yp) <= EPSILON) continue;
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| 182 | xp = x;
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| 183 | yp = y;
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| 184 |
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| 185 | // skip seed triangle points
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| 186 | if (i === i0 || i === i1 || i === i2) continue;
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| 187 |
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| 188 | // find a visible edge on the convex hull using edge hash
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| 189 | let start = 0;
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| 190 | for (let j = 0, key = this._hashKey(x, y); j < this._hashSize; j++) {
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| 191 | start = hullHash[(key + j) % this._hashSize];
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| 192 | if (start !== -1 && start !== hullNext[start]) break;
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| 193 | }
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| 194 |
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| 195 | start = hullPrev[start];
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| 196 | let e = start, q;
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| 197 | while (q = hullNext[e], orient2d(x, y, coords[2 * e], coords[2 * e + 1], coords[2 * q], coords[2 * q + 1]) >= 0) {
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| 198 | e = q;
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| 199 | if (e === start) {
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| 200 | e = -1;
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| 201 | break;
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| 202 | }
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| 203 | }
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| 204 | if (e === -1) continue; // likely a near-duplicate point; skip it
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| 205 |
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| 206 | // add the first triangle from the point
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| 207 | let t = this._addTriangle(e, i, hullNext[e], -1, -1, hullTri[e]);
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| 208 |
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| 209 | // recursively flip triangles from the point until they satisfy the Delaunay condition
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| 210 | hullTri[i] = this._legalize(t + 2);
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| 211 | hullTri[e] = t; // keep track of boundary triangles on the hull
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| 212 | hullSize++;
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| 213 |
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| 214 | // walk forward through the hull, adding more triangles and flipping recursively
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| 215 | let n = hullNext[e];
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| 216 | while (q = hullNext[n], orient2d(x, y, coords[2 * n], coords[2 * n + 1], coords[2 * q], coords[2 * q + 1]) < 0) {
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| 217 | t = this._addTriangle(n, i, q, hullTri[i], -1, hullTri[n]);
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| 218 | hullTri[i] = this._legalize(t + 2);
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| 219 | hullNext[n] = n; // mark as removed
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| 220 | hullSize--;
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| 221 | n = q;
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| 222 | }
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| 223 |
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| 224 | // walk backward from the other side, adding more triangles and flipping
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| 225 | if (e === start) {
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| 226 | while (q = hullPrev[e], orient2d(x, y, coords[2 * q], coords[2 * q + 1], coords[2 * e], coords[2 * e + 1]) < 0) {
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| 227 | t = this._addTriangle(q, i, e, -1, hullTri[e], hullTri[q]);
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| 228 | this._legalize(t + 2);
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| 229 | hullTri[q] = t;
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| 230 | hullNext[e] = e; // mark as removed
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| 231 | hullSize--;
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| 232 | e = q;
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| 233 | }
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| 234 | }
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| 235 |
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| 236 | // update the hull indices
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| 237 | this._hullStart = hullPrev[i] = e;
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| 238 | hullNext[e] = hullPrev[n] = i;
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| 239 | hullNext[i] = n;
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| 240 |
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| 241 | // save the two new edges in the hash table
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| 242 | hullHash[this._hashKey(x, y)] = i;
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| 243 | hullHash[this._hashKey(coords[2 * e], coords[2 * e + 1])] = e;
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| 244 | }
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| 245 |
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| 246 | this.hull = new Uint32Array(hullSize);
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| 247 | for (let i = 0, e = this._hullStart; i < hullSize; i++) {
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| 248 | this.hull[i] = e;
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| 249 | e = hullNext[e];
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| 250 | }
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| 251 |
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| 252 | // trim typed triangle mesh arrays
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| 253 | this.triangles = this._triangles.subarray(0, this.trianglesLen);
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| 254 | this.halfedges = this._halfedges.subarray(0, this.trianglesLen);
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| 255 | }
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| 256 |
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| 257 | _hashKey(x, y) {
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| 258 | return Math.floor(pseudoAngle(x - this._cx, y - this._cy) * this._hashSize) % this._hashSize;
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| 259 | }
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| 260 |
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| 261 | _legalize(a) {
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| 262 | const {_triangles: triangles, _halfedges: halfedges, coords} = this;
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| 263 |
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| 264 | let i = 0;
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| 265 | let ar = 0;
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| 266 |
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| 267 | // recursion eliminated with a fixed-size stack
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| 268 | while (true) {
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| 269 | const b = halfedges[a];
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| 270 |
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| 271 | /* if the pair of triangles doesn't satisfy the Delaunay condition
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| 272 | * (p1 is inside the circumcircle of [p0, pl, pr]), flip them,
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| 273 | * then do the same check/flip recursively for the new pair of triangles
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| 274 | *
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| 275 | * pl pl
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| 276 | * /||\ / \
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| 277 | * al/ || \bl al/ \a
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| 278 | * / || \ / \
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| 279 | * / a||b \ flip /___ar___\
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| 280 | * p0\ || /p1 => p0\---bl---/p1
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| 281 | * \ || / \ /
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| 282 | * ar\ || /br b\ /br
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| 283 | * \||/ \ /
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| 284 | * pr pr
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| 285 | */
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| 286 | const a0 = a - a % 3;
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| 287 | ar = a0 + (a + 2) % 3;
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| 288 |
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| 289 | if (b === -1) { // convex hull edge
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| 290 | if (i === 0) break;
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| 291 | a = EDGE_STACK[--i];
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| 292 | continue;
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| 293 | }
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| 294 |
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| 295 | const b0 = b - b % 3;
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| 296 | const al = a0 + (a + 1) % 3;
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| 297 | const bl = b0 + (b + 2) % 3;
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| 298 |
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| 299 | const p0 = triangles[ar];
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| 300 | const pr = triangles[a];
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| 301 | const pl = triangles[al];
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| 302 | const p1 = triangles[bl];
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| 303 |
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| 304 | const illegal = inCircle(
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| 305 | coords[2 * p0], coords[2 * p0 + 1],
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| 306 | coords[2 * pr], coords[2 * pr + 1],
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| 307 | coords[2 * pl], coords[2 * pl + 1],
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| 308 | coords[2 * p1], coords[2 * p1 + 1]);
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| 309 |
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| 310 | if (illegal) {
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| 311 | triangles[a] = p1;
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| 312 | triangles[b] = p0;
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| 313 |
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| 314 | const hbl = halfedges[bl];
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| 315 |
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| 316 | // edge swapped on the other side of the hull (rare); fix the halfedge reference
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| 317 | if (hbl === -1) {
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| 318 | let e = this._hullStart;
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| 319 | do {
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| 320 | if (this._hullTri[e] === bl) {
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| 321 | this._hullTri[e] = a;
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| 322 | break;
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| 323 | }
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| 324 | e = this._hullPrev[e];
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| 325 | } while (e !== this._hullStart);
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| 326 | }
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| 327 | this._link(a, hbl);
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| 328 | this._link(b, halfedges[ar]);
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| 329 | this._link(ar, bl);
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| 330 |
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| 331 | const br = b0 + (b + 1) % 3;
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| 332 |
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| 333 | // don't worry about hitting the cap: it can only happen on extremely degenerate input
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| 334 | if (i < EDGE_STACK.length) {
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| 335 | EDGE_STACK[i++] = br;
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| 336 | }
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| 337 | } else {
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| 338 | if (i === 0) break;
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| 339 | a = EDGE_STACK[--i];
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| 340 | }
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| 341 | }
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| 342 |
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| 343 | return ar;
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| 344 | }
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| 345 |
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| 346 | _link(a, b) {
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| 347 | this._halfedges[a] = b;
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| 348 | if (b !== -1) this._halfedges[b] = a;
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| 349 | }
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| 350 |
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| 351 | // add a new triangle given vertex indices and adjacent half-edge ids
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| 352 | _addTriangle(i0, i1, i2, a, b, c) {
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| 353 | const t = this.trianglesLen;
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| 354 |
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| 355 | this._triangles[t] = i0;
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| 356 | this._triangles[t + 1] = i1;
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| 357 | this._triangles[t + 2] = i2;
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| 358 |
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| 359 | this._link(t, a);
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| 360 | this._link(t + 1, b);
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| 361 | this._link(t + 2, c);
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| 362 |
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| 363 | this.trianglesLen += 3;
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| 364 |
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| 365 | return t;
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| 366 | }
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| 367 | }
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| 368 |
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| 369 | // monotonically increases with real angle, but doesn't need expensive trigonometry
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| 370 | function pseudoAngle(dx, dy) {
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| 371 | const p = dx / (Math.abs(dx) + Math.abs(dy));
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| 372 | return (dy > 0 ? 3 - p : 1 + p) / 4; // [0..1]
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| 373 | }
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| 374 |
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| 375 | function dist(ax, ay, bx, by) {
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| 376 | const dx = ax - bx;
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| 377 | const dy = ay - by;
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| 378 | return dx * dx + dy * dy;
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| 379 | }
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| 380 |
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| 381 | function inCircle(ax, ay, bx, by, cx, cy, px, py) {
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| 382 | const dx = ax - px;
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| 383 | const dy = ay - py;
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| 384 | const ex = bx - px;
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| 385 | const ey = by - py;
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| 386 | const fx = cx - px;
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| 387 | const fy = cy - py;
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| 388 |
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| 389 | const ap = dx * dx + dy * dy;
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| 390 | const bp = ex * ex + ey * ey;
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| 391 | const cp = fx * fx + fy * fy;
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| 392 |
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| 393 | return dx * (ey * cp - bp * fy) -
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| 394 | dy * (ex * cp - bp * fx) +
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| 395 | ap * (ex * fy - ey * fx) < 0;
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| 396 | }
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| 397 |
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| 398 | function circumradius(ax, ay, bx, by, cx, cy) {
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| 399 | const dx = bx - ax;
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| 400 | const dy = by - ay;
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| 401 | const ex = cx - ax;
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| 402 | const ey = cy - ay;
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| 403 |
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| 404 | const bl = dx * dx + dy * dy;
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| 405 | const cl = ex * ex + ey * ey;
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| 406 | const d = 0.5 / (dx * ey - dy * ex);
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| 407 |
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| 408 | const x = (ey * bl - dy * cl) * d;
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| 409 | const y = (dx * cl - ex * bl) * d;
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| 410 |
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| 411 | return x * x + y * y;
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| 412 | }
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| 413 |
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| 414 | function circumcenter(ax, ay, bx, by, cx, cy) {
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| 415 | const dx = bx - ax;
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| 416 | const dy = by - ay;
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| 417 | const ex = cx - ax;
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| 418 | const ey = cy - ay;
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| 419 |
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| 420 | const bl = dx * dx + dy * dy;
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| 421 | const cl = ex * ex + ey * ey;
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| 422 | const d = 0.5 / (dx * ey - dy * ex);
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| 423 |
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| 424 | const x = ax + (ey * bl - dy * cl) * d;
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| 425 | const y = ay + (dx * cl - ex * bl) * d;
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| 426 |
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| 427 | return {x, y};
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| 428 | }
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| 429 |
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| 430 | function quicksort(ids, dists, left, right) {
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| 431 | if (right - left <= 20) {
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| 432 | for (let i = left + 1; i <= right; i++) {
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| 433 | const temp = ids[i];
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| 434 | const tempDist = dists[temp];
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| 435 | let j = i - 1;
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| 436 | while (j >= left && dists[ids[j]] > tempDist) ids[j + 1] = ids[j--];
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| 437 | ids[j + 1] = temp;
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| 438 | }
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| 439 | } else {
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| 440 | const median = (left + right) >> 1;
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| 441 | let i = left + 1;
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| 442 | let j = right;
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| 443 | swap(ids, median, i);
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| 444 | if (dists[ids[left]] > dists[ids[right]]) swap(ids, left, right);
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| 445 | if (dists[ids[i]] > dists[ids[right]]) swap(ids, i, right);
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| 446 | if (dists[ids[left]] > dists[ids[i]]) swap(ids, left, i);
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| 447 |
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| 448 | const temp = ids[i];
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| 449 | const tempDist = dists[temp];
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| 450 | while (true) {
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| 451 | do i++; while (dists[ids[i]] < tempDist);
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| 452 | do j--; while (dists[ids[j]] > tempDist);
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| 453 | if (j < i) break;
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| 454 | swap(ids, i, j);
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| 455 | }
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| 456 | ids[left + 1] = ids[j];
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| 457 | ids[j] = temp;
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| 458 |
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| 459 | if (right - i + 1 >= j - left) {
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| 460 | quicksort(ids, dists, i, right);
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| 461 | quicksort(ids, dists, left, j - 1);
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| 462 | } else {
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| 463 | quicksort(ids, dists, left, j - 1);
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| 464 | quicksort(ids, dists, i, right);
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| 465 | }
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| 466 | }
|
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| 467 | }
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| 468 |
|
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| 469 | function swap(arr, i, j) {
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| 470 | const tmp = arr[i];
|
|---|
| 471 | arr[i] = arr[j];
|
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| 472 | arr[j] = tmp;
|
|---|
| 473 | }
|
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| 474 |
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| 475 | function defaultGetX(p) {
|
|---|
| 476 | return p[0];
|
|---|
| 477 | }
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| 478 | function defaultGetY(p) {
|
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| 479 | return p[1];
|
|---|
| 480 | }
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