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author | Joar Wandborg <git@wandborg.com> | 2012-01-10 01:54:37 +0100 |
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committer | Joar Wandborg <git@wandborg.com> | 2012-01-25 23:42:04 +0100 |
commit | c5ba5b0456a711d157e317f220e9c739226e7f50 (patch) | |
tree | 2800568ac8e484649a978e0fe7e682a8bcfe20d4 /extlib/leaflet/src/geometry/LineUtil.js | |
parent | c47a03b909ecd97cab5b144d0cab007b62b92a90 (diff) | |
download | mediagoblin-c5ba5b0456a711d157e317f220e9c739226e7f50.tar.lz mediagoblin-c5ba5b0456a711d157e317f220e9c739226e7f50.tar.xz mediagoblin-c5ba5b0456a711d157e317f220e9c739226e7f50.zip |
Installed leaflet in extlib
Diffstat (limited to 'extlib/leaflet/src/geometry/LineUtil.js')
-rw-r--r-- | extlib/leaflet/src/geometry/LineUtil.js | 159 |
1 files changed, 159 insertions, 0 deletions
diff --git a/extlib/leaflet/src/geometry/LineUtil.js b/extlib/leaflet/src/geometry/LineUtil.js new file mode 100644 index 00000000..72a80855 --- /dev/null +++ b/extlib/leaflet/src/geometry/LineUtil.js @@ -0,0 +1,159 @@ +/*
+ * L.LineUtil contains different utility functions for line segments
+ * and polylines (clipping, simplification, distances, etc.)
+ */
+
+L.LineUtil = {
+ /*
+ * Simplify polyline with vertex reduction and Douglas-Peucker simplification.
+ * Improves rendering performance dramatically by lessening the number of points to draw.
+ */
+ simplify: function(/*Point[]*/ points, /*Number*/ tolerance) {
+ if (!tolerance) return points.slice();
+
+ // stage 1: vertex reduction
+ points = this.reducePoints(points, tolerance);
+
+ // stage 2: Douglas-Peucker simplification
+ points = this.simplifyDP(points, tolerance);
+
+ return points;
+ },
+
+ // distance from a point to a segment between two points
+ pointToSegmentDistance: function(/*Point*/ p, /*Point*/ p1, /*Point*/ p2) {
+ return Math.sqrt(this._sqPointToSegmentDist(p, p1, p2));
+ },
+
+ // Douglas-Peucker simplification, see http://en.wikipedia.org/wiki/Douglas-Peucker_algorithm
+ simplifyDP: function(points, tol) {
+ var maxDist2 = 0,
+ index = 0,
+ t2 = tol * tol;
+
+ for (var i = 1, len = points.length, dist2; i < len - 1; i++) {
+ dist2 = this._sqPointToSegmentDist(points[i], points[0], points[len - 1]);
+ if (dist2 > maxDist2) {
+ index = i;
+ maxDist2 = dist2;
+ }
+ }
+
+ if (maxDist2 >= t2) {
+ var part1 = points.slice(0, index),
+ part2 = points.slice(index),
+ simplifiedPart1 = this.simplifyDP(part1, tol).slice(0, len - 2),
+ simplifiedPart2 = this.simplifyDP(part2, tol);
+
+ return simplifiedPart1.concat(simplifiedPart2);
+ } else {
+ return [points[0], points[len - 1]];
+ }
+ },
+
+ // reduce points that are too close to each other to a single point
+ reducePoints: function(points, tol) {
+ var reducedPoints = [points[0]],
+ t2 = tol * tol;
+
+ for (var i = 1, prev = 0, len = points.length; i < len; i++) {
+ if (this._sqDist(points[i], points[prev]) < t2) continue;
+ reducedPoints.push(points[i]);
+ prev = i;
+ }
+ if (prev < len - 1) {
+ reducedPoints.push(points[len - 1]);
+ }
+ return reducedPoints;
+ },
+
+ /*
+ * Cohen-Sutherland line clipping algorithm.
+ * Used to avoid rendering parts of a polyline that are not currently visible.
+ */
+ clipSegment: function(a, b, bounds, useLastCode) {
+ var min = bounds.min,
+ max = bounds.max;
+
+ var codeA = useLastCode ? this._lastCode : this._getBitCode(a, bounds),
+ codeB = this._getBitCode(b, bounds);
+
+ // save 2nd code to avoid calculating it on the next segment
+ this._lastCode = codeB;
+
+ while (true) {
+ // if a,b is inside the clip window (trivial accept)
+ if (!(codeA | codeB)) {
+ return [a, b];
+ // if a,b is outside the clip window (trivial reject)
+ } else if (codeA & codeB) {
+ return false;
+ // other cases
+ } else {
+ var codeOut = codeA || codeB,
+ p = this._getEdgeIntersection(a, b, codeOut, bounds),
+ newCode = this._getBitCode(p, bounds);
+
+ if (codeOut == codeA) {
+ a = p;
+ codeA = newCode;
+ } else {
+ b = p;
+ codeB = newCode;
+ }
+ }
+ }
+ },
+
+ _getEdgeIntersection: function(a, b, code, bounds) {
+ var dx = b.x - a.x,
+ dy = b.y - a.y,
+ min = bounds.min,
+ max = bounds.max;
+
+ if (code & 8) { // top
+ return new L.Point(a.x + dx * (max.y - a.y) / dy, max.y);
+ } else if (code & 4) { // bottom
+ return new L.Point(a.x + dx * (min.y - a.y) / dy, min.y);
+ } else if (code & 2){ // right
+ return new L.Point(max.x, a.y + dy * (max.x - a.x) / dx);
+ } else if (code & 1) { // left
+ return new L.Point(min.x, a.y + dy * (min.x - a.x) / dx);
+ }
+ },
+
+ _getBitCode: function(/*Point*/ p, bounds) {
+ var code = 0;
+
+ if (p.x < bounds.min.x) code |= 1; // left
+ else if (p.x > bounds.max.x) code |= 2; // right
+ if (p.y < bounds.min.y) code |= 4; // bottom
+ else if (p.y > bounds.max.y) code |= 8; // top
+
+ return code;
+ },
+
+ // square distance (to avoid unnecessary Math.sqrt calls)
+ _sqDist: function(p1, p2) {
+ var dx = p2.x - p1.x,
+ dy = p2.y - p1.y;
+ return dx * dx + dy * dy;
+ },
+
+ // square distance from point to a segment
+ _sqPointToSegmentDist: function(p, p1, p2) {
+ var x2 = p2.x - p1.x,
+ y2 = p2.y - p1.y;
+
+ if (!x2 && !y2) return this._sqDist(p, p1);
+
+ var dot = (p.x - p1.x) * x2 + (p.y - p1.y) * y2,
+ t = dot / this._sqDist(p1, p2);
+
+ if (t < 0) return this._sqDist(p, p1);
+ if (t > 1) return this._sqDist(p, p2);
+
+ var proj = new L.Point(p1.x + x2 * t, p1.y + y2 * t);
+ return this._sqDist(p, proj);
+ }
+};
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