moved delaunay algorithm to external file

This commit is contained in:
boombuler 2013-02-25 10:19:24 +01:00
parent a94bf4475b
commit 9748664b20
2 changed files with 205 additions and 191 deletions

169
dist/delaunay.js vendored Normal file
View File

@ -0,0 +1,169 @@
// Source from https://github.com/ironwallaby/delaunay
window.delaunay = function() {};
window.delaunay.Triangle = function (a, b, c) {
this.a = a
this.b = b
this.c = c
var A = b.x - a.x,
B = b.y - a.y,
C = c.x - a.x,
D = c.y - a.y,
E = A * (a.x + b.x) + B * (a.y + b.y),
F = C * (a.x + c.x) + D * (a.y + c.y),
G = 2 * (A * (c.y - b.y) - B * (c.x - b.x)),
minx, miny, dx, dy
/* If the points of the triangle are collinear, then just find the
* extremes and use the midpoint as the center of the circumcircle. */
if(Math.abs(G) < 0.000001) {
minx = Math.min(a.x, b.x, c.x)
miny = Math.min(a.y, b.y, c.y)
dx = (Math.max(a.x, b.x, c.x) - minx) * 0.5
dy = (Math.max(a.y, b.y, c.y) - miny) * 0.5
this.x = minx + dx
this.y = miny + dy
this.r = dx * dx + dy * dy
}
else {
this.x = (D*E - B*F) / G
this.y = (A*F - C*E) / G
dx = this.x - a.x
dy = this.y - a.y
this.r = dx * dx + dy * dy
}
}
function byX(a, b) {
return b.x - a.x
}
function dedup(edges) {
var j = edges.length,
a, b, i, m, n
outer: while(j) {
b = edges[--j]
a = edges[--j]
i = j
while(i) {
n = edges[--i]
m = edges[--i]
if((a === m && b === n) || (a === n && b === m)) {
edges.splice(j, 2)
edges.splice(i, 2)
j -= 2
continue outer
}
}
}
}
window.delaunay.triangulate = function (vertices) {
/* Bail if there aren't enough vertices to form any triangles. */
if(vertices.length < 3)
return []
/* Ensure the vertex array is in order of descending X coordinate
* (which is needed to ensure a subquadratic runtime), and then find
* the bounding box around the points. */
vertices.sort(byX)
var i = vertices.length - 1,
xmin = vertices[i].x,
xmax = vertices[0].x,
ymin = vertices[i].y,
ymax = ymin
while(i--) {
if(vertices[i].y < ymin) ymin = vertices[i].y
if(vertices[i].y > ymax) ymax = vertices[i].y
}
/* Find a supertriangle, which is a triangle that surrounds all the
* vertices. This is used like something of a sentinel value to remove
* cases in the main algorithm, and is removed before we return any
* results.
*
* Once found, put it in the "open" list. (The "open" list is for
* triangles who may still need to be considered; the "closed" list is
* for triangles which do not.) */
var dx = xmax - xmin,
dy = ymax - ymin,
dmax = (dx > dy) ? dx : dy,
xmid = (xmax + xmin) * 0.5,
ymid = (ymax + ymin) * 0.5,
open = [
new window.delaunay.Triangle(
{x: xmid - 20 * dmax, y: ymid - dmax, __sentinel: true},
{x: xmid , y: ymid + 20 * dmax, __sentinel: true},
{x: xmid + 20 * dmax, y: ymid - dmax, __sentinel: true}
)
],
closed = [],
edges = [],
j, a, b
/* Incrementally add each vertex to the mesh. */
i = vertices.length
while(i--) {
/* For each open triangle, check to see if the current point is
* inside it's circumcircle. If it is, remove the triangle and add
* it's edges to an edge list. */
edges.length = 0
j = open.length
while(j--) {
/* If this point is to the right of this triangle's circumcircle,
* then this triangle should never get checked again. Remove it
* from the open list, add it to the closed list, and skip. */
dx = vertices[i].x - open[j].x
if(dx > 0 && dx * dx > open[j].r) {
closed.push(open[j])
open.splice(j, 1)
continue
}
/* If not, skip this triangle. */
dy = vertices[i].y - open[j].y
if(dx * dx + dy * dy > open[j].r)
continue
/* Remove the triangle and add it's edges to the edge list. */
edges.push(
open[j].a, open[j].b,
open[j].b, open[j].c,
open[j].c, open[j].a
)
open.splice(j, 1)
}
/* Remove any doubled edges. */
dedup(edges)
/* Add a new triangle for each edge. */
j = edges.length
while(j) {
b = edges[--j]
a = edges[--j]
open.push(new window.delaunay.Triangle(a, b, vertices[i]))
}
}
/* Copy any remaining open triangles to the closed list, and then
* remove any triangles that share a vertex with the supertriangle. */
Array.prototype.push.apply(closed, open)
i = closed.length
while(i--)
if(closed[i].a.__sentinel ||
closed[i].b.__sentinel ||
closed[i].c.__sentinel)
closed.splice(i, 1)
/* Yay, we're done! */
return closed
}

View File

@ -9,8 +9,6 @@
// @match http://www.ingress.com/intel*
// ==/UserScript==
// The algorithm is taken from https://github.com/ironwallaby/delaunay
function wrapper() {
// ensure plugin framework is there, even if iitc is not yet loaded
if(typeof window.plugin !== 'function')
@ -21,191 +19,24 @@ function wrapper() {
// use own namespace for plugin
window.plugin.maxLinks = function() {};
// const values
window.plugin.maxLinks.MAX_DRAWN_LINKS = 400;
var MAX_LINK_COLOR = '#FF0000';
var Triangle = function (a, b, c) {
this.a = a;
this.b = b;
this.c = c;
var A = b.x - a.x,
B = b.y - a.y,
C = c.x - a.x,
D = c.y - a.y,
E = A * (a.x + b.x) + B * (a.y + b.y),
F = C * (a.x + c.x) + D * (a.y + c.y),
G = 2 * (A * (c.y - b.y) - B * (c.x - b.x)),
minx, miny, dx, dy
/* If the points of the triangle are collinear, then just find the
* extremes and use the midpoint as the center of the circumcircle. */
if(Math.abs(G) < 0.000001) {
minx = Math.min(a.x, b.x, c.x)
miny = Math.min(a.y, b.y, c.y)
dx = (Math.max(a.x, b.x, c.x) - minx) * 0.5
dy = (Math.max(a.y, b.y, c.y) - miny) * 0.5
this.x = minx + dx
this.y = miny + dy
this.r = dx * dx + dy * dy
} else {
this.x = (D*E - B*F) / G
this.y = (A*F - C*E) / G
dx = this.x - a.x
dy = this.y - a.y
this.r = dx * dx + dy * dy
}
}
Triangle.prototype.draw = function(layer, divX, divY) {
var drawLine = function(src, dest) {
var poly = L.polyline([[(src.y + divY)/1E6, (src.x + divX)/1E6],
[(dest.y + divY)/1E6, (dest.x + divX)/1E6]], {
color: MAX_LINK_COLOR,
opacity: 1,
weight:2,
clickable: false,
smoothFactor: 10
});
poly.addTo(layer);
};
drawLine(this.a, this.b);
drawLine(this.b, this.c);
drawLine(this.c, this.a);
}
var STROKE_STYLE = {
color: '#FF0000',
opacity: 1,
weight:2,
clickable: false,
smoothFactor: 10
};
var delaunayScriptLocation = "https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/dist/delaunay.js";
var dedup = function (edges) {
var j = edges.length, a, b, i, m, n;
outer: while(j) {
b = edges[--j];
a = edges[--j];
i = j;
while(i) {
n = edges[--i];
m = edges[--i];
if((a === m && b === n) || (a === n && b === m)) {
edges.splice(j, 2);
edges.splice(i, 2);
j -= 2;
continue outer;
}
}
}
}
window.plugin.maxLinks.triangulate = function (vertices) {
/* Bail if there aren't enough vertices to form any triangles. */
if(vertices.length < 3)
return []
/* Ensure the vertex array is in order of descending X coordinate
* (which is needed to ensure a subquadratic runtime), and then find
* the bounding box around the points. */
vertices.sort(function (a, b) { return b.x - a.x });
var i = vertices.length - 1,
xmin = vertices[i].x,
xmax = vertices[0].x,
ymin = vertices[i].y,
ymax = ymin;
while(i--) {
if(vertices[i].y < ymin)
ymin = vertices[i].y;
if(vertices[i].y > ymax)
ymax = vertices[i].y;
}
/* Find a supertriangle, which is a triangle that surrounds all the
* vertices. This is used like something of a sentinel value to remove
* cases in the main algorithm, and is removed before we return any
* results.
*
* Once found, put it in the "open" list. (The "open" list is for
* triangles who may still need to be considered; the "closed" list is
* for triangles which do not.) */
var dx = xmax - xmin,
dy = ymax - ymin,
dmax = (dx > dy) ? dx : dy,
xmid = (xmax + xmin) * 0.5,
ymid = (ymax + ymin) * 0.5,
open = [
new Triangle(
{x: xmid - 20 * dmax, y: ymid - dmax, __sentinel: true},
{x: xmid , y: ymid + 20 * dmax, __sentinel: true},
{x: xmid + 20 * dmax, y: ymid - dmax, __sentinel: true}
)
],
closed = [],
edges = [],
j, a, b;
/* Incrementally add each vertex to the mesh. */
i = vertices.length;
while(i--) {
/* For each open triangle, check to see if the current point is
* inside it's circumcircle. If it is, remove the triangle and add
* it's edges to an edge list. */
edges.length = 0;
j = open.length;
while(j--) {
/* If this point is to the right of this triangle's circumcircle,
* then this triangle should never get checked again. Remove it
* from the open list, add it to the closed list, and skip. */
dx = vertices[i].x - open[j].x;
if(dx > 0 && dx * dx > open[j].r) {
closed.push(open[j]);
open.splice(j, 1);
continue;
}
/* If not, skip this triangle. */
dy = vertices[i].y - open[j].y;
if(dx * dx + dy * dy > open[j].r)
continue;
/* Remove the triangle and add it's edges to the edge list. */
edges.push(
open[j].a, open[j].b,
open[j].b, open[j].c,
open[j].c, open[j].a
);
open.splice(j, 1);
}
/* Remove any doubled edges. */
dedup(edges);
/* Add a new triangle for each edge. */
j = edges.length;
while(j) {
b = edges[--j];
a = edges[--j];
open.push(new Triangle(a, b, vertices[i]));
}
}
/* Copy any remaining open triangles to the closed list, and then
* remove any triangles that share a vertex with the supertriangle. */
Array.prototype.push.apply(closed, open);
i = closed.length;
while(i--) {
if(closed[i].a.__sentinel || closed[i].b.__sentinel || closed[i].c.__sentinel)
closed.splice(i, 1);
}
/* Yay, we're done! */
return closed;
}
window.plugin.maxLinks.layer = null;
var updating = false;
var renderLimitReached = false;
var renderLimitReached = false;
window.plugin.maxLinks.updateLayer = function() {
if (updating || window.plugin.maxLinks.layer === null || !window.map.hasLayer(window.plugin.maxLinks.layer))
return;
@ -231,7 +62,7 @@ function wrapper() {
nloc.y += Math.abs(minY);
});
var triangles = window.plugin.maxLinks.triangulate(locations);
var triangles = window.delaunay.triangulate(locations);
var drawnLinks = 0;
renderLimitReached = false;
$.each(triangles, function(idx, triangle) {
@ -247,19 +78,33 @@ function wrapper() {
}
var setup = function() {
window.plugin.maxLinks.layer = L.layerGroup([]);
load(delaunayScriptLocation).thenRun(function() {
window.delaunay.Triangle.prototype.draw = function(layer, divX, divY) {
var drawLine = function(src, dest) {
var poly = L.polyline([[(src.y + divY)/1E6, (src.x + divX)/1E6], [(dest.y + divY)/1E6, (dest.x + divX)/1E6]], STROKE_STYLE);
poly.addTo(layer);
};
drawLine(this.a, this.b);
drawLine(this.b, this.c);
drawLine(this.c, this.a);
}
window.plugin.maxLinks.layer = L.layerGroup([]);
window.addHook('checkRenderLimit', function(e) {
if (window.map.hasLayer(window.plugin.maxLinks.layer) && renderLimitReached)
e.reached = true;
});
window.addHook('checkRenderLimit', function(e) {
if (window.map.hasLayer(window.plugin.maxLinks.layer) && renderLimitReached)
e.reached = true;
});
window.map.on('layeradd', function(e) {
if (e.layer === window.plugin.maxLinks.layer)
window.plugin.maxLinks.updateLayer();
window.map.on('layeradd', function(e) {
if (e.layer === window.plugin.maxLinks.layer)
window.plugin.maxLinks.updateLayer();
});
window.map.on('zoomend moveend', window.plugin.maxLinks.updateLayer);
window.layerChooser.addOverlay(window.plugin.maxLinks.layer, 'Maximum Links');
});
window.map.on('zoomend moveend', window.plugin.maxLinks.updateLayer);
window.layerChooser.addOverlay(window.plugin.maxLinks.layer, 'Maximum Links');
}
// PLUGIN END //////////////////////////////////////////////////////////