// 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 }