完成世界书、骰子、apiconfig页面处理
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248
frontend/node_modules/d3-delaunay/src/delaunay.js
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248
frontend/node_modules/d3-delaunay/src/delaunay.js
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import Delaunator from "delaunator";
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import Path from "./path.js";
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import Polygon from "./polygon.js";
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import Voronoi from "./voronoi.js";
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const tau = 2 * Math.PI, pow = Math.pow;
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function pointX(p) {
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return p[0];
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}
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function pointY(p) {
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return p[1];
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}
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// A triangulation is collinear if all its triangles have a non-null area
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function collinear(d) {
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const {triangles, coords} = d;
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for (let i = 0; i < triangles.length; i += 3) {
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const a = 2 * triangles[i],
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b = 2 * triangles[i + 1],
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c = 2 * triangles[i + 2],
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cross = (coords[c] - coords[a]) * (coords[b + 1] - coords[a + 1])
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- (coords[b] - coords[a]) * (coords[c + 1] - coords[a + 1]);
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if (cross > 1e-10) return false;
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}
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return true;
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}
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function jitter(x, y, r) {
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return [x + Math.sin(x + y) * r, y + Math.cos(x - y) * r];
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}
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export default class Delaunay {
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static from(points, fx = pointX, fy = pointY, that) {
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return new Delaunay("length" in points
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? flatArray(points, fx, fy, that)
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: Float64Array.from(flatIterable(points, fx, fy, that)));
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}
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constructor(points) {
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this._delaunator = new Delaunator(points);
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this.inedges = new Int32Array(points.length / 2);
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this._hullIndex = new Int32Array(points.length / 2);
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this.points = this._delaunator.coords;
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this._init();
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}
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update() {
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this._delaunator.update();
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this._init();
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return this;
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}
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_init() {
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const d = this._delaunator, points = this.points;
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// check for collinear
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if (d.hull && d.hull.length > 2 && collinear(d)) {
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this.collinear = Int32Array.from({length: points.length/2}, (_,i) => i)
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.sort((i, j) => points[2 * i] - points[2 * j] || points[2 * i + 1] - points[2 * j + 1]); // for exact neighbors
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const e = this.collinear[0], f = this.collinear[this.collinear.length - 1],
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bounds = [ points[2 * e], points[2 * e + 1], points[2 * f], points[2 * f + 1] ],
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r = 1e-8 * Math.hypot(bounds[3] - bounds[1], bounds[2] - bounds[0]);
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for (let i = 0, n = points.length / 2; i < n; ++i) {
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const p = jitter(points[2 * i], points[2 * i + 1], r);
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points[2 * i] = p[0];
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points[2 * i + 1] = p[1];
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}
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this._delaunator = new Delaunator(points);
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} else {
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delete this.collinear;
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}
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const halfedges = this.halfedges = this._delaunator.halfedges;
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const hull = this.hull = this._delaunator.hull;
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const triangles = this.triangles = this._delaunator.triangles;
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const inedges = this.inedges.fill(-1);
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const hullIndex = this._hullIndex.fill(-1);
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// Compute an index from each point to an (arbitrary) incoming halfedge
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// Used to give the first neighbor of each point; for this reason,
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// on the hull we give priority to exterior halfedges
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for (let e = 0, n = halfedges.length; e < n; ++e) {
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const p = triangles[e % 3 === 2 ? e - 2 : e + 1];
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if (halfedges[e] === -1 || inedges[p] === -1) inedges[p] = e;
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}
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for (let i = 0, n = hull.length; i < n; ++i) {
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hullIndex[hull[i]] = i;
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}
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// degenerate case: 1 or 2 (distinct) points
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if (hull.length <= 2 && hull.length > 0) {
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this.triangles = new Int32Array(3).fill(-1);
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this.halfedges = new Int32Array(3).fill(-1);
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this.triangles[0] = hull[0];
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inedges[hull[0]] = 1;
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if (hull.length === 2) {
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inedges[hull[1]] = 0;
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this.triangles[1] = hull[1];
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this.triangles[2] = hull[1];
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}
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}
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}
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voronoi(bounds) {
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return new Voronoi(this, bounds);
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}
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*neighbors(i) {
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const {inedges, hull, _hullIndex, halfedges, triangles, collinear} = this;
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// degenerate case with several collinear points
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if (collinear) {
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const l = collinear.indexOf(i);
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if (l > 0) yield collinear[l - 1];
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if (l < collinear.length - 1) yield collinear[l + 1];
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return;
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}
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const e0 = inedges[i];
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if (e0 === -1) return; // coincident point
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let e = e0, p0 = -1;
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do {
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yield p0 = triangles[e];
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e = e % 3 === 2 ? e - 2 : e + 1;
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if (triangles[e] !== i) return; // bad triangulation
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e = halfedges[e];
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if (e === -1) {
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const p = hull[(_hullIndex[i] + 1) % hull.length];
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if (p !== p0) yield p;
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return;
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}
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} while (e !== e0);
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}
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find(x, y, i = 0) {
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if ((x = +x, x !== x) || (y = +y, y !== y)) return -1;
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const i0 = i;
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let c;
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while ((c = this._step(i, x, y)) >= 0 && c !== i && c !== i0) i = c;
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return c;
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}
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_step(i, x, y) {
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const {inedges, hull, _hullIndex, halfedges, triangles, points} = this;
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if (inedges[i] === -1 || !points.length) return (i + 1) % (points.length >> 1);
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let c = i;
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let dc = pow(x - points[i * 2], 2) + pow(y - points[i * 2 + 1], 2);
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const e0 = inedges[i];
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let e = e0;
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do {
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let t = triangles[e];
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const dt = pow(x - points[t * 2], 2) + pow(y - points[t * 2 + 1], 2);
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if (dt < dc) dc = dt, c = t;
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e = e % 3 === 2 ? e - 2 : e + 1;
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if (triangles[e] !== i) break; // bad triangulation
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e = halfedges[e];
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if (e === -1) {
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e = hull[(_hullIndex[i] + 1) % hull.length];
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if (e !== t) {
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if (pow(x - points[e * 2], 2) + pow(y - points[e * 2 + 1], 2) < dc) return e;
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}
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break;
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}
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} while (e !== e0);
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return c;
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}
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render(context) {
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const buffer = context == null ? context = new Path : undefined;
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const {points, halfedges, triangles} = this;
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for (let i = 0, n = halfedges.length; i < n; ++i) {
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const j = halfedges[i];
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if (j < i) continue;
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const ti = triangles[i] * 2;
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const tj = triangles[j] * 2;
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context.moveTo(points[ti], points[ti + 1]);
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context.lineTo(points[tj], points[tj + 1]);
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}
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this.renderHull(context);
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return buffer && buffer.value();
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}
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renderPoints(context, r) {
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if (r === undefined && (!context || typeof context.moveTo !== "function")) r = context, context = null;
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r = r == undefined ? 2 : +r;
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const buffer = context == null ? context = new Path : undefined;
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const {points} = this;
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for (let i = 0, n = points.length; i < n; i += 2) {
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const x = points[i], y = points[i + 1];
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context.moveTo(x + r, y);
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context.arc(x, y, r, 0, tau);
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}
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return buffer && buffer.value();
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}
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renderHull(context) {
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const buffer = context == null ? context = new Path : undefined;
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const {hull, points} = this;
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const h = hull[0] * 2, n = hull.length;
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context.moveTo(points[h], points[h + 1]);
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for (let i = 1; i < n; ++i) {
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const h = 2 * hull[i];
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context.lineTo(points[h], points[h + 1]);
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}
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context.closePath();
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return buffer && buffer.value();
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}
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hullPolygon() {
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const polygon = new Polygon;
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this.renderHull(polygon);
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return polygon.value();
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}
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renderTriangle(i, context) {
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const buffer = context == null ? context = new Path : undefined;
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const {points, triangles} = this;
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const t0 = triangles[i *= 3] * 2;
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const t1 = triangles[i + 1] * 2;
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const t2 = triangles[i + 2] * 2;
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context.moveTo(points[t0], points[t0 + 1]);
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context.lineTo(points[t1], points[t1 + 1]);
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context.lineTo(points[t2], points[t2 + 1]);
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context.closePath();
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return buffer && buffer.value();
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}
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*trianglePolygons() {
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const {triangles} = this;
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for (let i = 0, n = triangles.length / 3; i < n; ++i) {
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yield this.trianglePolygon(i);
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}
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}
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trianglePolygon(i) {
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const polygon = new Polygon;
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this.renderTriangle(i, polygon);
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return polygon.value();
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}
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}
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function flatArray(points, fx, fy, that) {
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const n = points.length;
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const array = new Float64Array(n * 2);
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for (let i = 0; i < n; ++i) {
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const p = points[i];
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array[i * 2] = fx.call(that, p, i, points);
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array[i * 2 + 1] = fy.call(that, p, i, points);
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}
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return array;
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}
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function* flatIterable(points, fx, fy, that) {
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let i = 0;
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for (const p of points) {
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yield fx.call(that, p, i, points);
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yield fy.call(that, p, i, points);
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++i;
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}
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}
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332
frontend/node_modules/d3-delaunay/src/voronoi.js
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332
frontend/node_modules/d3-delaunay/src/voronoi.js
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import Path from "./path.js";
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import Polygon from "./polygon.js";
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export default class Voronoi {
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constructor(delaunay, [xmin, ymin, xmax, ymax] = [0, 0, 960, 500]) {
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if (!((xmax = +xmax) >= (xmin = +xmin)) || !((ymax = +ymax) >= (ymin = +ymin))) throw new Error("invalid bounds");
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this.delaunay = delaunay;
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this._circumcenters = new Float64Array(delaunay.points.length * 2);
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this.vectors = new Float64Array(delaunay.points.length * 2);
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this.xmax = xmax, this.xmin = xmin;
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this.ymax = ymax, this.ymin = ymin;
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this._init();
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}
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update() {
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this.delaunay.update();
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this._init();
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return this;
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}
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_init() {
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const {delaunay: {points, hull, triangles}, vectors} = this;
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let bx, by; // lazily computed barycenter of the hull
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// Compute circumcenters.
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const circumcenters = this.circumcenters = this._circumcenters.subarray(0, triangles.length / 3 * 2);
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for (let i = 0, j = 0, n = triangles.length, x, y; i < n; i += 3, j += 2) {
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const t1 = triangles[i] * 2;
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const t2 = triangles[i + 1] * 2;
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const t3 = triangles[i + 2] * 2;
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const x1 = points[t1];
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const y1 = points[t1 + 1];
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const x2 = points[t2];
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const y2 = points[t2 + 1];
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const x3 = points[t3];
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const y3 = points[t3 + 1];
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const dx = x2 - x1;
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const dy = y2 - y1;
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const ex = x3 - x1;
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const ey = y3 - y1;
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const ab = (dx * ey - dy * ex) * 2;
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if (Math.abs(ab) < 1e-9) {
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// For a degenerate triangle, the circumcenter is at the infinity, in a
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// direction orthogonal to the halfedge and away from the “center” of
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// the diagram <bx, by>, defined as the hull’s barycenter.
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if (bx === undefined) {
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bx = by = 0;
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for (const i of hull) bx += points[i * 2], by += points[i * 2 + 1];
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bx /= hull.length, by /= hull.length;
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}
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const a = 1e9 * Math.sign((bx - x1) * ey - (by - y1) * ex);
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x = (x1 + x3) / 2 - a * ey;
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y = (y1 + y3) / 2 + a * ex;
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} else {
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const d = 1 / ab;
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const bl = dx * dx + dy * dy;
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const cl = ex * ex + ey * ey;
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x = x1 + (ey * bl - dy * cl) * d;
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y = y1 + (dx * cl - ex * bl) * d;
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}
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circumcenters[j] = x;
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circumcenters[j + 1] = y;
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}
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// Compute exterior cell rays.
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let h = hull[hull.length - 1];
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let p0, p1 = h * 4;
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let x0, x1 = points[2 * h];
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let y0, y1 = points[2 * h + 1];
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vectors.fill(0);
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for (let i = 0; i < hull.length; ++i) {
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h = hull[i];
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p0 = p1, x0 = x1, y0 = y1;
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p1 = h * 4, x1 = points[2 * h], y1 = points[2 * h + 1];
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vectors[p0 + 2] = vectors[p1] = y0 - y1;
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vectors[p0 + 3] = vectors[p1 + 1] = x1 - x0;
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}
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}
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render(context) {
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const buffer = context == null ? context = new Path : undefined;
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const {delaunay: {halfedges, inedges, hull}, circumcenters, vectors} = this;
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if (hull.length <= 1) return null;
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for (let i = 0, n = halfedges.length; i < n; ++i) {
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const j = halfedges[i];
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if (j < i) continue;
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const ti = Math.floor(i / 3) * 2;
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const tj = Math.floor(j / 3) * 2;
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const xi = circumcenters[ti];
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const yi = circumcenters[ti + 1];
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const xj = circumcenters[tj];
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const yj = circumcenters[tj + 1];
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this._renderSegment(xi, yi, xj, yj, context);
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}
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let h0, h1 = hull[hull.length - 1];
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for (let i = 0; i < hull.length; ++i) {
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h0 = h1, h1 = hull[i];
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const t = Math.floor(inedges[h1] / 3) * 2;
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const x = circumcenters[t];
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const y = circumcenters[t + 1];
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const v = h0 * 4;
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const p = this._project(x, y, vectors[v + 2], vectors[v + 3]);
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if (p) this._renderSegment(x, y, p[0], p[1], context);
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}
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return buffer && buffer.value();
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}
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renderBounds(context) {
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const buffer = context == null ? context = new Path : undefined;
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context.rect(this.xmin, this.ymin, this.xmax - this.xmin, this.ymax - this.ymin);
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return buffer && buffer.value();
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}
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renderCell(i, context) {
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const buffer = context == null ? context = new Path : undefined;
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const points = this._clip(i);
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if (points === null || !points.length) return;
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context.moveTo(points[0], points[1]);
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let n = points.length;
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while (points[0] === points[n-2] && points[1] === points[n-1] && n > 1) n -= 2;
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for (let i = 2; i < n; i += 2) {
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if (points[i] !== points[i-2] || points[i+1] !== points[i-1])
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context.lineTo(points[i], points[i + 1]);
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}
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context.closePath();
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return buffer && buffer.value();
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}
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*cellPolygons() {
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const {delaunay: {points}} = this;
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for (let i = 0, n = points.length / 2; i < n; ++i) {
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const cell = this.cellPolygon(i);
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if (cell) cell.index = i, yield cell;
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}
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}
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cellPolygon(i) {
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const polygon = new Polygon;
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this.renderCell(i, polygon);
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return polygon.value();
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}
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_renderSegment(x0, y0, x1, y1, context) {
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let S;
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const c0 = this._regioncode(x0, y0);
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const c1 = this._regioncode(x1, y1);
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if (c0 === 0 && c1 === 0) {
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context.moveTo(x0, y0);
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context.lineTo(x1, y1);
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} else if (S = this._clipSegment(x0, y0, x1, y1, c0, c1)) {
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context.moveTo(S[0], S[1]);
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context.lineTo(S[2], S[3]);
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}
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}
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contains(i, x, y) {
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if ((x = +x, x !== x) || (y = +y, y !== y)) return false;
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return this.delaunay._step(i, x, y) === i;
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}
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*neighbors(i) {
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const ci = this._clip(i);
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if (ci) for (const j of this.delaunay.neighbors(i)) {
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const cj = this._clip(j);
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// find the common edge
|
||||
if (cj) loop: for (let ai = 0, li = ci.length; ai < li; ai += 2) {
|
||||
for (let aj = 0, lj = cj.length; aj < lj; aj += 2) {
|
||||
if (ci[ai] === cj[aj]
|
||||
&& ci[ai + 1] === cj[aj + 1]
|
||||
&& ci[(ai + 2) % li] === cj[(aj + lj - 2) % lj]
|
||||
&& ci[(ai + 3) % li] === cj[(aj + lj - 1) % lj]) {
|
||||
yield j;
|
||||
break loop;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
_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) {
|
||||
// degenerate case (1 valid point: return the box)
|
||||
if (i === 0 && this.delaunay.hull.length === 1) {
|
||||
return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin];
|
||||
}
|
||||
const points = this._cell(i);
|
||||
if (points === null) return null;
|
||||
const {vectors: V} = this;
|
||||
const v = i * 4;
|
||||
return this._simplify(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 = 0;
|
||||
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) {
|
||||
// for more robustness, always consider the segment in the same order
|
||||
const flip = c0 < c1;
|
||||
if (flip) [x0, y0, x1, y1, c0, c1] = [x1, y1, x0, y0, c1, c0];
|
||||
while (true) {
|
||||
if (c0 === 0 && c1 === 0) return flip ? [x1, y1, x0, y0] : [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
|
||||
}
|
||||
// Note: this implicitly checks for out of bounds: if P[j] or P[j+1] are
|
||||
// undefined, the conditional statement will be executed.
|
||||
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);
|
||||
}
|
||||
_simplify(P) {
|
||||
if (P && P.length > 4) {
|
||||
for (let i = 0; i < P.length; i+= 2) {
|
||||
const j = (i + 2) % P.length, k = (i + 4) % P.length;
|
||||
if (P[i] === P[j] && P[j] === P[k] || P[i + 1] === P[j + 1] && P[j + 1] === P[k + 1]) {
|
||||
P.splice(j, 2), i -= 2;
|
||||
}
|
||||
}
|
||||
if (!P.length) P = null;
|
||||
}
|
||||
return P;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user