/* ISC License Copyright (c) 2016, Mapbox Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ // Ported to TypeScript by Tony Garnock-Jones tonyg@leastfixedpoint.com, Feb 2023 export function earcut( data: ArrayLike, holeIndices?: ArrayLike, dim = 2, ): number[] { const hasHoles = holeIndices && holeIndices.length; const outerLen = hasHoles ? holeIndices[0] * dim : data.length; let outerNode = linkedList(data, 0, outerLen, dim, true); const triangles: number[] = []; if (!outerNode || outerNode.next === outerNode.prev) return triangles; let minX: number = NaN; let minY: number = NaN; let invSize: number = NaN; if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox if (data.length > 80 * dim) { let maxX = minX = data[0]; let maxY = minY = data[1]; for (var i = dim; i < outerLen; i += dim) { const x = data[i]; const y = data[i + 1]; if (x < minX) minX = x; if (y < minY) minY = y; if (x > maxX) maxX = x; if (y > maxY) maxY = y; } // minX, minY and invSize are later used to transform coords into integers for z-order calculation invSize = Math.max(maxX - minX, maxY - minY); invSize = invSize !== 0 ? 32767 / invSize : 0; } earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0); return triangles; } // create a circular doubly linked list from polygon points in the specified winding order function linkedList( data: ArrayLike, start: number, end: number, dim: number, clockwise: boolean, ): Node | null { let last: Node | null = null; if (clockwise === (signedArea(data, start, end, dim) > 0)) { for (let i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); } else { for (let i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); } if (last && equals(last, last.next)) { removeNode(last); last = last.next; } return last; } // eliminate colinear or duplicate points function filterPoints(start: Node, end?: Node): Node; function filterPoints(start?: Node | null, end?: Node | null): Node | null; function filterPoints(start?: Node | null, end?: Node | null): Node | null { if (!start) return start ?? null; if (!end) end = start; var p: Node = start; let again: boolean; do { again = false; if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { removeNode(p); p = end = p.prev; if (p === p.next) break; again = true; } else { p = p.next; } } while (again || p !== end); return end; } // main ear slicing loop which triangulates a polygon (given as a linked list) function earcutLinked( ear0: Node | null, triangles: number[], dim: number, minX: number, minY: number, invSize: number, pass: number, ): void { if (!ear0) return; let ear = ear0; // interlink polygon nodes in z-order if (!pass && invSize) indexCurve(ear, minX, minY, invSize); let stop = ear; let prev: Node; let next: Node; // iterate through ears, slicing them one by one while (ear.prev !== ear.next) { prev = ear.prev; next = ear.next; if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { // cut off the triangle triangles.push(prev.i / dim | 0); triangles.push(ear.i / dim | 0); triangles.push(next.i / dim | 0); removeNode(ear); // skipping the next vertex leads to less sliver triangles ear = next.next; stop = next.next; continue; } ear = next; // if we looped through the whole remaining polygon and can't find any more ears if (ear === stop) { // try filtering points and slicing again if (!pass) { earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally } else if (pass === 1) { ear = cureLocalIntersections(filterPoints(ear), triangles, dim); earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two } else if (pass === 2) { splitEarcut(ear, triangles, dim, minX, minY, invSize); } break; } } } // check whether a polygon node forms a valid ear with adjacent nodes function isEar(ear: Node): boolean { var a = ear.prev, b = ear, c = ear.next; if (area(a, b, c) >= 0) return false; // reflex, can't be an ear // now make sure we don't have other points inside the potential ear var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; // triangle bbox; min & max are calculated like this for speed var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx), y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy), x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx), y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy); var p = c.next; while (p !== a) { if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; p = p.next; } return true; } function isEarHashed(ear: Node, minX: number, minY: number, invSize: number): boolean { var a = ear.prev, b = ear, c = ear.next; if (area(a, b, c) >= 0) return false; // reflex, can't be an ear var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; // triangle bbox; min & max are calculated like this for speed var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx), y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy), x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx), y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy); // z-order range for the current triangle bbox; var minZ = zOrder(x0, y0, minX, minY, invSize), maxZ = zOrder(x1, y1, minX, minY, invSize); var p = ear.prevZ, n = ear.nextZ; // look for points inside the triangle in both directions while (p && p.z >= minZ && n && n.z <= maxZ) { if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; p = p.prevZ; if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; n = n.nextZ; } // look for remaining points in decreasing z-order while (p && p.z >= minZ) { if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; p = p.prevZ; } // look for remaining points in increasing z-order while (n && n.z <= maxZ) { if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; n = n.nextZ; } return true; } // go through all polygon nodes and cure small local self-intersections function cureLocalIntersections( start: Node, triangles: number[], dim: number, ): Node { let p = start; do { const a = p.prev; const b = p.next.next; if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { triangles.push(a.i / dim | 0); triangles.push(p.i / dim | 0); triangles.push(b.i / dim | 0); // remove two nodes involved removeNode(p); removeNode(p.next); p = start = b; } p = p.next; } while (p !== start); return filterPoints(p); } // try splitting polygon into two and triangulate them independently function splitEarcut( start: Node, triangles: number[], dim: number, minX: number, minY: number, invSize: number, ): void { // look for a valid diagonal that divides the polygon into two let a = start; do { let b = a.next.next; while (b !== a.prev) { if (a.i !== b.i && isValidDiagonal(a, b)) { // split the polygon in two by the diagonal let c = splitPolygon(a, b); // filter colinear points around the cuts a = filterPoints(a, a.next); c = filterPoints(c, c.next); // run earcut on each half earcutLinked(a, triangles, dim, minX, minY, invSize, 0); earcutLinked(c, triangles, dim, minX, minY, invSize, 0); return; } b = b.next; } a = a.next; } while (a !== start); } // link every hole into the outer loop, producing a single-ring polygon without holes function eliminateHoles( data: ArrayLike, holeIndices: ArrayLike, outerNode: Node, dim: number, ): Node { const queue: Node[] = []; const len = holeIndices.length; for (let i = 0; i < len; i++) { const start = holeIndices[i] * dim; const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; const list = linkedList(data, start, end, dim, false)!; if (list === list.next) list.steiner = true; queue.push(getLeftmost(list)); } queue.sort(compareX); // process holes from left to right for (let i = 0; i < queue.length; i++) { outerNode = eliminateHole(queue[i], outerNode); } return outerNode; } function compareX(a: Node, b: Node): number { return a.x - b.x; } // find a bridge between vertices that connects hole with an outer ring and and link it function eliminateHole( hole: Node, outerNode: Node, ): Node { const bridge = findHoleBridge(hole, outerNode); if (!bridge) { return outerNode; } const bridgeReverse = splitPolygon(bridge, hole); // filter collinear points around the cuts filterPoints(bridgeReverse, bridgeReverse.next); return filterPoints(bridge, bridge.next); } // David Eberly's algorithm for finding a bridge between hole and outer polygon function findHoleBridge( hole: Node, outerNode: Node, ): Node | null { let p = outerNode; const hx = hole.x; const hy = hole.y; let qx = -Infinity; let m: Node | null = null; // find a segment intersected by a ray from the hole's leftmost point to the left; // segment's endpoint with lesser x will be potential connection point do { if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); if (x <= hx && x > qx) { qx = x; m = p.x < p.next.x ? p : p.next; if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint } } p = p.next; } while (p !== outerNode); if (!m) return null; // look for points inside the triangle of hole point, segment intersection and endpoint; // if there are no points found, we have a valid connection; // otherwise choose the point of the minimum angle with the ray as connection point const stop = m; const mx = m.x; const my = m.y; let tanMin = Infinity; p = m; do { if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential if (locallyInside(p, hole) && (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) { m = p; tanMin = tan; } } p = p.next; } while (p !== stop); return m; } // whether sector in vertex m contains sector in vertex p in the same coordinates function sectorContainsSector(m: Node, p: Node): boolean { return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; } // interlink polygon nodes in z-order function indexCurve(start: Node, minX: number, minY: number, invSize: number): void { let p = start; do { if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize); p.prevZ = p.prev; p.nextZ = p.next; p = p.next; } while (p !== start); p.prevZ!.nextZ = null; p.prevZ = null; sortLinked(p); } // Simon Tatham's linked list merge sort algorithm // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html function sortLinked(list: Node): Node; function sortLinked(list: Node | null): Node | null; function sortLinked(list: Node | null): Node | null { let inSize = 1; let numMerges: number; do { let p: Node | null = list; let tail = null; list = null; numMerges = 0; while (p) { numMerges++; let q: Node | null = p; let pSize = 0; for (let i = 0; i < inSize; i++) { pSize++; q = q.nextZ; if (!q) break; } let qSize = inSize; while (pSize > 0 || (qSize > 0 && q)) { let e; if (pSize !== 0 && (qSize === 0 || !q || p!.z <= q.z)) { e = p!; p = p!.nextZ; pSize--; } else { e = q!; q = q!.nextZ; qSize--; } if (tail) tail.nextZ = e; else list = e; e.prevZ = tail; tail = e; } p = q; } tail!.nextZ = null; inSize *= 2; } while (numMerges > 1); return list; } // z-order of a point given coords and inverse of the longer side of data bbox function zOrder(x: number, y: number, minX: number, minY: number, invSize: number): number { // coords are transformed into non-negative 15-bit integer range x = (x - minX) * invSize | 0; y = (y - minY) * invSize | 0; x = (x | (x << 8)) & 0x00FF00FF; x = (x | (x << 4)) & 0x0F0F0F0F; x = (x | (x << 2)) & 0x33333333; x = (x | (x << 1)) & 0x55555555; y = (y | (y << 8)) & 0x00FF00FF; y = (y | (y << 4)) & 0x0F0F0F0F; y = (y | (y << 2)) & 0x33333333; y = (y | (y << 1)) & 0x55555555; return x | (y << 1); } // find the leftmost node of a polygon ring function getLeftmost(start: Node): Node { let p = start; let leftmost = start; do { if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p; p = p.next; } while (p !== start); return leftmost; } // check if a point lies within a convex triangle function pointInTriangle( ax: number, ay: number, bx: number, by: number, cx: number, cy: number, px: number, py: number, ): boolean { return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && (ax - px) * (by - py) >= (bx - px) * (ay - py) && (bx - px) * (cy - py) >= (cx - px) * (by - py); } // check if a diagonal between two polygon nodes is valid (lies in polygon interior) function isValidDiagonal(a: Node, b: Node): boolean { return (a.next.i !== b.i) && (a.prev.i !== b.i) && !intersectsPolygon(a, b) && (// doesn't intersect other edges locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && (// locally visible !!area(a.prev, a, b.prev) || !!area(a, b.prev, b)) || // does not create opposite-facing sectors equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case } // signed area of a triangle function area(p: Node, q: Node, r: Node): number { return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); } // check if two points are equal function equals(p1: Node, p2: Node): boolean { return p1.x === p2.x && p1.y === p2.y; } // check if two segments intersect function intersects(p1: Node, q1: Node, p2: Node, q2: Node): boolean { const o1 = sign(area(p1, q1, p2)); const o2 = sign(area(p1, q1, q2)); const o3 = sign(area(p2, q2, p1)); const o4 = sign(area(p2, q2, q1)); if (o1 !== o2 && o3 !== o4) return true; // general case if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 return false; } // for collinear points p, q, r, check if point q lies on segment pr function onSegment(p: Node, q: Node, r: Node): boolean { return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); } function sign(num: number): -1 | 0 | 1 { return num > 0 ? 1 : num < 0 ? -1 : 0; } // check if a polygon diagonal intersects any polygon segments function intersectsPolygon(a: Node, b: Node): boolean { let p = a; do { if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true; p = p.next; } while (p !== a); return false; } // check if a polygon diagonal is locally inside the polygon function locallyInside(a: Node, b: Node): boolean { return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; } // check if the middle point of a polygon diagonal is inside the polygon function middleInside(a: Node, b: Node): boolean { let p = a; let inside = false; const px = (a.x + b.x) / 2; const py = (a.y + b.y) / 2; do { if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y && (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) inside = !inside; p = p.next; } while (p !== a); return inside; } // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; // if one belongs to the outer ring and another to a hole, it merges it into a single ring function splitPolygon(a: Node, b: Node): Node { const an = a.next; const bp = b.prev; a.next = b; b.prev = a; const a2 = new Node(a.i, a.x, a.y, null!, an); an.prev = a2; const b2 = new Node(b.i, b.x, b.y, bp, a2); a2.prev = b2; bp.next = b2; return b2; } // create a node and optionally link it with previous one (in a circular doubly linked list) function insertNode(i: number, x: number, y: number, last: Node | null): Node { if (!last) { const p = new Node(i, x, y, null!, null!); p.prev = p; p.next = p; return p; } else { const p = new Node(i, x, y, last, last.next); last.next.prev = p; last.next = p; return p; } } function removeNode(p: Node) { p.next.prev = p.prev; p.prev.next = p.next; if (p.prevZ) p.prevZ.nextZ = p.nextZ; if (p.nextZ) p.nextZ.prevZ = p.prevZ; } class Node { z = 0; // z-order curve value // previous and next nodes in z-order prevZ: Node | null = null; nextZ: Node | null = null; // indicates whether this is a steiner point steiner = false; constructor( public i: number, // vertex index in coordinates array public x: number, public y: number, // previous and next vertex nodes in a polygon ring public prev: Node, public next: Node, ) {} } // return a percentage difference between the polygon area and its triangulation area; // used to verify correctness of triangulation earcut.deviation = function ( data: ArrayLike, holeIndices: ArrayLike | null | undefined, dim: number, triangles: number[], ): number { const hasHoles = holeIndices && holeIndices.length; const outerLen = hasHoles ? holeIndices[0] * dim : data.length; let polygonArea = Math.abs(signedArea(data, 0, outerLen, dim)); if (hasHoles) { for (let i = 0, len = holeIndices.length; i < len; i++) { const start = holeIndices[i] * dim; const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; polygonArea -= Math.abs(signedArea(data, start, end, dim)); } } let trianglesArea = 0; for (let i = 0; i < triangles.length; i += 3) { const a = triangles[i] * dim; const b = triangles[i + 1] * dim; const c = triangles[i + 2] * dim; trianglesArea += Math.abs( (data[a] - data[c]) * (data[b + 1] - data[a + 1]) - (data[a] - data[b]) * (data[c + 1] - data[a + 1])); } return polygonArea === 0 && trianglesArea === 0 ? 0 : Math.abs((trianglesArea - polygonArea) / polygonArea); }; function signedArea( data: ArrayLike, start: number, end: number, dim: number, ): number { let sum = 0; for (let i = start, j = end - dim; i < end; i += dim) { sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); j = i; } return sum; } export type Flattened = { vertices: number[], holes: number[], dimensions: number, }; // turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts earcut.flatten = function ( data: number[][][], ): Flattened { const dim = data[0][0].length; const result: Flattened = {vertices: [], holes: [], dimensions: dim}; let holeIndex = 0; for (let i = 0; i < data.length; i++) { for (let j = 0; j < data[i].length; j++) { for (let d = 0; d < dim; d++) result.vertices.push(data[i][j][d]); } if (i > 0) { holeIndex += data[i - 1].length; result.holes.push(holeIndex); } } return result; };