// @flow import Queue from 'tinyqueue'; import Point from '@mapbox/point-geometry'; import {distToSegmentSquared} from './intersection_tests'; /** * Finds an approximation of a polygon's Pole Of Inaccessibiliy https://en.wikipedia.org/wiki/Pole_of_inaccessibility * This is a copy of http://github.com/mapbox/polylabel adapted to use Points * * @param polygonRings first item in array is the outer ring followed optionally by the list of holes, should be an element of the result of util/classify_rings * @param precision Specified in input coordinate units. If 0 returns after first run, if > 0 repeatedly narrows the search space until the radius of the area searched for the best pole is less than precision * @param debug Print some statistics to the console during execution * @returns Pole of Inaccessibiliy. * @private */ export default function (polygonRings: Array>, precision?: number = 1, debug?: boolean = false): Point { // find the bounding box of the outer ring let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity; const outerRing = polygonRings[0]; for (let i = 0; i < outerRing.length; i++) { const p = outerRing[i]; if (!i || p.x < minX) minX = p.x; if (!i || p.y < minY) minY = p.y; if (!i || p.x > maxX) maxX = p.x; if (!i || p.y > maxY) maxY = p.y; } const width = maxX - minX; const height = maxY - minY; const cellSize = Math.min(width, height); let h = cellSize / 2; // a priority queue of cells in order of their "potential" (max distance to polygon) const cellQueue = new Queue([], compareMax); if (cellSize === 0) return new Point(minX, minY); // cover polygon with initial cells for (let x = minX; x < maxX; x += cellSize) { for (let y = minY; y < maxY; y += cellSize) { cellQueue.push(new Cell(x + h, y + h, h, polygonRings)); } } // take centroid as the first best guess let bestCell = getCentroidCell(polygonRings); let numProbes = cellQueue.length; while (cellQueue.length) { // pick the most promising cell from the queue const cell = cellQueue.pop(); // update the best cell if we found a better one if (cell.d > bestCell.d || !bestCell.d) { bestCell = cell; if (debug) console.log('found best %d after %d probes', Math.round(1e4 * cell.d) / 1e4, numProbes); } // do not drill down further if there's no chance of a better solution if (cell.max - bestCell.d <= precision) continue; // split the cell into four cells h = cell.h / 2; cellQueue.push(new Cell(cell.p.x - h, cell.p.y - h, h, polygonRings)); cellQueue.push(new Cell(cell.p.x + h, cell.p.y - h, h, polygonRings)); cellQueue.push(new Cell(cell.p.x - h, cell.p.y + h, h, polygonRings)); cellQueue.push(new Cell(cell.p.x + h, cell.p.y + h, h, polygonRings)); numProbes += 4; } if (debug) { console.log(`num probes: ${numProbes}`); console.log(`best distance: ${bestCell.d}`); } return bestCell.p; } function compareMax(a, b) { return b.max - a.max; } function Cell(x, y, h, polygon) { this.p = new Point(x, y); this.h = h; // half the cell size this.d = pointToPolygonDist(this.p, polygon); // distance from cell center to polygon this.max = this.d + this.h * Math.SQRT2; // max distance to polygon within a cell } // signed distance from point to polygon outline (negative if point is outside) function pointToPolygonDist(p, polygon) { let inside = false; let minDistSq = Infinity; for (let k = 0; k < polygon.length; k++) { const ring = polygon[k]; for (let i = 0, len = ring.length, j = len - 1; i < len; j = i++) { const a = ring[i]; const b = ring[j]; if ((a.y > p.y !== b.y > p.y) && (p.x < (b.x - a.x) * (p.y - a.y) / (b.y - a.y) + a.x)) inside = !inside; minDistSq = Math.min(minDistSq, distToSegmentSquared(p, a, b)); } } return (inside ? 1 : -1) * Math.sqrt(minDistSq); } // get polygon centroid function getCentroidCell(polygon) { let area = 0; let x = 0; let y = 0; const points = polygon[0]; for (let i = 0, len = points.length, j = len - 1; i < len; j = i++) { const a = points[i]; const b = points[j]; const f = a.x * b.y - b.x * a.y; x += (a.x + b.x) * f; y += (a.y + b.y) * f; area += f * 3; } return new Cell(x / area, y / area, 0, polygon); }