'use strict'; /** * Minified by jsDelivr using Terser v5.10.0. * Original file: /npm/tinyqueue@2.0.3/index.js * * Do NOT use SRI with dynamically generated files! More information: https://www.jsdelivr.com/using-sri-with-dynamic-files */ class TinyQueue{constructor(t=[],h=defaultCompare){if(this.data=t,this.length=this.data.length,this.compare=h,this.length>0)for(let t=(this.length>>1)-1;t>=0;t--)this._down(t)}push(t){this.data.push(t),this.length++,this._up(this.length-1)}pop(){if(0===this.length)return;const t=this.data[0],h=this.data.pop();return this.length--,this.length>0&&(this.data[0]=h,this._down(0)),t}peek(){return this.data[0]}_up(t){const{data:h,compare:s}=this,e=h[t];for(;t>0;){const a=t-1>>1,i=h[a];if(s(e,i)>=0)break;h[t]=i,t=a}h[t]=e}_down(t){const{data:h,compare:s}=this,e=this.length>>1,a=h[t];for(;t=0)break;h[t]=i,t=e}h[t]=a}}function defaultCompare(t,h){return th?1:0} function polylabel(polygon, precision, debug) { precision = precision || 0.5; // find the bounding box of the outer ring var minX, minY, maxX, maxY; for (var i = 0; i < polygon.length; i++) { var p = polygon[i]; if (!i || p[0] < minX) minX = p[0]; if (!i || p[1] < minY) minY = p[1]; if (!i || p[0] > maxX) maxX = p[0]; if (!i || p[1] > maxY) maxY = p[1]; } var width = maxX - minX; var height = maxY - minY; var cellSize = Math.min(width, height); var h = cellSize / 2; if (cellSize === 0) { var degeneratePoleOfInaccessibility = [minX, minY]; degeneratePoleOfInaccessibility.distance = 0; return degeneratePoleOfInaccessibility; } // a priority queue of cells in order of their "potential" (max distance to polygon) var cellQueue = new TinyQueue(undefined, compareMax); let centroid = getCentroid(polygon); // cover polygon with initial cells for (var x = minX; x < maxX; x += cellSize) { for (var y = minY; y < maxY; y += cellSize) { cellQueue.push(new Cell(x + h, y + h, h, polygon, centroid)); } } // take centroid as the first best guess var bestCell = getCentroidCell(centroid, polygon); // second guess: bounding box centroid var bboxCell = new Cell(minX + width / 2, minY + height / 2, 0, polygon, centroid); if (bboxCell.d > bestCell.d) bestCell = bboxCell; var numProbes = cellQueue.length; let threshold = Math.log10(cellSize) / 3.0 while (cellQueue.length) { // pick the most promising cell from the queue var cell = cellQueue.pop(); // update the best cell if we found a better one if (cell.d > bestCell.d || ( cell.centerDist < bestCell.centerDist && cell.d > bestCell.d - threshold )) { bestCell = cell; if (debug) console.log('found best %f 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.x - h, cell.y - h, h, polygon, centroid)); cellQueue.push(new Cell(cell.x + h, cell.y - h, h, polygon, centroid)); cellQueue.push(new Cell(cell.x - h, cell.y + h, h, polygon, centroid)); cellQueue.push(new Cell(cell.x + h, cell.y + h, h, polygon, centroid)); numProbes += 4; } if (debug) { console.log('num probes: ' + numProbes); console.log('best distance: ' + bestCell.d); } var poleOfInaccessibility = [bestCell.x, bestCell.y]; poleOfInaccessibility.distance = bestCell.d; return poleOfInaccessibility; } function compareMax(a, b) { return b.weight - a.weight; } function Cell(x, y, h, polygon, centroid) { this.x = x; // cell center x this.y = y; // cell center y this.h = h; // half the cell size this.d = pointToPolygonDist(x, y, polygon); // distance from cell center to polygon this.centerDist = (centroid[0] - x) ** 2 + (centroid[1] - y) ** 2 this.max = this.d + this.h * Math.SQRT2; // max distance to polygon within a cell this.weight = -this.centerDist - this.max } // signed distance from point to polygon outline (negative if point is outside) function pointToPolygonDist(x, y, polygon) { var inside = false; var minDistSq = Infinity; for (var i = 0, len = polygon.length, j = len - 1; i < len; j = i++) { var a = polygon[i]; var b = polygon[j]; if ((a[1] > y !== b[1] > y) && (x < (b[0] - a[0]) * (y - a[1]) / (b[1] - a[1]) + a[0])) inside = !inside; minDistSq = Math.min(minDistSq, getSegDistSq(x, y, a, b)); } return minDistSq === 0 ? 0 : (inside ? 1 : -1) * Math.sqrt(minDistSq); } // get polygon centroid function getCentroid(polygon) { var area = 0; var x = 0; var y = 0; for (var i = 0, len = polygon.length, j = len - 1; i < len; j = i++) { var a = polygon[i]; var b = polygon[j]; var f = a[0] * b[1] - b[0] * a[1]; x += (a[0] + b[0]) * f; y += (a[1] + b[1]) * f; area += f * 3; } if (area === 0) return [polygon[0][0], polygon[0][1]]; return [x / area, y / area]; } function getCentroidCell(centroid, polygon) { return new Cell(centroid[0], centroid[1], 0, polygon, centroid); } // get squared distance from a point to a segment function getSegDistSq(px, py, a, b) { var x = a[0]; var y = a[1]; var dx = b[0] - x; var dy = b[1] - y; if (dx !== 0 || dy !== 0) { var t = ((px - x) * dx + (py - y) * dy) / (dx * dx + dy * dy); if (t > 1) { x = b[0]; y = b[1]; } else if (t > 0) { x += dx * t; y += dy * t; } } dx = px - x; dy = py - y; return dx * dx + dy * dy; }