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visibility_polygon_dev.js
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/*
visibility_polygon.js version 1.9
This code is released into the public domain - attribution is appreciated but not required.
Made by Byron Knoll.
https://github.com/byronknoll/visibility-polygon-js
Demo: http://www.byronknoll.com/visibility.html
This library can be used to construct a visibility polygon for a set of line segments.
The time complexity of this implementation is O(N log N) (where N is the total number of line segments). This is the optimal time complexity for this problem.
The following functions should be useful:
1) VisibilityPolygon.compute(position, segments)
Computes a visibility polygon. O(N log N) time complexity (where N is the number of line segments).
Arguments:
position - The location of the observer. If the observer is not completely surrounded by line segments, an outer bounding-box will be automatically created (so that the visibility polygon does not extend to infinity).
segments - A list of line segments. Each line segment should be a list of two points. Each point should be a list of two coordinates. Line segments can not intersect each other. Overlapping vertices are OK, but it is not OK if a vertex is touching the middle of a line segment. Use the "breakIntersections" function to fix intersecting line segments.
Returns: The visibility polygon (in clockwise vertex order).
2) VisibilityPolygon.computeViewport(position, segments, viewportMinCorner, viewportMaxCorner)
Computes a visibility polygon within the given viewport. This can be faster than the "compute" function if there are many segments outside of the viewport.
Arguments:
position - The location of the observer. Must be within the viewport.
segments - A list of line segments. Line segments can not intersect each other. It is OK if line segments intersect the viewport.
viewportMinCorner - The minimum X and Y coordinates of the viewport.
viewportMaxCorner - The maximum X and Y coordinates of the viewport.
Returns: The visibility polygon within the viewport (in clockwise vertex order).
3) VisibilityPolygon.inPolygon(position, polygon)
Calculates whether a point is within a polygon. O(N) time complexity (where N is the number of points in the polygon).
Arguments:
position - The point to check: a list of two coordinates.
polygon - The polygon to check: a list of points. The polygon can be specified in either clockwise or counterclockwise vertex order.
Returns: True if "position" is within the polygon.
4) VisibilityPolygon.convertToSegments(polygons)
Converts the given polygons to list of line segments. O(N) time complexity (where N is the number of polygons).
Arguments: a list of polygons (in either clockwise or counterclockwise vertex order). Each polygon should be a list of points. Each point should be a list of two coordinates.
Returns: a list of line segments.
5) VisibilityPolygon.breakIntersections(segments)
Breaks apart line segments so that none of them intersect. O(N^2) time complexity (where N is the number of line segments).
Arguments: a list of line segments. Each line segment should be a list of two points. Each point should be a list of two coordinates.
Returns: a list of line segments.
Example code:
var polygons = [];
polygons.push([[-1,-1],[501,-1],[501,501],[-1,501]]);
polygons.push([[250,100],[260,140],[240,140]]);
var segments = VisibilityPolygon.convertToSegments(polygons);
segments = VisibilityPolygon.breakIntersections(segments);
var position = [60, 60];
if (VisibilityPolygon.inPolygon(position, polygons[0])) {
var visibility = VisibilityPolygon.compute(position, segments);
}
var viewportVisibility = VisibilityPolygon.computeViewport(position, segments, [50, 50], [450, 450]);
*/
function VisibilityPolygon(){};
VisibilityPolygon.compute = function(position, segments) {
var bounded = [];
var minX = position[0];
var minY = position[1];
var maxX = position[0];
var maxY = position[1];
for (var i = 0; i < segments.length; ++i) {
for (var j = 0; j < 2; ++j) {
minX = Math.min(minX, segments[i][j][0]);
minY = Math.min(minY, segments[i][j][1]);
maxX = Math.max(maxX, segments[i][j][0]);
maxY = Math.max(maxY, segments[i][j][1]);
}
bounded.push([[segments[i][0][0], segments[i][0][1]], [segments[i][1][0], segments[i][1][1]]]);
}
--minX;
--minY;
++maxX;
++maxY;
bounded.push([[minX, minY],[maxX, minY]]);
bounded.push([[maxX, minY],[maxX, maxY]]);
bounded.push([[maxX, maxY],[minX, maxY]]);
bounded.push([[minX, maxY],[minX, minY]]);
var polygon = [];
var sorted = VisibilityPolygon.sortPoints(position, bounded);
var map = new Array(bounded.length);
for (var i = 0; i < map.length; ++i) map[i] = -1;
var heap = [];
var start = [position[0] + 1, position[1]];
for (var i = 0; i < bounded.length; ++i) {
var a1 = VisibilityPolygon.angle(bounded[i][0], position);
var a2 = VisibilityPolygon.angle(bounded[i][1], position);
var active = false;
if (a1 > -180 && a1 <= 0 && a2 <= 180 && a2 >= 0 && a2 - a1 > 180) active = true;
if (a2 > -180 && a2 <= 0 && a1 <= 180 && a1 >= 0 && a1 - a2 > 180) active = true;
if (active) {
VisibilityPolygon.insert(i, heap, position, bounded, start, map);
}
}
for (var i = 0; i < sorted.length;) {
var extend = false;
var shorten = false;
var orig = i;
var vertex = bounded[sorted[i][0]][sorted[i][1]];
var old_segment = heap[0];
do {
if (map[sorted[i][0]] != -1) {
if (sorted[i][0] == old_segment) {
extend = true;
vertex = bounded[sorted[i][0]][sorted[i][1]];
}
VisibilityPolygon.remove(map[sorted[i][0]], heap, position, bounded, vertex, map);
} else {
VisibilityPolygon.insert(sorted[i][0], heap, position, bounded, vertex, map);
if (heap[0] != old_segment) {
shorten = true;
}
}
++i;
if (i == sorted.length) break;
} while (sorted[i][2] < sorted[orig][2] + VisibilityPolygon.epsilon());
if (extend) {
polygon.push(vertex);
var cur = VisibilityPolygon.intersectLines(bounded[heap[0]][0], bounded[heap[0]][1], position, vertex);
if (!VisibilityPolygon.equal(cur, vertex)) polygon.push(cur);
} else if (shorten) {
polygon.push(VisibilityPolygon.intersectLines(bounded[old_segment][0], bounded[old_segment][1], position, vertex));
polygon.push(VisibilityPolygon.intersectLines(bounded[heap[0]][0], bounded[heap[0]][1], position, vertex));
}
}
return polygon;
};
VisibilityPolygon.computeViewport = function(position, segments, viewportMinCorner, viewportMaxCorner) {
var brokenSegments = [];
var viewport = [[viewportMinCorner[0],viewportMinCorner[1]],[viewportMaxCorner[0],viewportMinCorner[1]],[viewportMaxCorner[0],viewportMaxCorner[1]],[viewportMinCorner[0],viewportMaxCorner[1]]];
for (var i = 0; i < segments.length; ++i) {
if (segments[i][0][0] < viewportMinCorner[0] && segments[i][1][0] < viewportMinCorner[0]) continue;
if (segments[i][0][1] < viewportMinCorner[1] && segments[i][1][1] < viewportMinCorner[1]) continue;
if (segments[i][0][0] > viewportMaxCorner[0] && segments[i][1][0] > viewportMaxCorner[0]) continue;
if (segments[i][0][1] > viewportMaxCorner[1] && segments[i][1][1] > viewportMaxCorner[1]) continue;
var intersections = [];
for (var j = 0; j < viewport.length; ++j) {
var k = j + 1;
if (k == viewport.length) k = 0;
if (VisibilityPolygon.doLineSegmentsIntersect(segments[i][0][0], segments[i][0][1], segments[i][1][0], segments[i][1][1], viewport[j][0], viewport[j][1], viewport[k][0], viewport[k][1])) {
var intersect = VisibilityPolygon.intersectLines(segments[i][0], segments[i][1], viewport[j], viewport[k]);
if (intersect.length != 2) continue;
if (VisibilityPolygon.equal(intersect, segments[i][0]) || VisibilityPolygon.equal(intersect, segments[i][1])) continue;
intersections.push(intersect);
}
}
var start = [segments[i][0][0], segments[i][0][1]];
while (intersections.length > 0) {
var endIndex = 0;
var endDis = VisibilityPolygon.distance(start, intersections[0]);
for (var j = 1; j < intersections.length; ++j) {
var dis = VisibilityPolygon.distance(start, intersections[j]);
if (dis < endDis) {
endDis = dis;
endIndex = j;
}
}
brokenSegments.push([[start[0], start[1]], [intersections[endIndex][0], intersections[endIndex][1]]]);
start[0] = intersections[endIndex][0];
start[1] = intersections[endIndex][1];
intersections.splice(endIndex, 1);
}
brokenSegments.push([start, [segments[i][1][0], segments[i][1][1]]]);
}
var viewportSegments = [];
for (var i = 0; i < brokenSegments.length; ++i) {
if (VisibilityPolygon.inViewport(brokenSegments[i][0], viewportMinCorner, viewportMaxCorner) && VisibilityPolygon.inViewport(brokenSegments[i][1], viewportMinCorner, viewportMaxCorner)) {
viewportSegments.push([[brokenSegments[i][0][0], brokenSegments[i][0][1]], [brokenSegments[i][1][0], brokenSegments[i][1][1]]]);
}
}
var eps = VisibilityPolygon.epsilon() * 10;
viewportSegments.push([[viewportMinCorner[0]-eps,viewportMinCorner[1]-eps],[viewportMaxCorner[0]+eps,viewportMinCorner[1]-eps]]);
viewportSegments.push([[viewportMaxCorner[0]+eps,viewportMinCorner[1]-eps],[viewportMaxCorner[0]+eps,viewportMaxCorner[1]+eps]]);
viewportSegments.push([[viewportMaxCorner[0]+eps,viewportMaxCorner[1]+eps],[viewportMinCorner[0]-eps,viewportMaxCorner[1]+eps]]);
viewportSegments.push([[viewportMinCorner[0]-eps,viewportMaxCorner[1]+eps],[viewportMinCorner[0]-eps,viewportMinCorner[1]-eps]]);
return VisibilityPolygon.compute(position, viewportSegments);
}
VisibilityPolygon.inViewport = function(position, viewportMinCorner, viewportMaxCorner) {
if (position[0] < viewportMinCorner[0] - VisibilityPolygon.epsilon()) return false;
if (position[1] < viewportMinCorner[1] - VisibilityPolygon.epsilon()) return false;
if (position[0] > viewportMaxCorner[0] + VisibilityPolygon.epsilon()) return false;
if (position[1] > viewportMaxCorner[1] + VisibilityPolygon.epsilon()) return false;
return true;
}
VisibilityPolygon.inPolygon = function(position, polygon) {
var val = polygon[0][0];
for (var i = 0; i < polygon.length; ++i) {
val = Math.min(polygon[i][0], val);
val = Math.min(polygon[i][1], val);
}
var edge = [val-1, val-1];
var parity = 0;
for (var i = 0; i < polygon.length; ++i) {
var j = i + 1;
if (j == polygon.length) j = 0;
if (VisibilityPolygon.doLineSegmentsIntersect(edge[0], edge[1], position[0], position[1], polygon[i][0], polygon[i][1], polygon[j][0], polygon[j][1])) {
var intersect = VisibilityPolygon.intersectLines(edge, position, polygon[i], polygon[j]);
if (VisibilityPolygon.equal(position, intersect)) return true;
if (VisibilityPolygon.equal(intersect, polygon[i])) {
if (VisibilityPolygon.angle2(position, edge, polygon[j]) < 180) ++parity;
} else if (VisibilityPolygon.equal(intersect, polygon[j])) {
if (VisibilityPolygon.angle2(position, edge, polygon[i]) < 180) ++parity;
} else {
++parity;
}
}
}
return (parity%2)!=0;
};
VisibilityPolygon.convertToSegments = function(polygons) {
var segments = [];
for (var i = 0; i < polygons.length; ++i) {
for (var j = 0; j < polygons[i].length; ++j) {
var k = j+1;
if (k == polygons[i].length) k = 0;
segments.push([[polygons[i][j][0], polygons[i][j][1]], [polygons[i][k][0], polygons[i][k][1]]]);
}
}
return segments;
};
VisibilityPolygon.breakIntersections = function(segments) {
var output = [];
for (var i = 0; i < segments.length; ++i) {
var intersections = [];
for (var j = 0; j < segments.length; ++j) {
if (i == j) continue;
if (VisibilityPolygon.doLineSegmentsIntersect(segments[i][0][0], segments[i][0][1], segments[i][1][0], segments[i][1][1], segments[j][0][0], segments[j][0][1], segments[j][1][0], segments[j][1][1])) {
var intersect = VisibilityPolygon.intersectLines(segments[i][0], segments[i][1], segments[j][0], segments[j][1]);
if (intersect.length != 2) continue;
if (VisibilityPolygon.equal(intersect, segments[i][0]) || VisibilityPolygon.equal(intersect, segments[i][1])) continue;
intersections.push(intersect);
}
}
var start = [segments[i][0][0], segments[i][0][1]];
while (intersections.length > 0) {
var endIndex = 0;
var endDis = VisibilityPolygon.distance(start, intersections[0]);
for (var j = 1; j < intersections.length; ++j) {
var dis = VisibilityPolygon.distance(start, intersections[j]);
if (dis < endDis) {
endDis = dis;
endIndex = j;
}
}
output.push([[start[0], start[1]], [intersections[endIndex][0], intersections[endIndex][1]]]);
start[0] = intersections[endIndex][0];
start[1] = intersections[endIndex][1];
intersections.splice(endIndex, 1);
}
output.push([start, [segments[i][1][0], segments[i][1][1]]]);
}
return output;
};
VisibilityPolygon.epsilon = function() {
return 0.0000001;
};
VisibilityPolygon.equal = function(a, b) {
if (Math.abs(a[0] - b[0]) < VisibilityPolygon.epsilon() && Math.abs(a[1] - b[1]) < VisibilityPolygon.epsilon()) return true;
return false;
};
VisibilityPolygon.remove = function(index, heap, position, segments, destination, map) {
map[heap[index]] = -1;
if (index == heap.length - 1) {
heap.pop();
return;
}
heap[index] = heap.pop();
map[heap[index]] = index;
var cur = index;
var parent = VisibilityPolygon.parent(cur);
if (cur != 0 && VisibilityPolygon.lessThan(heap[cur], heap[parent], position, segments, destination)) {
while (cur > 0) {
var parent = VisibilityPolygon.parent(cur);
if (!VisibilityPolygon.lessThan(heap[cur], heap[parent], position, segments, destination)) {
break;
}
map[heap[parent]] = cur;
map[heap[cur]] = parent;
var temp = heap[cur];
heap[cur] = heap[parent];
heap[parent] = temp;
cur = parent;
}
} else {
while (true) {
var left = VisibilityPolygon.child(cur);
var right = left + 1;
if (left < heap.length && VisibilityPolygon.lessThan(heap[left], heap[cur], position, segments, destination) &&
(right == heap.length || VisibilityPolygon.lessThan(heap[left], heap[right], position, segments, destination))) {
map[heap[left]] = cur;
map[heap[cur]] = left;
var temp = heap[left];
heap[left] = heap[cur];
heap[cur] = temp;
cur = left;
} else if (right < heap.length && VisibilityPolygon.lessThan(heap[right], heap[cur], position, segments, destination)) {
map[heap[right]] = cur;
map[heap[cur]] = right;
var temp = heap[right];
heap[right] = heap[cur];
heap[cur] = temp;
cur = right;
} else break;
}
}
};
VisibilityPolygon.insert = function(index, heap, position, segments, destination, map) {
var intersect = VisibilityPolygon.intersectLines(segments[index][0], segments[index][1], position, destination);
if (intersect.length == 0) return;
var cur = heap.length;
heap.push(index);
map[index] = cur;
while (cur > 0) {
var parent = VisibilityPolygon.parent(cur);
if (!VisibilityPolygon.lessThan(heap[cur], heap[parent], position, segments, destination)) {
break;
}
map[heap[parent]] = cur;
map[heap[cur]] = parent;
var temp = heap[cur];
heap[cur] = heap[parent];
heap[parent] = temp;
cur = parent;
}
};
VisibilityPolygon.lessThan = function(index1, index2, position, segments, destination) {
var inter1 = VisibilityPolygon.intersectLines(segments[index1][0], segments[index1][1], position, destination);
var inter2 = VisibilityPolygon.intersectLines(segments[index2][0], segments[index2][1], position, destination);
if (!VisibilityPolygon.equal(inter1, inter2)) {
var d1 = VisibilityPolygon.distance(inter1, position);
var d2 = VisibilityPolygon.distance(inter2, position);
return d1 < d2;
}
var end1 = 0;
if (VisibilityPolygon.equal(inter1, segments[index1][0])) end1 = 1;
var end2 = 0;
if (VisibilityPolygon.equal(inter2, segments[index2][0])) end2 = 1;
var a1 = VisibilityPolygon.angle2(segments[index1][end1], inter1, position);
var a2 = VisibilityPolygon.angle2(segments[index2][end2], inter2, position);
if (a1 < 180) {
if (a2 > 180) return true;
return a2 < a1;
}
return a1 < a2;
};
VisibilityPolygon.parent = function(index) {
return Math.floor((index-1)/2);
};
VisibilityPolygon.child = function(index) {
return 2*index+1;
};
VisibilityPolygon.angle2 = function(a, b, c) {
var a1 = VisibilityPolygon.angle(a,b);
var a2 = VisibilityPolygon.angle(b,c);
var a3 = a1 - a2;
if (a3 < 0) a3 += 360;
if (a3 > 360) a3 -= 360;
return a3;
};
VisibilityPolygon.sortPoints = function(position, segments) {
var points = new Array(segments.length * 2);
for (var i = 0; i < segments.length; ++i) {
for (var j = 0; j < 2; ++j) {
var a = VisibilityPolygon.angle(segments[i][j], position);
points[2*i+j] = [i, j, a];
}
}
points.sort(function(a,b) {return a[2]-b[2];});
return points;
};
VisibilityPolygon.angle = function(a, b) {
return Math.atan2(b[1]-a[1], b[0]-a[0]) * 180 / Math.PI;
};
VisibilityPolygon.intersectLines = function(a1, a2, b1, b2) {
var dbx = b2[0] - b1[0];
var dby = b2[1] - b1[1];
var dax = a2[0] - a1[0];
var day = a2[1] - a1[1];
var u_b = dby * dax - dbx * day;
if (u_b != 0) {
var ua = (dbx * (a1[1] - b1[1]) - dby * (a1[0] - b1[0])) / u_b;
return [a1[0] - ua * -dax, a1[1] - ua * -day];
}
return [];
};
VisibilityPolygon.distance = function(a, b) {
var dx = a[0]-b[0];
var dy = a[1]-b[1];
return dx*dx + dy*dy;
};
VisibilityPolygon.isOnSegment = function(xi, yi, xj, yj, xk, yk) {
return (xi <= xk || xj <= xk) && (xk <= xi || xk <= xj) &&
(yi <= yk || yj <= yk) && (yk <= yi || yk <= yj);
};
VisibilityPolygon.computeDirection = function(xi, yi, xj, yj, xk, yk) {
a = (xk - xi) * (yj - yi);
b = (xj - xi) * (yk - yi);
return a < b ? -1 : a > b ? 1 : 0;
};
VisibilityPolygon.doLineSegmentsIntersect = function(x1, y1, x2, y2, x3, y3, x4, y4) {
d1 = VisibilityPolygon.computeDirection(x3, y3, x4, y4, x1, y1);
d2 = VisibilityPolygon.computeDirection(x3, y3, x4, y4, x2, y2);
d3 = VisibilityPolygon.computeDirection(x1, y1, x2, y2, x3, y3);
d4 = VisibilityPolygon.computeDirection(x1, y1, x2, y2, x4, y4);
return (((d1 > 0 && d2 < 0) || (d1 < 0 && d2 > 0)) &&
((d3 > 0 && d4 < 0) || (d3 < 0 && d4 > 0))) ||
(d1 == 0 && VisibilityPolygon.isOnSegment(x3, y3, x4, y4, x1, y1)) ||
(d2 == 0 && VisibilityPolygon.isOnSegment(x3, y3, x4, y4, x2, y2)) ||
(d3 == 0 && VisibilityPolygon.isOnSegment(x1, y1, x2, y2, x3, y3)) ||
(d4 == 0 && VisibilityPolygon.isOnSegment(x1, y1, x2, y2, x4, y4));
};