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rhill-voronoi-core.js
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rhill-voronoi-core.js
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/*!
Author: Raymond Hill ([email protected])
File: rhill-voronoi-core.js
Version: 0.96
Date: May 26, 2011
Description: This is my personal Javascript implementation of
Steven Fortune's algorithm to compute Voronoi diagrams.
Copyright (C) 2010,2011 Raymond Hill
https://github.com/gorhill/Javascript-Voronoi
Licensed under The MIT License
http://en.wikipedia.org/wiki/MIT_License
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*****
Portions of this software use, depend, or was inspired by the work of:
"Fortune's algorithm" by Steven J. Fortune: For his clever
algorithm to compute Voronoi diagrams.
http://ect.bell-labs.com/who/sjf/
"The Liang-Barsky line clipping algorithm in a nutshell!" by Daniel White,
to efficiently clip a line within a rectangle.
http://www.skytopia.com/project/articles/compsci/clipping.html
"rbtree" by Franck Bui-Huu
https://github.com/fbuihuu/libtree/blob/master/rb.c
I ported to Javascript the C code of a Red-Black tree implementation by
Franck Bui-Huu, and further altered the code for Javascript efficiency
and to very specifically fit the purpose of holding the beachline (the key
is a variable range rather than an unmutable data point), and unused
code paths have been removed. Each node in the tree is actually a beach
section on the beachline. Using a tree structure for the beachline remove
the need to lookup the beach section in the array at removal time, as
now a circle event can safely hold a reference to its associated
beach section (thus findDeletionPoint() is no longer needed). This
finally take care of nagging finite arithmetic precision issues arising
at lookup time, such that epsilon could be brought down to 1e-9 (from 1e-4).
rhill 2011-05-27: added a 'previous' and 'next' members which keeps track
of previous and next nodes, and remove the need for Beachsection.getPrevious()
and Beachsection.getNext().
*****
History:
0.96 (26 May 2011):
Returned diagram.cells is now an array, whereas the index of a cell
matches the index of its associated site in the array of sites passed
to Voronoi.compute(). This allowed some gain in performance. The
'voronoiId' member is still used internally by the Voronoi object.
The Voronoi.Cells object is no longer necessary and has been removed.
0.95 (19 May 2011):
No longer using Javascript array to keep track of the beach sections of
the beachline, now using Red-Black tree.
The move to a binary tree was unavoidable, as I ran into finite precision
arithmetic problems when I started to use sites with fractional values.
The problem arose when the code had to find the arc associated with a
triggered Fortune circle event: the collapsing arc was not always properly
found due to finite precision arithmetic-related errors. Using a tree structure
eliminate the need to look-up a beachsection in the array structure
(findDeletionPoint()), and allowed to bring back epsilon down to 1e-9.
0.91(21 September 2010):
Lower epsilon from 1e-5 to 1e-4, to fix problem reported at
http://www.raymondhill.net/blog/?p=9#comment-1414
0.90 (21 September 2010):
First version.
*****
Usage:
var sites = [{x:300,y:300}, {x:100,y:100}, {x:200,y:500}, {x:250,y:450}, {x:600,y:150}];
// xl, xr means x left, x right
// yt, yb means y top, y bottom
var bbox = {xl:0, xr:800, yt:0, yb:600};
var voronoi = new Voronoi();
// pass an object which exhibits xl, xr, yt, yb properties. The bounding
// box will be used to connect unbound edges, and to close open cells
result = voronoi.compute(sites, bbox);
// render, further analyze, etc.
Return value:
An object with the following properties:
result.edges = an array of unordered, unique Voronoi.Edge objects making up the Voronoi diagram.
result.cells = an array of Voronoi.Cell object making up the Voronoi diagram. A Cell object
might have an empty array of halfedges, meaning no Voronoi cell could be computed for a
particular cell.
result.execTime = the time it took to compute the Voronoi diagram, in milliseconds.
Voronoi.Edge object:
lSite: the Voronoi site object at the left of this Voronoi.Edge object.
rSite: the Voronoi site object at the right of this Voronoi.Edge object (can be null).
va: an object with an 'x' and a 'y' property defining the start point
(relative to the Voronoi site on the left) of this Voronoi.Edge object.
vb: an object with an 'x' and a 'y' property defining the end point
(relative to Voronoi site on the left) of this Voronoi.Edge object.
For edges which are used to close open cells (using the supplied bounding box), the
rSite property will be null.
Voronoi.Cell object:
site: the Voronoi site object associated with the Voronoi cell.
halfedges: an array of Voronoi.Halfedge objects, ordered counterclockwise, defining the
polygon for this Voronoi cell.
Voronoi.Halfedge object:
site: the Voronoi site object owning this Voronoi.Halfedge object.
edge: a reference to the unique Voronoi.Edge object underlying this Voronoi.Halfedge object.
getStartpoint(): a method returning an object with an 'x' and a 'y' property for
the start point of this halfedge. Keep in mind halfedges are always countercockwise.
getEndpoint(): a method returning an object with an 'x' and a 'y' property for
the end point of this halfedge. Keep in mind halfedges are always countercockwise.
TODO: Identify opportunities for performance improvement.
TODO: Let the user close the Voronoi cells, do not do it automatically. Not only let
him close the cells, but also allow him to close more than once using a different
bounding box for the same Voronoi diagram.
*/
/*global Math */
function Voronoi() {
this.edges = null;
this.cells = null;
this.beachsectionJunkyard = [];
this.circleEventJunkyard = [];
}
Voronoi.prototype.reset = function() {
if (!this.beachline) {
this.beachline = new this.RBTree();
}
// Move leftover beachsections to the beachsection junkyard.
if (this.beachline.root) {
var beachsection = this.beachline.getFirst(this.beachline.root);
while (beachsection) {
this.beachsectionJunkyard.push(beachsection); // mark for reuse
beachsection = beachsection.rbNext;
}
}
this.beachline.root = null;
if (!this.circleEvents) {
this.circleEvents = new this.RBTree();
}
this.circleEvents.root = this.firstCircleEvent = null;
this.edges = [];
this.cells = [];
};
Voronoi.prototype.sqrt = Math.sqrt;
Voronoi.prototype.abs = Math.abs;
Voronoi.prototype.EPSILON = 1e-9;
Voronoi.prototype.equalWithEpsilon = function(a,b){return this.abs(a-b)<1e-9;};
Voronoi.prototype.greaterThanWithEpsilon = function(a,b){return a-b>1e-9;};
Voronoi.prototype.greaterThanOrEqualWithEpsilon = function(a,b){return b-a<1e-9;};
Voronoi.prototype.lessThanWithEpsilon = function(a,b){return b-a>1e-9;};
Voronoi.prototype.lessThanOrEqualWithEpsilon = function(a,b){return a-b<1e-9;};
// ---------------------------------------------------------------------------
// Red-Black tree code (based on C version of "rbtree" by Franck Bui-Huu
// https://github.com/fbuihuu/libtree/blob/master/rb.c
Voronoi.prototype.RBTree = function() {
this.root = null;
};
Voronoi.prototype.RBTree.prototype.rbInsertSuccessor = function(node, successor) {
var parent;
if (node) {
// >>> rhill 2011-05-27: Performance: cache previous/next nodes
successor.rbPrevious = node;
successor.rbNext = node.rbNext;
if (node.rbNext) {
node.rbNext.rbPrevious = successor;
}
node.rbNext = successor;
// <<<
if (node.rbRight) {
// in-place expansion of node.rbRight.getFirst();
node = node.rbRight;
while (node.rbLeft) {node = node.rbLeft;}
node.rbLeft = successor;
}
else {
node.rbRight = successor;
}
parent = node;
}
// rhill 2011-06-07: if node is null, successor must be inserted
// to the left-most part of the tree
else if (this.root) {
node = this.getFirst(this.root);
// >>> Performance: cache previous/next nodes
successor.rbPrevious = null;
successor.rbNext = node;
node.rbPrevious = successor;
// <<<
node.rbLeft = successor;
parent = node;
}
else {
// >>> Performance: cache previous/next nodes
successor.rbPrevious = successor.rbNext = null;
// <<<
this.root = successor;
parent = null;
}
successor.rbLeft = successor.rbRight = null;
successor.rbParent = parent;
successor.rbRed = true;
// Fixup the modified tree by recoloring nodes and performing
// rotations (2 at most) hence the red-black tree properties are
// preserved.
var grandpa, uncle;
node = successor;
while (parent && parent.rbRed) {
grandpa = parent.rbParent;
if (parent === grandpa.rbLeft) {
uncle = grandpa.rbRight;
if (uncle && uncle.rbRed) {
parent.rbRed = uncle.rbRed = false;
grandpa.rbRed = true;
node = grandpa;
}
else {
if (node === parent.rbRight) {
this.rbRotateLeft(parent);
node = parent;
parent = node.rbParent;
}
parent.rbRed = false;
grandpa.rbRed = true;
this.rbRotateRight(grandpa);
}
}
else {
uncle = grandpa.rbLeft;
if (uncle && uncle.rbRed) {
parent.rbRed = uncle.rbRed = false;
grandpa.rbRed = true;
node = grandpa;
}
else {
if (node === parent.rbLeft) {
this.rbRotateRight(parent);
node = parent;
parent = node.rbParent;
}
parent.rbRed = false;
grandpa.rbRed = true;
this.rbRotateLeft(grandpa);
}
}
parent = node.rbParent;
}
this.root.rbRed = false;
};
Voronoi.prototype.RBTree.prototype.rbRemoveNode = function(node) {
// >>> rhill 2011-05-27: Performance: cache previous/next nodes
if (node.rbNext) {
node.rbNext.rbPrevious = node.rbPrevious;
}
if (node.rbPrevious) {
node.rbPrevious.rbNext = node.rbNext;
}
node.rbNext = node.rbPrevious = null;
// <<<
var parent = node.rbParent,
left = node.rbLeft,
right = node.rbRight,
next;
if (!left) {
next = right;
}
else if (!right) {
next = left;
}
else {
next = this.getFirst(right);
}
if (parent) {
if (parent.rbLeft === node) {
parent.rbLeft = next;
}
else {
parent.rbRight = next;
}
}
else {
this.root = next;
}
// enforce red-black rules
var isRed;
if (left && right) {
isRed = next.rbRed;
next.rbRed = node.rbRed;
next.rbLeft = left;
left.rbParent = next;
if (next !== right) {
parent = next.rbParent;
next.rbParent = node.rbParent;
node = next.rbRight;
parent.rbLeft = node;
next.rbRight = right;
right.rbParent = next;
}
else {
next.rbParent = parent;
parent = next;
node = next.rbRight;
}
}
else {
isRed = node.rbRed;
node = next;
}
// 'node' is now the sole successor's child and 'parent' its
// new parent (since the successor can have been moved)
if (node) {
node.rbParent = parent;
}
// the 'easy' cases
if (isRed) {return;}
if (node && node.rbRed) {
node.rbRed = false;
return;
}
// the other cases
var sibling;
do {
if (node === this.root) {
break;
}
if (node === parent.rbLeft) {
sibling = parent.rbRight;
if (sibling.rbRed) {
sibling.rbRed = false;
parent.rbRed = true;
this.rbRotateLeft(parent);
sibling = parent.rbRight;
}
if ((sibling.rbLeft && sibling.rbLeft.rbRed) || (sibling.rbRight && sibling.rbRight.rbRed)) {
if (!sibling.rbRight || !sibling.rbRight.rbRed) {
sibling.rbLeft.rbRed = false;
sibling.rbRed = true;
this.rbRotateRight(sibling);
sibling = parent.rbRight;
}
sibling.rbRed = parent.rbRed;
parent.rbRed = sibling.rbRight.rbRed = false;
this.rbRotateLeft(parent);
node = this.root;
break;
}
}
else {
sibling = parent.rbLeft;
if (sibling.rbRed) {
sibling.rbRed = false;
parent.rbRed = true;
this.rbRotateRight(parent);
sibling = parent.rbLeft;
}
if ((sibling.rbLeft && sibling.rbLeft.rbRed) || (sibling.rbRight && sibling.rbRight.rbRed)) {
if (!sibling.rbLeft || !sibling.rbLeft.rbRed) {
sibling.rbRight.rbRed = false;
sibling.rbRed = true;
this.rbRotateLeft(sibling);
sibling = parent.rbLeft;
}
sibling.rbRed = parent.rbRed;
parent.rbRed = sibling.rbLeft.rbRed = false;
this.rbRotateRight(parent);
node = this.root;
break;
}
}
sibling.rbRed = true;
node = parent;
parent = parent.rbParent;
} while (!node.rbRed);
if (node) {node.rbRed = false;}
};
Voronoi.prototype.RBTree.prototype.rbRotateLeft = function(node) {
var p = node,
q = node.rbRight, // can't be null
parent = p.rbParent;
if (parent) {
if (parent.rbLeft === p) {
parent.rbLeft = q;
}
else {
parent.rbRight = q;
}
}
else {
this.root = q;
}
q.rbParent = parent;
p.rbParent = q;
p.rbRight = q.rbLeft;
if (p.rbRight) {
p.rbRight.rbParent = p;
}
q.rbLeft = p;
};
Voronoi.prototype.RBTree.prototype.rbRotateRight = function(node) {
var p = node,
q = node.rbLeft, // can't be null
parent = p.rbParent;
if (parent) {
if (parent.rbLeft === p) {
parent.rbLeft = q;
}
else {
parent.rbRight = q;
}
}
else {
this.root = q;
}
q.rbParent = parent;
p.rbParent = q;
p.rbLeft = q.rbRight;
if (p.rbLeft) {
p.rbLeft.rbParent = p;
}
q.rbRight = p;
};
Voronoi.prototype.RBTree.prototype.getFirst = function(node) {
while (node.rbLeft) {
node = node.rbLeft;
}
return node;
};
Voronoi.prototype.RBTree.prototype.getLast = function(node) {
while (node.rbRight) {
node = node.rbRight;
}
return node;
};
// ---------------------------------------------------------------------------
// Cell methods
Voronoi.prototype.Cell = function(site) {
this.site = site;
this.halfedges = [];
};
Voronoi.prototype.Cell.prototype.prepare = function() {
var halfedges = this.halfedges,
iHalfedge = halfedges.length,
edge;
// get rid of unused halfedges
// rhill 2011-05-27: Keep it simple, no point here in trying
// to be fancy: dangling edges are a typically a minority.
while (iHalfedge--) {
edge = halfedges[iHalfedge].edge;
if (!edge.vb || !edge.va) {
halfedges.splice(iHalfedge,1);
}
}
// rhill 2011-05-26: I tried to use a binary search at insertion
// time to keep the array sorted on-the-fly (in Cell.addHalfedge()).
// There was no real benefits in doing so, performance on
// Firefox 3.6 was improved marginally, while performance on
// Opera 11 was penalized marginally.
halfedges.sort(function(a,b){return b.angle-a.angle;});
return halfedges.length;
};
// ---------------------------------------------------------------------------
// Edge methods
//
Voronoi.prototype.Vertex = function(x, y) {
this.x = x;
this.y = y;
};
Voronoi.prototype.Edge = function(lSite, rSite) {
this.lSite = lSite;
this.rSite = rSite;
this.va = this.vb = null;
};
Voronoi.prototype.Halfedge = function(edge, lSite, rSite) {
this.site = lSite;
this.edge = edge;
// 'angle' is a value to be used for properly sorting the
// halfsegments counterclockwise. By convention, we will
// use the angle of the line defined by the 'site to the left'
// to the 'site to the right'.
// However, border edges have no 'site to the right': thus we
// use the angle of line perpendicular to the halfsegment (the
// edge should have both end points defined in such case.)
if (rSite) {
this.angle = Math.atan2(rSite.y-lSite.y, rSite.x-lSite.x);
}
else {
var va = edge.va,
vb = edge.vb;
// rhill 2011-05-31: used to call getStartpoint()/getEndpoint(),
// but for performance purpose, these are expanded in place here.
this.angle = edge.lSite === lSite ? Math.atan2(vb.x-va.x, va.y-vb.y)
: Math.atan2(va.x-vb.x, vb.y-va.y);
}
};
Voronoi.prototype.Halfedge.prototype.getStartpoint = function() {
return this.edge.lSite === this.site ? this.edge.va : this.edge.vb;
};
Voronoi.prototype.Halfedge.prototype.getEndpoint = function() {
return this.edge.lSite === this.site ? this.edge.vb : this.edge.va;
};
// this create and add an edge to internal collection, and also create
// two halfedges which are added to each site's counterclockwise array
// of halfedges.
Voronoi.prototype.createEdge = function(lSite, rSite, va, vb) {
var edge = new this.Edge(lSite, rSite);
this.edges.push(edge);
if (va) {
this.setEdgeStartpoint(edge, lSite, rSite, va);
}
if (vb) {
this.setEdgeEndpoint(edge, lSite, rSite, vb);
}
this.cells[lSite.voronoiId].halfedges.push(new this.Halfedge(edge, lSite, rSite));
this.cells[rSite.voronoiId].halfedges.push(new this.Halfedge(edge, rSite, lSite));
return edge;
};
Voronoi.prototype.createBorderEdge = function(lSite, va, vb) {
var edge = new this.Edge(lSite, null);
edge.va = va;
edge.vb = vb;
this.edges.push(edge);
return edge;
};
Voronoi.prototype.setEdgeStartpoint = function(edge, lSite, rSite, vertex) {
if (!edge.va && !edge.vb) {
edge.va = vertex;
edge.lSite = lSite;
edge.rSite = rSite;
}
else if (edge.lSite === rSite) {
edge.vb = vertex;
}
else {
edge.va = vertex;
}
};
Voronoi.prototype.setEdgeEndpoint = function(edge, lSite, rSite, vertex) {
this.setEdgeStartpoint(edge, rSite, lSite, vertex);
};
// ---------------------------------------------------------------------------
// Beachline methods
// rhill 2011-06-07: For some reasons, performance suffers significantly
// when instanciating a literal object instead of an empty ctor
Voronoi.prototype.Beachsection = function(site) {
this.site = site;
};
// rhill 2011-06-02: A lot of Beachsection instanciations
// occur during the computation of the Voronoi diagram,
// somewhere between the number of sites and twice the
// number of sites, while the number of Beachsections on the
// beachline at any given time is comparatively low. For this
// reason, we reuse already created Beachsections, in order
// to avoid new memory allocation. This resulted in a measurable
// performance gain.
Voronoi.prototype.createBeachsection = function(site) {
var beachsection = this.beachsectionJunkyard.pop();
if (beachsection) {
beachsection.site = site;
}
else {
beachsection = new this.Beachsection(site);
}
return beachsection;
};
// calculate the left break point of a particular beach section,
// given a particular sweep line
Voronoi.prototype.leftBreakPoint = function(arc, directrix) {
// http://en.wikipedia.org/wiki/Parabola
// http://en.wikipedia.org/wiki/Quadratic_equation
// h1 = x1,
// k1 = (y1+directrix)/2,
// h2 = x2,
// k2 = (y2+directrix)/2,
// p1 = k1-directrix,
// a1 = 1/(4*p1),
// b1 = -h1/(2*p1),
// c1 = h1*h1/(4*p1)+k1,
// p2 = k2-directrix,
// a2 = 1/(4*p2),
// b2 = -h2/(2*p2),
// c2 = h2*h2/(4*p2)+k2,
// x = (-(b2-b1) + Math.sqrt((b2-b1)*(b2-b1) - 4*(a2-a1)*(c2-c1))) / (2*(a2-a1))
// When x1 become the x-origin:
// h1 = 0,
// k1 = (y1+directrix)/2,
// h2 = x2-x1,
// k2 = (y2+directrix)/2,
// p1 = k1-directrix,
// a1 = 1/(4*p1),
// b1 = 0,
// c1 = k1,
// p2 = k2-directrix,
// a2 = 1/(4*p2),
// b2 = -h2/(2*p2),
// c2 = h2*h2/(4*p2)+k2,
// x = (-b2 + Math.sqrt(b2*b2 - 4*(a2-a1)*(c2-k1))) / (2*(a2-a1)) + x1
// change code below at your own risk: care has been taken to
// reduce errors due to computers' finite arithmetic precision.
// Maybe can still be improved, will see if any more of this
// kind of errors pop up again.
var site = arc.site,
rfocx = site.x,
rfocy = site.y,
pby2 = rfocy-directrix;
// parabola in degenerate case where focus is on directrix
if (!pby2) {
return rfocx;
}
var lArc = arc.rbPrevious;
if (!lArc) {
return -Infinity;
}
site = lArc.site;
var lfocx = site.x,
lfocy = site.y,
plby2 = lfocy-directrix;
// parabola in degenerate case where focus is on directrix
if (!plby2) {
return lfocx;
}
var hl = lfocx-rfocx,
aby2 = 1/pby2-1/plby2,
b = hl/plby2;
if (aby2) {
return (-b+this.sqrt(b*b-2*aby2*(hl*hl/(-2*plby2)-lfocy+plby2/2+rfocy-pby2/2)))/aby2+rfocx;
}
// both parabolas have same distance to directrix, thus break point is midway
return (rfocx+lfocx)/2;
};
// calculate the right break point of a particular beach section,
// given a particular directrix
Voronoi.prototype.rightBreakPoint = function(arc, directrix) {
var rArc = arc.rbNext;
if (rArc) {
return this.leftBreakPoint(rArc, directrix);
}
var site = arc.site;
return site.y === directrix ? site.x : Infinity;
};
Voronoi.prototype.detachBeachsection = function(beachsection) {
this.detachCircleEvent(beachsection); // detach potentially attached circle event
this.beachline.rbRemoveNode(beachsection); // remove from RB-tree
this.beachsectionJunkyard.push(beachsection); // mark for reuse
};
Voronoi.prototype.removeBeachsection = function(beachsection) {
var circle = beachsection.circleEvent,
x = circle.x,
y = circle.ycenter,
vertex = new this.Vertex(x, y),
previous = beachsection.rbPrevious,
next = beachsection.rbNext,
disappearingTransitions = [beachsection],
abs_fn = Math.abs;
// remove collapsed beachsection from beachline
this.detachBeachsection(beachsection);
// there could be more than one empty arc at the deletion point, this
// happens when more than two edges are linked by the same vertex,
// so we will collect all those edges by looking up both sides of
// the deletion point.
// by the way, there is *always* a predecessor/successor to any collapsed
// beach section, it's just impossible to have a collapsing first/last
// beach sections on the beachline, since they obviously are unconstrained
// on their left/right side.
// look left
var lArc = previous;
while (lArc.circleEvent && abs_fn(x-lArc.circleEvent.x)<1e-9 && abs_fn(y-lArc.circleEvent.ycenter)<1e-9) {
previous = lArc.rbPrevious;
disappearingTransitions.unshift(lArc);
this.detachBeachsection(lArc); // mark for reuse
lArc = previous;
}
// even though it is not disappearing, I will also add the beach section
// immediately to the left of the left-most collapsed beach section, for
// convenience, since we need to refer to it later as this beach section
// is the 'left' site of an edge for which a start point is set.
disappearingTransitions.unshift(lArc);
this.detachCircleEvent(lArc);
// look right
var rArc = next;
while (rArc.circleEvent && abs_fn(x-rArc.circleEvent.x)<1e-9 && abs_fn(y-rArc.circleEvent.ycenter)<1e-9) {
next = rArc.rbNext;
disappearingTransitions.push(rArc);
this.detachBeachsection(rArc); // mark for reuse
rArc = next;
}
// we also have to add the beach section immediately to the right of the
// right-most collapsed beach section, since there is also a disappearing
// transition representing an edge's start point on its left.
disappearingTransitions.push(rArc);
this.detachCircleEvent(rArc);
// walk through all the disappearing transitions between beach sections and
// set the start point of their (implied) edge.
var nArcs = disappearingTransitions.length,
iArc;
for (iArc=1; iArc<nArcs; iArc++) {
rArc = disappearingTransitions[iArc];
lArc = disappearingTransitions[iArc-1];
this.setEdgeStartpoint(rArc.edge, lArc.site, rArc.site, vertex);
}
// create a new edge as we have now a new transition between
// two beach sections which were previously not adjacent.
// since this edge appears as a new vertex is defined, the vertex
// actually define an end point of the edge (relative to the site
// on the left)
lArc = disappearingTransitions[0];
rArc = disappearingTransitions[nArcs-1];
rArc.edge = this.createEdge(lArc.site, rArc.site, undefined, vertex);
// create circle events if any for beach sections left in the beachline
// adjacent to collapsed sections
this.attachCircleEvent(lArc);
this.attachCircleEvent(rArc);
};
Voronoi.prototype.addBeachsection = function(site) {
var x = site.x,
directrix = site.y;
// find the left and right beach sections which will surround the newly
// created beach section.
// rhill 2011-06-01: This loop is one of the most often executed,
// hence we expand in-place the comparison-against-epsilon calls.
var lArc, rArc,
dxl, dxr,
node = this.beachline.root;
while (node) {
dxl = this.leftBreakPoint(node,directrix)-x;
// x lessThanWithEpsilon xl => falls somewhere before the left edge of the beachsection
if (dxl > 1e-9) {
// this case should never happen
// if (!node.rbLeft) {
// rArc = node.rbLeft;
// break;
// }
node = node.rbLeft;
}
else {
dxr = x-this.rightBreakPoint(node,directrix);
// x greaterThanWithEpsilon xr => falls somewhere after the right edge of the beachsection
if (dxr > 1e-9) {
if (!node.rbRight) {
lArc = node;
break;
}
node = node.rbRight;
}
else {
// x equalWithEpsilon xl => falls exactly on the left edge of the beachsection
if (dxl > -1e-9) {
lArc = node.rbPrevious;
rArc = node;
}
// x equalWithEpsilon xr => falls exactly on the right edge of the beachsection
else if (dxr > -1e-9) {
lArc = node;
rArc = node.rbNext;
}
// falls exactly somewhere in the middle of the beachsection
else {
lArc = rArc = node;
}
break;
}
}
}
// at this point, keep in mind that lArc and/or rArc could be
// undefined or null.
// create a new beach section object for the site and add it to RB-tree
var newArc = this.createBeachsection(site);
this.beachline.rbInsertSuccessor(lArc, newArc);
// cases:
//
// [null,null]
// least likely case: new beach section is the first beach section on the
// beachline.
// This case means:
// no new transition appears
// no collapsing beach section
// new beachsection become root of the RB-tree
if (!lArc && !rArc) {
return;
}
// [lArc,rArc] where lArc == rArc
// most likely case: new beach section split an existing beach
// section.
// This case means:
// one new transition appears
// the left and right beach section might be collapsing as a result
// two new nodes added to the RB-tree
if (lArc === rArc) {
// invalidate circle event of split beach section
this.detachCircleEvent(lArc);
// split the beach section into two separate beach sections
rArc = this.createBeachsection(lArc.site);
this.beachline.rbInsertSuccessor(newArc, rArc);
// since we have a new transition between two beach sections,
// a new edge is born
newArc.edge = rArc.edge = this.createEdge(lArc.site, newArc.site);
// check whether the left and right beach sections are collapsing
// and if so create circle events, to be notified when the point of
// collapse is reached.
this.attachCircleEvent(lArc);
this.attachCircleEvent(rArc);
return;
}
// [lArc,null]
// even less likely case: new beach section is the *last* beach section
// on the beachline -- this can happen *only* if *all* the previous beach
// sections currently on the beachline share the same y value as
// the new beach section.
// This case means:
// one new transition appears
// no collapsing beach section as a result
// new beach section become right-most node of the RB-tree
if (lArc && !rArc) {
newArc.edge = this.createEdge(lArc.site,newArc.site);
return;
}
// [null,rArc]
// impossible case: because sites are strictly processed from top to bottom,
// and left to right, which guarantees that there will always be a beach section
// on the left -- except of course when there are no beach section at all on
// the beach line, which case was handled above.
// rhill 2011-06-02: No point testing in non-debug version
//if (!lArc && rArc) {
// throw "Voronoi.addBeachsection(): What is this I don't even";
// }
// [lArc,rArc] where lArc != rArc
// somewhat less likely case: new beach section falls *exactly* in between two
// existing beach sections
// This case means:
// one transition disappears
// two new transitions appear
// the left and right beach section might be collapsing as a result
// only one new node added to the RB-tree
if (lArc !== rArc) {
// invalidate circle events of left and right sites
this.detachCircleEvent(lArc);
this.detachCircleEvent(rArc);
// an existing transition disappears, meaning a vertex is defined at
// the disappearance point.
// since the disappearance is caused by the new beachsection, the
// vertex is at the center of the circumscribed circle of the left,
// new and right beachsections.
// http://mathforum.org/library/drmath/view/55002.html
// Except that I bring the origin at A to simplify
// calculation
var lSite = lArc.site,
ax = lSite.x,
ay = lSite.y,
bx=site.x-ax,
by=site.y-ay,
rSite = rArc.site,
cx=rSite.x-ax,
cy=rSite.y-ay,
d=2*(bx*cy-by*cx),
hb=bx*bx+by*by,
hc=cx*cx+cy*cy,
vertex = new this.Vertex((cy*hb-by*hc)/d+ax, (bx*hc-cx*hb)/d+ay);
// one transition disappear
this.setEdgeStartpoint(rArc.edge, lSite, rSite, vertex);
// two new transitions appear at the new vertex location
newArc.edge = this.createEdge(lSite, site, undefined, vertex);
rArc.edge = this.createEdge(site, rSite, undefined, vertex);
// check whether the left and right beach sections are collapsing
// and if so create circle events, to handle the point of collapse.
this.attachCircleEvent(lArc);
this.attachCircleEvent(rArc);
return;
}
};
// ---------------------------------------------------------------------------
// Circle event methods
// rhill 2011-06-07: For some reasons, performance suffers significantly
// when instanciating a literal object instead of an empty ctor
Voronoi.prototype.CircleEvent = function() {
};
Voronoi.prototype.attachCircleEvent = function(arc) {
var lArc = arc.rbPrevious,
rArc = arc.rbNext;
if (!lArc || !rArc) {return;} // does that ever happen?
var lSite = lArc.site,
cSite = arc.site,
rSite = rArc.site;
// If site of left beachsection is same as site of
// right beachsection, there can't be convergence
if (lSite===rSite) {return;}
// Find the circumscribed circle for the three sites associated
// with the beachsection triplet.
// rhill 2011-05-26: It is more efficient to calculate in-place
// rather than getting the resulting circumscribed circle from an
// object returned by calling Voronoi.circumcircle()
// http://mathforum.org/library/drmath/view/55002.html
// Except that I bring the origin at cSite to simplify calculations.
// The bottom-most part of the circumcircle is our Fortune 'circle
// event', and its center is a vertex potentially part of the final
// Voronoi diagram.
var bx = cSite.x,
by = cSite.y,
ax = lSite.x-bx,
ay = lSite.y-by,
cx = rSite.x-bx,
cy = rSite.y-by;
// If points l->c->r are clockwise, then center beach section does not
// collapse, hence it can't end up as a vertex (we reuse 'd' here, which
// sign is reverse of the orientation, hence we reverse the test.
// http://en.wikipedia.org/wiki/Curve_orientation#Orientation_of_a_simple_polygon
// rhill 2011-05-21: Nasty finite precision error which caused circumcircle() to
// return infinites: 1e-12 seems to fix the problem.
var d = 2*(ax*cy-ay*cx);
if (d >= -2e-12){return;}
var ha = ax*ax+ay*ay,
hc = cx*cx+cy*cy,