import { geoVecNormalizedDot, type Vec2 } from './vector'; export interface Coord { coord: Vec2 }; function geoOrthoFilterDotProduct(dotp: number, epsilon: number, lowerThreshold: number, upperThreshold: number, allowStraightAngles?: boolean) { var val = Math.abs(dotp); if (val < epsilon) { return 0; // already orthogonal } else if (allowStraightAngles && Math.abs(val-1) < epsilon) { return 0; // straight angle, which is okay in this case } else if (val < lowerThreshold || val > upperThreshold) { return dotp; // can be adjusted } else { return null; // ignore vertex } } export function geoOrthoCalcScore(points: Coord[], isClosed: boolean, epsilon: number, threshold: number) { var score = 0; var first = isClosed ? 0 : 1; var last = isClosed ? points.length : points.length - 1; var coords = points.map(function(p) { return p.coord; }); var lowerThreshold = Math.cos((90 - threshold) * Math.PI / 180); var upperThreshold = Math.cos(threshold * Math.PI / 180); for (var i = first; i < last; i++) { var a = coords[(i - 1 + coords.length) % coords.length]; var origin = coords[i]; var b = coords[(i + 1) % coords.length]; var dotp = geoOrthoFilterDotProduct(geoVecNormalizedDot(a, b, origin), epsilon, lowerThreshold, upperThreshold); if (dotp === null) continue; // ignore vertex score = score + 2.0 * Math.min(Math.abs(dotp - 1.0), Math.min(Math.abs(dotp), Math.abs(dotp + 1))); } return score; } // returns the maximum angle less than `lessThan` between the actual corner and a 0° or 90° corner export function geoOrthoMaxOffsetAngle(coords: Vec2[], isClosed: boolean, lessThan: number) { var max = -Infinity; var first = isClosed ? 0 : 1; var last = isClosed ? coords.length : coords.length - 1; for (var i = first; i < last; i++) { var a = coords[(i - 1 + coords.length) % coords.length]; var origin = coords[i]; var b = coords[(i + 1) % coords.length]; var normalizedDotP = geoVecNormalizedDot(a, b, origin); var angle = Math.acos(Math.abs(normalizedDotP)) * 180 / Math.PI; if (angle > 45) angle = 90 - angle; if (angle >= lessThan) continue; if (angle > max) max = angle; } if (max === -Infinity) return null; return max; } // similar to geoOrthoCalcScore, but returns quickly if there is something to do export function geoOrthoCanOrthogonalize(coords: Vec2[], isClosed: boolean, epsilon: number, threshold: number, allowStraightAngles: boolean) { var score = null; var first = isClosed ? 0 : 1; var last = isClosed ? coords.length : coords.length - 1; var lowerThreshold = Math.cos((90 - threshold) * Math.PI / 180); var upperThreshold = Math.cos(threshold * Math.PI / 180); for (var i = first; i < last; i++) { var a = coords[(i - 1 + coords.length) % coords.length]; var origin = coords[i]; var b = coords[(i + 1) % coords.length]; var dotp = geoOrthoFilterDotProduct(geoVecNormalizedDot(a, b, origin), epsilon, lowerThreshold, upperThreshold, allowStraightAngles); if (dotp === null) continue; // ignore vertex if (Math.abs(dotp) > 0) return 1; // something to do score = 0; // already square } return score; }