import Queue from 'tinyqueue'; import Point from '@mapbox/point-geometry'; import {distToSegmentSquared} from './intersection_tests'; import {Bounds} from '../geo/bounds'; /** * Finds an approximation of a polygon's Pole Of Inaccessibility https://en.wikipedia.org/wiki/Pole_of_inaccessibility * This is a copy of https://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 * @returns Pole of Inaccessibility. */ export function findPoleOfInaccessibility( polygonRings: Point[][], precision: number = 1, ): Point { const bounds = Bounds.fromPoints(polygonRings[0]); const cellSize = Math.min(bounds.width(), bounds.height()); let h = cellSize / 2; // a priority queue of cells in order of their "potential" (max distance to polygon) const cellQueue = new Queue([], compareMax); const {minX, minY, maxX, maxY} = bounds; 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 const centroidCell = getCentroidCell(polygonRings); let bestCell = centroidCell; 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; } // 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)); } // For convex or nearly-convex polygons, the centroid provides visually // better label placement than the mathematical POI. // Coordinate rounding (e.g. in geojson-vt) can break polygon symmetry and cause the POI to // drift far from center even though its distance-to-edge is only marginally better. // Prefer the centroid when it is inside the polygon // and its distance is within `precision` of the best found. if (centroidCell.d > 0 && bestCell.d - centroidCell.d <= precision) { return centroidCell.p; } return bestCell.p; } function compareMax(a: Cell, b: Cell) { return b.max - a.max; } class Cell { p: Point; h: number; d: number; max: number; constructor(x: number, y: number, h: number, polygon: Point[][]) { 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: Point, polygon: Point[][]) { let inside = false; let minDistSq = Infinity; for (const ring of polygon) { 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 export function getCentroidCell(polygon: Point[][]) { 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); }