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Gravitate to Centroid #63
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Original file line number | Diff line number | Diff line change | ||||||||||||
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@@ -7,8 +7,9 @@ if (Queue.default) Queue = Queue.default; // temporary webpack fix | |||||||||||||
module.exports = polylabel; | ||||||||||||||
module.exports.default = polylabel; | ||||||||||||||
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function polylabel(polygon, precision, debug) { | ||||||||||||||
function polylabel(polygon, precision, debug, centroidWeight) { | ||||||||||||||
precision = precision || 1.0; | ||||||||||||||
centroidWeight = centroidWeight || 0; | ||||||||||||||
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// find the bounding box of the outer ring | ||||||||||||||
var minX, minY, maxX, maxY; | ||||||||||||||
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@@ -34,19 +35,26 @@ function polylabel(polygon, precision, debug) { | |||||||||||||
// a priority queue of cells in order of their "potential" (max distance to polygon) | ||||||||||||||
var cellQueue = new Queue(undefined, compareMax); | ||||||||||||||
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var centroidCell = getCentroidCell(polygon); | ||||||||||||||
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// take centroid as the first best guess | ||||||||||||||
var bestCell = centroidCell; | ||||||||||||||
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// 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)); | ||||||||||||||
cellQueue.push(new Cell(x + h, y + h, h, polygon, centroidCell)); | ||||||||||||||
} | ||||||||||||||
} | ||||||||||||||
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// take centroid as the first best guess | ||||||||||||||
var bestCell = getCentroidCell(polygon); | ||||||||||||||
// the fitness function to be maximized | ||||||||||||||
function fitness(cell) { | ||||||||||||||
return cell.d - cell.distanceToCentroid * centroidWeight; | ||||||||||||||
} | ||||||||||||||
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// special case for rectangular polygons | ||||||||||||||
var bboxCell = new Cell(minX + width / 2, minY + height / 2, 0, polygon); | ||||||||||||||
if (bboxCell.d > bestCell.d) bestCell = bboxCell; | ||||||||||||||
var bboxCell = new Cell(minX + width / 2, minY + height / 2, 0, polygon, centroidCell); | ||||||||||||||
if (fitness(bboxCell) > fitness(bestCell)) bestCell = bboxCell; | ||||||||||||||
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var numProbes = cellQueue.length; | ||||||||||||||
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@@ -55,7 +63,7 @@ function polylabel(polygon, precision, debug) { | |||||||||||||
var cell = cellQueue.pop(); | ||||||||||||||
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// update the best cell if we found a better one | ||||||||||||||
if (cell.d > bestCell.d) { | ||||||||||||||
if (fitness(cell) > fitness(bestCell)) { | ||||||||||||||
bestCell = cell; | ||||||||||||||
if (debug) console.log('found best %d after %d probes', Math.round(1e4 * cell.d) / 1e4, numProbes); | ||||||||||||||
} | ||||||||||||||
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@@ -65,10 +73,10 @@ function polylabel(polygon, precision, debug) { | |||||||||||||
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Suggested change
Here's my suggestion to fix a potentially code-breaking issue of this line. Not making this change might result in an infinite loop, typically when the |
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// split the cell into four cells | ||||||||||||||
h = cell.h / 2; | ||||||||||||||
cellQueue.push(new Cell(cell.x - h, cell.y - h, h, polygon)); | ||||||||||||||
cellQueue.push(new Cell(cell.x + h, cell.y - h, h, polygon)); | ||||||||||||||
cellQueue.push(new Cell(cell.x - h, cell.y + h, h, polygon)); | ||||||||||||||
cellQueue.push(new Cell(cell.x + h, cell.y + h, h, polygon)); | ||||||||||||||
cellQueue.push(new Cell(cell.x - h, cell.y - h, h, polygon, centroidCell)); | ||||||||||||||
cellQueue.push(new Cell(cell.x + h, cell.y - h, h, polygon, centroidCell)); | ||||||||||||||
cellQueue.push(new Cell(cell.x - h, cell.y + h, h, polygon, centroidCell)); | ||||||||||||||
cellQueue.push(new Cell(cell.x + h, cell.y + h, h, polygon, centroidCell)); | ||||||||||||||
numProbes += 4; | ||||||||||||||
} | ||||||||||||||
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@@ -86,14 +94,22 @@ function compareMax(a, b) { | |||||||||||||
return b.max - a.max; | ||||||||||||||
} | ||||||||||||||
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function Cell(x, y, h, polygon) { | ||||||||||||||
function Cell(x, y, h, polygon, centroidCell) { | ||||||||||||||
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.distanceToCentroid = centroidCell ? pointToPointDist(this, centroidCell) : 0; | ||||||||||||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Note: The only case where |
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this.max = this.d + this.h * Math.SQRT2; // max distance to polygon within a cell | ||||||||||||||
} | ||||||||||||||
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// distance between two cells | ||||||||||||||
function pointToPointDist(cellA, cellB) { | ||||||||||||||
var dx = cellB.x - cellA.x; | ||||||||||||||
var dy = cellB.y - cellA.y; | ||||||||||||||
return Math.sqrt(dx * dx + dy * dy); | ||||||||||||||
} | ||||||||||||||
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// signed distance from point to polygon outline (negative if point is outside) | ||||||||||||||
function pointToPolygonDist(x, y, polygon) { | ||||||||||||||
var inside = false; | ||||||||||||||
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This bit is sort of a mystery to me
if (cell.max - bestCell.d <= precision) continue;
.I wonder if the
bestCell.d
should be replaced here byfitness(bestCell)
. I don't understand all the logic behindmax
, so I left this as-is. Seems to work fine like this.There was a problem hiding this comment.
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This test corresponds to point 4 of the algorithm.
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If it helps, my interpretation of that line is that
cell.max
provides the best possible value for distance from the polygon edge, and if thebestCell.d
is at least withinprecision
ofcell.max
then a better solution does not exist within the selectedcell
, and we can move on through the priority queue.