@turf/shortest-path 7.3.1 → 7.3.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -15,7 +15,7 @@ var _invariant = require('@turf/invariant');
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  var _helpers = require('@turf/helpers');
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- // lib/javascript-astar.js
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+ // lib/javascript-astar.ts
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  function pathTo(node) {
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  var curr = node, path = [];
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  while (curr.parent) {
@@ -43,11 +43,11 @@ var astar = {
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  * @param {Function} [options.heuristic] Heuristic function (see astar.heuristics).
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  * @returns {Object} Search
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  */
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- search: function(graph, start, end, options) {
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+ search: function(graph, start, end, options = {}) {
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  var _a;
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  graph.cleanDirty();
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  options = options || {};
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- var heuristic = options.heuristic || astar.heuristics.manhattan, closest = (_a = options.closest) != null ? _a : false;
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+ var heuristic = astar.heuristics.manhattan, closest = (_a = options.closest) != null ? _a : false;
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  var openHeap = getHeap(), closestNode = start;
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  start.h = heuristic(start, end);
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  openHeap.push(start);
@@ -110,108 +110,117 @@ var astar = {
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  node.h = 0;
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  node.visited = false;
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  node.closed = false;
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- node.parent = null;
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+ node.parent = void 0;
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  }
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  };
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- function Graph(gridIn, options) {
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- options = options || {};
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- this.nodes = [];
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- this.diagonal = !!options.diagonal;
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- this.grid = [];
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- for (var x = 0; x < gridIn.length; x++) {
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- this.grid[x] = [];
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- for (var y = 0, row = gridIn[x]; y < row.length; y++) {
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- var node = new GridNode(x, y, row[y]);
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- this.grid[x][y] = node;
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- this.nodes.push(node);
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+ var Graph = class {
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+ constructor(gridIn, options = {}) {
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+ this.nodes = [];
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+ this.grid = [];
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+ this.dirtyNodes = [];
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+ this.diagonal = !!options.diagonal;
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+ for (var x = 0; x < gridIn.length; x++) {
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+ this.grid[x] = [];
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+ for (var y = 0, row = gridIn[x]; y < row.length; y++) {
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+ var node = new GridNode(x, y, row[y]);
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+ this.grid[x][y] = node;
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+ this.nodes.push(node);
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+ }
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  }
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+ this.init();
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  }
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- this.init();
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- }
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- Graph.prototype.init = function() {
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- this.dirtyNodes = [];
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- for (var i = 0; i < this.nodes.length; i++) {
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- astar.cleanNode(this.nodes[i]);
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- }
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- };
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- Graph.prototype.cleanDirty = function() {
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- for (var i = 0; i < this.dirtyNodes.length; i++) {
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- astar.cleanNode(this.dirtyNodes[i]);
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- }
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- this.dirtyNodes = [];
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- };
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- Graph.prototype.markDirty = function(node) {
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- this.dirtyNodes.push(node);
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- };
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- Graph.prototype.neighbors = function(node) {
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- var ret = [], x = node.x, y = node.y, grid = this.grid;
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- if (grid[x - 1] && grid[x - 1][y]) {
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- ret.push(grid[x - 1][y]);
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- }
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- if (grid[x + 1] && grid[x + 1][y]) {
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- ret.push(grid[x + 1][y]);
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+ init() {
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+ this.dirtyNodes = [];
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+ for (var i = 0; i < this.nodes.length; i++) {
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+ astar.cleanNode(this.nodes[i]);
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+ }
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  }
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- if (grid[x] && grid[x][y - 1]) {
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- ret.push(grid[x][y - 1]);
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+ cleanDirty() {
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+ for (var i = 0; i < this.dirtyNodes.length; i++) {
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+ astar.cleanNode(this.dirtyNodes[i]);
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+ }
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+ this.dirtyNodes = [];
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  }
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- if (grid[x] && grid[x][y + 1]) {
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- ret.push(grid[x][y + 1]);
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+ markDirty(node) {
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+ this.dirtyNodes.push(node);
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  }
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- if (this.diagonal) {
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- if (grid[x - 1] && grid[x - 1][y - 1]) {
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- ret.push(grid[x - 1][y - 1]);
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+ neighbors(node) {
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+ var ret = [], x = node.x, y = node.y, grid = this.grid;
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+ if (grid[x - 1] && grid[x - 1][y]) {
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+ ret.push(grid[x - 1][y]);
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+ }
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+ if (grid[x + 1] && grid[x + 1][y]) {
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+ ret.push(grid[x + 1][y]);
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  }
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- if (grid[x + 1] && grid[x + 1][y - 1]) {
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- ret.push(grid[x + 1][y - 1]);
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+ if (grid[x] && grid[x][y - 1]) {
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+ ret.push(grid[x][y - 1]);
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  }
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- if (grid[x - 1] && grid[x - 1][y + 1]) {
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- ret.push(grid[x - 1][y + 1]);
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+ if (grid[x] && grid[x][y + 1]) {
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+ ret.push(grid[x][y + 1]);
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  }
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- if (grid[x + 1] && grid[x + 1][y + 1]) {
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- ret.push(grid[x + 1][y + 1]);
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+ if (this.diagonal) {
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+ if (grid[x - 1] && grid[x - 1][y - 1]) {
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+ ret.push(grid[x - 1][y - 1]);
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+ }
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+ if (grid[x + 1] && grid[x + 1][y - 1]) {
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+ ret.push(grid[x + 1][y - 1]);
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+ }
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+ if (grid[x - 1] && grid[x - 1][y + 1]) {
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+ ret.push(grid[x - 1][y + 1]);
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+ }
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+ if (grid[x + 1] && grid[x + 1][y + 1]) {
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+ ret.push(grid[x + 1][y + 1]);
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+ }
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  }
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+ return ret;
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  }
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- return ret;
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- };
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- Graph.prototype.toString = function() {
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- var graphString = [], nodes = this.grid, rowDebug, row, y, l;
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- for (var x = 0, len = nodes.length; x < len; x++) {
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- rowDebug = [];
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- row = nodes[x];
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- for (y = 0, l = row.length; y < l; y++) {
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- rowDebug.push(row[y].weight);
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+ toString() {
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+ var graphString = [], nodes = this.grid, rowDebug, row, y, l;
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+ for (var x = 0, len = nodes.length; x < len; x++) {
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+ rowDebug = [];
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+ row = nodes[x];
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+ for (y = 0, l = row.length; y < l; y++) {
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+ rowDebug.push(row[y].weight);
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+ }
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+ graphString.push(rowDebug.join(" "));
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  }
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- graphString.push(rowDebug.join(" "));
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+ return graphString.join("\n");
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  }
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- return graphString.join("\n");
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- };
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- function GridNode(x, y, weight) {
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- this.x = x;
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- this.y = y;
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- this.weight = weight;
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- }
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- GridNode.prototype.toString = function() {
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- return "[" + this.x + " " + this.y + "]";
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  };
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- GridNode.prototype.getCost = function(fromNeighbor) {
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- if (fromNeighbor && fromNeighbor.x !== this.x && fromNeighbor.y !== this.y) {
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- return this.weight * 1.41421;
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+ var GridNode = class {
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+ constructor(x, y, weight) {
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+ this.visited = false;
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+ this.h = 0;
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+ this.g = 0;
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+ this.f = 0;
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+ this.closed = false;
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+ this.x = x;
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+ this.y = y;
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+ this.weight = weight;
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+ }
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+ toString() {
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+ return "[" + this.x + " " + this.y + "]";
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+ }
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+ getCost(fromNeighbor) {
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+ if (fromNeighbor && fromNeighbor.x !== this.x && fromNeighbor.y !== this.y) {
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+ return this.weight * 1.41421;
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+ }
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+ return this.weight;
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+ }
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+ isWall() {
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+ return this.weight === 0;
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  }
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- return this.weight;
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- };
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- GridNode.prototype.isWall = function() {
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- return this.weight === 0;
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  };
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- function BinaryHeap(scoreFunction) {
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- this.content = [];
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- this.scoreFunction = scoreFunction;
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- }
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- BinaryHeap.prototype = {
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- push: function(element) {
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+ var BinaryHeap = class {
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+ constructor(scoreFunction) {
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+ this.content = [];
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+ this.scoreFunction = scoreFunction;
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+ }
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+ push(element) {
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  this.content.push(element);
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  this.sinkDown(this.content.length - 1);
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- },
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- pop: function() {
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+ }
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+ pop() {
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  var result = this.content[0];
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  var end = this.content.pop();
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  if (this.content.length > 0) {
@@ -219,8 +228,8 @@ BinaryHeap.prototype = {
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  this.bubbleUp(0);
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  }
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  return result;
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- },
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- remove: function(node) {
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+ }
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+ remove(node) {
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  var i = this.content.indexOf(node);
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  var end = this.content.pop();
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  if (i !== this.content.length - 1) {
@@ -231,14 +240,14 @@ BinaryHeap.prototype = {
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  this.bubbleUp(i);
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  }
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  }
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- },
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- size: function() {
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+ }
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+ size() {
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  return this.content.length;
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- },
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- rescoreElement: function(node) {
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+ }
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+ rescoreElement(node) {
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  this.sinkDown(this.content.indexOf(node));
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- },
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- sinkDown: function(n) {
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+ }
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+ sinkDown(n) {
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  var element = this.content[n];
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  while (n > 0) {
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  var parentN = (n + 1 >> 1) - 1, parent = this.content[parentN];
@@ -250,8 +259,8 @@ BinaryHeap.prototype = {
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  break;
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  }
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  }
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- },
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- bubbleUp: function(n) {
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+ }
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+ bubbleUp(n) {
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  var length = this.content.length, element = this.content[n], elemScore = this.scoreFunction(element);
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  while (true) {
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  var child2N = n + 1 << 1, child1N = child2N - 1;
@@ -1 +1 @@
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- 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{\n Polygon,\n Feature,\n FeatureCollection,\n LineString,\n Geometry,\n Point,\n} from \"geojson\";\nimport { bbox } from \"@turf/bbox\";\nimport { booleanPointInPolygon } from \"@turf/boolean-point-in-polygon\";\nimport { distance } from \"@turf/distance\";\nimport { transformScale as scale } from \"@turf/transform-scale\";\nimport { cleanCoords } from \"@turf/clean-coords\";\nimport { bboxPolygon } from \"@turf/bbox-polygon\";\nimport { getCoord, getGeom } from \"@turf/invariant\";\nimport {\n Coord,\n Units,\n point,\n isNumber,\n lineString,\n isObject,\n featureCollection,\n feature,\n} from \"@turf/helpers\";\nimport { Graph, GridNode, astar } from \"./lib/javascript-astar.js\";\n\n/**\n * Returns the shortest {@link LineString|path} from {@link Point|start} to {@link Point|end} without colliding with\n * any {@link Feature} in obstacles {@link FeatureCollection}<{@link Polygon}>\n *\n * @function\n * @param {Coord} start point\n * @param {Coord} end point\n * @param {Object} [options={}] optional parameters\n * @param {Polygon|Feature<Polygon>|FeatureCollection<Polygon>} [options.obstacles] areas which path cannot travel\n * @param {Units} [options.units='kilometers'] unit in which resolution & minimum distance will be expressed in; Supports all valid Turf {@link https://turfjs.org/docs/api/types/Units Units}.\n * @param {number} [options.resolution=100] distance between matrix points on which the path will be calculated\n * @returns {Feature<LineString>} shortest path between start and end\n * @example\n * var start = [-5, -6];\n * var end = [9, -6];\n * var options = {\n * obstacles: turf.polygon([[[0, -7], [5, -7], [5, -3], [0, -3], [0, -7]]]).geometry\n * };\n *\n * var path = turf.shortestPath(start, end, options);\n *\n * //addToMap\n * var addToMap = [start, end, options.obstacles, path];\n */\nfunction shortestPath(\n start: Coord,\n end: Coord,\n options: {\n obstacles?: Polygon | Feature<Polygon> | FeatureCollection<Polygon>;\n units?: Units;\n resolution?: number;\n } = {}\n): Feature<LineString> {\n // Optional parameters\n options = options || {};\n if (!isObject(options)) throw new Error(\"options is invalid\");\n let obstacles = options.obstacles || featureCollection([]);\n let resolution = options.resolution || 100;\n\n // validation\n if (!start) throw new Error(\"start is required\");\n if (!end) throw new Error(\"end is required\");\n if (resolution && (!isNumber(resolution) || resolution <= 0))\n throw new Error(\"options.resolution must be a number, greater than 0\");\n\n // Normalize Inputs\n const startCoord = getCoord(start);\n const endCoord = getCoord(end);\n start = point(startCoord);\n end = point(endCoord);\n\n // Handle obstacles\n if (obstacles.type === \"FeatureCollection\") {\n if (obstacles.features.length === 0) {\n return lineString([startCoord, endCoord]);\n }\n } else if (\n obstacles.type === \"Feature\" &&\n obstacles.geometry.type === \"Polygon\"\n ) {\n obstacles = featureCollection([obstacles]);\n } else if (obstacles.type === \"Polygon\") {\n obstacles = featureCollection([feature(getGeom(obstacles))]);\n } else {\n throw new Error(\"invalid obstacles\");\n }\n\n // define path grid area\n const collection: FeatureCollection<Geometry> = obstacles;\n collection.features.push(start);\n collection.features.push(end);\n const box = bbox(scale(bboxPolygon(bbox(collection)), 1.15)); // extend 15%\n const [west, south, east, north] = box;\n\n collection.features.pop();\n collection.features.pop();\n\n const columnsWithFraction =\n distance([west, south], [east, south], options) / resolution;\n const cellWidth = (east - west) / columnsWithFraction;\n\n const rowsWithFraction =\n distance([west, south], [west, north], options) / resolution;\n const cellHeight = (north - south) / rowsWithFraction;\n\n // adjust origin of the grid\n const deltaX = ((columnsWithFraction % 1) * cellWidth) / 2;\n const deltaY = ((rowsWithFraction % 1) * cellHeight) / 2;\n\n // loop through points only once to speed up process\n // define matrix grid for A-star algorithm\n const pointMatrix: string[][] = [];\n const matrix: number[][] = [];\n\n let closestToStart: GridNode;\n let closestToEnd: GridNode;\n let minDistStart = Infinity;\n let minDistEnd = Infinity;\n let currentY = north - deltaY;\n let r = 0;\n while (currentY >= south) {\n // var currentY = south + deltaY;\n const matrixRow = [];\n const pointMatrixRow = [];\n let currentX = west + deltaX;\n let c = 0;\n while (currentX <= east) {\n const pt = point([currentX, currentY]);\n const isInsideObstacle = isInside(pt, obstacles);\n // feed obstacles matrix\n matrixRow.push(isInsideObstacle ? 0 : 1); // with javascript-astar\n // matrixRow.push(isInsideObstacle ? 1 : 0); // with astar-andrea\n // map point's coords\n pointMatrixRow.push(currentX + \"|\" + currentY);\n // set closest points\n const distStart = distance(pt, start);\n // if (distStart < minDistStart) {\n if (!isInsideObstacle && distStart < minDistStart) {\n minDistStart = distStart;\n closestToStart = { x: c, y: r };\n }\n const distEnd = distance(pt, end);\n // if (distEnd < minDistEnd) {\n if (!isInsideObstacle && distEnd < minDistEnd) {\n minDistEnd = distEnd;\n closestToEnd = { x: c, y: r };\n }\n currentX += cellWidth;\n c++;\n }\n matrix.push(matrixRow);\n pointMatrix.push(pointMatrixRow);\n currentY -= cellHeight;\n r++;\n }\n\n // find path on matrix grid\n\n // javascript-astar ----------------------\n const graph = new Graph(matrix, { diagonal: true });\n const startOnMatrix = graph.grid[closestToStart!.y][closestToStart!.x];\n const endOnMatrix = graph.grid[closestToEnd!.y][closestToEnd!.x];\n const result: GridNode[] = astar.search(graph, startOnMatrix, endOnMatrix);\n\n const path = [startCoord];\n result.forEach(function (coord) {\n const coords = pointMatrix[coord.x][coord.y].split(\"|\");\n path.push([+coords[0], +coords[1]]); // make sure coords are numbers\n });\n path.push(endCoord);\n // ---------------------------------------\n\n // astar-andrea ------------------------\n // var result = aStar(matrix, [closestToStart.x, closestToStart.y], [closestToEnd.x, closestToEnd.y], 'DiagonalFree');\n // var path = [start.geometry.coordinates];\n // result.forEach(function (coord) {\n // var coords = pointMatrix[coord[1]][coord[0]].split('|');\n // path.push([+coords[0], +coords[1]]); // make sure coords are numbers\n // });\n // path.push(end.geometry.coordinates);\n // ---------------------------------------\n\n return cleanCoords(lineString(path));\n}\n\n/**\n * Checks if Point is inside any of the Polygons\n *\n * @private\n * @param {Feature<Point>} pt to check\n * @param {FeatureCollection<Polygon>} polygons features\n * @returns {boolean} if inside or not\n */\nfunction isInside(pt: Feature<Point>, polygons: FeatureCollection<Polygon>) {\n for (let i = 0; i < polygons.features.length; i++) {\n if (booleanPointInPolygon(pt, polygons.features[i])) {\n return true;\n }\n }\n return false;\n}\n\nexport { shortestPath };\nexport default shortestPath;\n","// javascript-astar 0.4.1\n// http://github.com/bgrins/javascript-astar\n// Freely distributable under the MIT License.\n// Implements the astar search algorithm in javascript using a Binary Heap.\n// Includes Binary Heap (with modifications) from Marijn Haverbeke.\n// http://eloquentjavascript.net/appendix2.html\n\nfunction pathTo(node) {\n var curr = node,\n path = [];\n while (curr.parent) {\n path.unshift(curr);\n curr = curr.parent;\n }\n return path;\n}\n\nfunction getHeap() {\n return new BinaryHeap(function (node) {\n return node.f;\n });\n}\n\n/**\n * Astar\n * @private\n */\nexport var astar = {\n /**\n * Perform an A* Search on a graph given a start and end node.\n *\n * @private\n * @memberof astar\n * @param {Graph} graph Graph\n * @param {GridNode} start Start\n * @param {GridNode} end End\n * @param {Object} [options] Options\n * @param {bool} [options.closest] Specifies whether to return the path to the closest node if the target is unreachable.\n * @param {Function} [options.heuristic] Heuristic function (see astar.heuristics).\n * @returns {Object} Search\n */\n search: function (graph, start, end, options) {\n graph.cleanDirty();\n options = options || {};\n var heuristic = options.heuristic || astar.heuristics.manhattan,\n closest = options.closest ?? false;\n\n var openHeap = getHeap(),\n closestNode = start; // set the start node to be the closest if required\n\n start.h = heuristic(start, end);\n\n openHeap.push(start);\n\n while (openHeap.size() > 0) {\n // Grab the lowest f(x) to process next. Heap keeps this sorted for us.\n var currentNode = openHeap.pop();\n\n // End case -- result has been found, return the traced path.\n if (currentNode === end) {\n return pathTo(currentNode);\n }\n\n // Normal case -- move currentNode from open to closed, process each of its neighbors.\n currentNode.closed = true;\n\n // Find all neighbors for the current node.\n var neighbors = graph.neighbors(currentNode);\n\n for (var i = 0, il = neighbors.length; i < il; ++i) {\n var neighbor = neighbors[i];\n\n if (neighbor.closed || neighbor.isWall()) {\n // Not a valid node to process, skip to next neighbor.\n continue;\n }\n\n // The g score is the shortest distance from start to current node.\n // We need to check if the path we have arrived at this neighbor is the shortest one we have seen yet.\n var gScore = currentNode.g + neighbor.getCost(currentNode),\n beenVisited = neighbor.visited;\n\n if (!beenVisited || gScore < neighbor.g) {\n // Found an optimal (so far) path to this node. Take score for node to see how good it is.\n neighbor.visited = true;\n neighbor.parent = currentNode;\n neighbor.h = neighbor.h || heuristic(neighbor, end);\n neighbor.g = gScore;\n neighbor.f = neighbor.g + neighbor.h;\n graph.markDirty(neighbor);\n if (closest) {\n // If the neighbour is closer than the current closestNode or if it's equally close but has\n // a cheaper path than the current closest node then it becomes the closest node\n if (\n neighbor.h < closestNode.h ||\n (neighbor.h === closestNode.h && neighbor.g < closestNode.g)\n ) {\n closestNode = neighbor;\n }\n }\n\n if (!beenVisited) {\n // Pushing to heap will put it in proper place based on the 'f' value.\n openHeap.push(neighbor);\n } else {\n // Already seen the node, but since it has been rescored we need to reorder it in the heap\n openHeap.rescoreElement(neighbor);\n }\n }\n }\n }\n\n if (closest) {\n return pathTo(closestNode);\n }\n\n // No result was found - empty array signifies failure to find path.\n return [];\n },\n // See list of heuristics: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html\n heuristics: {\n manhattan: function (pos0, pos1) {\n var d1 = Math.abs(pos1.x - pos0.x);\n var d2 = Math.abs(pos1.y - pos0.y);\n return d1 + d2;\n },\n diagonal: function (pos0, pos1) {\n var D = 1;\n var D2 = Math.sqrt(2);\n var d1 = Math.abs(pos1.x - pos0.x);\n var d2 = Math.abs(pos1.y - pos0.y);\n return D * (d1 + d2) + (D2 - 2 * D) * Math.min(d1, d2);\n },\n },\n cleanNode: function (node) {\n node.f = 0;\n node.g = 0;\n node.h = 0;\n node.visited = false;\n node.closed = false;\n node.parent = null;\n },\n};\n\n/**\n * A graph memory structure\n *\n * @private\n * @param {Array} gridIn 2D array of input weights\n * @param {Object} [options] Options\n * @param {boolean} [options.diagonal] Specifies whether diagonal moves are allowed\n * @returns {void} Graph\n */\nexport function Graph(gridIn, options) {\n options = options || {};\n this.nodes = [];\n this.diagonal = !!options.diagonal;\n this.grid = [];\n for (var x = 0; x < gridIn.length; x++) {\n this.grid[x] = [];\n\n for (var y = 0, row = gridIn[x]; y < row.length; y++) {\n var node = new GridNode(x, y, row[y]);\n this.grid[x][y] = node;\n this.nodes.push(node);\n }\n }\n this.init();\n}\n\nGraph.prototype.init = function () {\n this.dirtyNodes = [];\n for (var i = 0; i < this.nodes.length; i++) {\n astar.cleanNode(this.nodes[i]);\n }\n};\n\nGraph.prototype.cleanDirty = function () {\n for (var i = 0; i < this.dirtyNodes.length; i++) {\n astar.cleanNode(this.dirtyNodes[i]);\n }\n this.dirtyNodes = [];\n};\n\nGraph.prototype.markDirty = function (node) {\n this.dirtyNodes.push(node);\n};\n\nGraph.prototype.neighbors = function (node) {\n var ret = [],\n x = node.x,\n y = node.y,\n grid = this.grid;\n\n // West\n if (grid[x - 1] && grid[x - 1][y]) {\n ret.push(grid[x - 1][y]);\n }\n\n // East\n if (grid[x + 1] && grid[x + 1][y]) {\n ret.push(grid[x + 1][y]);\n }\n\n // South\n if (grid[x] && grid[x][y - 1]) {\n ret.push(grid[x][y - 1]);\n }\n\n // North\n if (grid[x] && grid[x][y + 1]) {\n ret.push(grid[x][y + 1]);\n }\n\n if (this.diagonal) {\n // Southwest\n if (grid[x - 1] && grid[x - 1][y - 1]) {\n ret.push(grid[x - 1][y - 1]);\n }\n\n // Southeast\n if (grid[x + 1] && grid[x + 1][y - 1]) {\n ret.push(grid[x + 1][y - 1]);\n }\n\n // Northwest\n if (grid[x - 1] && grid[x - 1][y + 1]) {\n ret.push(grid[x - 1][y + 1]);\n }\n\n // Northeast\n if (grid[x + 1] && grid[x + 1][y + 1]) {\n ret.push(grid[x + 1][y + 1]);\n }\n }\n\n return ret;\n};\n\nGraph.prototype.toString = function () {\n var graphString = [],\n nodes = this.grid, // when using grid\n rowDebug,\n row,\n y,\n l;\n for (var x = 0, len = nodes.length; x < len; x++) {\n rowDebug = [];\n row = nodes[x];\n for (y = 0, l = row.length; y < l; y++) {\n rowDebug.push(row[y].weight);\n }\n graphString.push(rowDebug.join(\" \"));\n }\n return graphString.join(\"\\n\");\n};\n\nfunction GridNode(x, y, weight) {\n this.x = x;\n this.y = y;\n this.weight = weight;\n}\n\nGridNode.prototype.toString = function () {\n return \"[\" + this.x + \" \" + this.y + \"]\";\n};\n\nGridNode.prototype.getCost = function (fromNeighbor) {\n // Take diagonal weight into consideration.\n if (fromNeighbor && fromNeighbor.x !== this.x && fromNeighbor.y !== this.y) {\n return this.weight * 1.41421;\n }\n return this.weight;\n};\n\nGridNode.prototype.isWall = function () {\n return this.weight === 0;\n};\n\nfunction BinaryHeap(scoreFunction) {\n this.content = [];\n this.scoreFunction = scoreFunction;\n}\n\nBinaryHeap.prototype = {\n push: function (element) {\n // Add the new element to the end of the array.\n this.content.push(element);\n\n // Allow it to sink down.\n this.sinkDown(this.content.length - 1);\n },\n pop: function () {\n // Store the first element so we can return it later.\n var result = this.content[0];\n // Get the element at the end of the array.\n var end = this.content.pop();\n // If there are any elements left, put the end element at the\n // start, and let it bubble up.\n if (this.content.length > 0) {\n this.content[0] = end;\n this.bubbleUp(0);\n }\n return result;\n },\n remove: function (node) {\n var i = this.content.indexOf(node);\n\n // When it is found, the process seen in 'pop' is repeated\n // to fill up the hole.\n var end = this.content.pop();\n\n if (i !== this.content.length - 1) {\n this.content[i] = end;\n\n if (this.scoreFunction(end) < this.scoreFunction(node)) {\n this.sinkDown(i);\n } else {\n this.bubbleUp(i);\n }\n }\n },\n size: function () {\n return this.content.length;\n },\n rescoreElement: function (node) {\n this.sinkDown(this.content.indexOf(node));\n },\n sinkDown: function (n) {\n // Fetch the element that has to be sunk.\n var element = this.content[n];\n\n // When at 0, an element can not sink any further.\n while (n > 0) {\n // Compute the parent element's index, and fetch it.\n var parentN = ((n + 1) >> 1) - 1,\n parent = this.content[parentN];\n // Swap the elements if the parent is greater.\n if (this.scoreFunction(element) < this.scoreFunction(parent)) {\n this.content[parentN] = element;\n this.content[n] = parent;\n // Update 'n' to continue at the new position.\n n = parentN;\n // Found a parent that is less, no need to sink any further.\n } else {\n break;\n }\n }\n },\n bubbleUp: function (n) {\n // Look up the target element and its score.\n var length = this.content.length,\n element = this.content[n],\n elemScore = this.scoreFunction(element);\n\n while (true) {\n // Compute the indices of the child elements.\n var child2N = (n + 1) << 1,\n child1N = child2N - 1;\n // This is used to store the new position of the element, if any.\n var swap = null,\n child1Score;\n // If the first child exists (is inside the array)...\n if (child1N < length) {\n // Look it up and compute its score.\n var child1 = this.content[child1N];\n child1Score = this.scoreFunction(child1);\n\n // If the score is less than our element's, we need to swap.\n if (child1Score < elemScore) {\n swap = child1N;\n }\n }\n\n // Do the same checks for the other child.\n if (child2N < length) {\n var child2 = this.content[child2N],\n child2Score = this.scoreFunction(child2);\n if (child2Score < (swap === null ? elemScore : child1Score)) {\n swap = child2N;\n }\n }\n\n // If the element needs to be moved, swap it, and continue.\n if (swap !== null) {\n this.content[n] = this.content[swap];\n this.content[swap] = element;\n n = swap;\n // Otherwise, we are done.\n } else {\n break;\n }\n }\n },\n};\n"]}
1
+ 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{\n Polygon,\n Feature,\n FeatureCollection,\n LineString,\n Geometry,\n Point,\n} from \"geojson\";\nimport { bbox } from \"@turf/bbox\";\nimport { booleanPointInPolygon } from \"@turf/boolean-point-in-polygon\";\nimport { distance } from \"@turf/distance\";\nimport { transformScale as scale } from \"@turf/transform-scale\";\nimport { cleanCoords } from \"@turf/clean-coords\";\nimport { bboxPolygon } from \"@turf/bbox-polygon\";\nimport { getCoord, getGeom } from \"@turf/invariant\";\nimport {\n Coord,\n Units,\n point,\n isNumber,\n lineString,\n isObject,\n featureCollection,\n feature,\n} from \"@turf/helpers\";\nimport { Graph, GridNode, astar } from \"./lib/javascript-astar.js\";\n\n/**\n * Returns the shortest {@link LineString|path} from {@link Point|start} to {@link Point|end} without colliding with\n * any {@link Feature} in obstacles {@link FeatureCollection}<{@link Polygon}>\n *\n * @function\n * @param {Coord} start point\n * @param {Coord} end point\n * @param {Object} [options={}] optional parameters\n * @param {Polygon|Feature<Polygon>|FeatureCollection<Polygon>} [options.obstacles] areas which path cannot travel\n * @param {Units} [options.units='kilometers'] unit in which resolution & minimum distance will be expressed in; Supports all valid Turf {@link https://turfjs.org/docs/api/types/Units Units}.\n * @param {number} [options.resolution=100] distance between matrix points on which the path will be calculated\n * @returns {Feature<LineString>} shortest path between start and end\n * @example\n * var start = [-5, -6];\n * var end = [9, -6];\n * var options = {\n * obstacles: turf.polygon([[[0, -7], [5, -7], [5, -3], [0, -3], [0, -7]]]).geometry\n * };\n *\n * var path = turf.shortestPath(start, end, options);\n *\n * //addToMap\n * var addToMap = [start, end, options.obstacles, path];\n */\nfunction shortestPath(\n start: Coord,\n end: Coord,\n options: {\n obstacles?: Polygon | Feature<Polygon> | FeatureCollection<Polygon>;\n units?: Units;\n resolution?: number;\n } = {}\n): Feature<LineString> {\n // Optional parameters\n options = options || {};\n if (!isObject(options)) throw new Error(\"options is invalid\");\n let obstacles = options.obstacles || featureCollection([]);\n let resolution = options.resolution || 100;\n\n // validation\n if (!start) throw new Error(\"start is required\");\n if (!end) throw new Error(\"end is required\");\n if (resolution && (!isNumber(resolution) || resolution <= 0))\n throw new Error(\"options.resolution must be a number, greater than 0\");\n\n // Normalize Inputs\n const startCoord = getCoord(start);\n const endCoord = getCoord(end);\n start = point(startCoord);\n end = point(endCoord);\n\n // Handle obstacles\n if (obstacles.type === \"FeatureCollection\") {\n if (obstacles.features.length === 0) {\n return lineString([startCoord, endCoord]);\n }\n } else if (\n obstacles.type === \"Feature\" &&\n obstacles.geometry.type === \"Polygon\"\n ) {\n obstacles = featureCollection([obstacles]);\n } else if (obstacles.type === \"Polygon\") {\n obstacles = featureCollection([feature(getGeom(obstacles))]);\n } else {\n throw new Error(\"invalid obstacles\");\n }\n\n // define path grid area\n const collection: FeatureCollection<Geometry> = obstacles;\n collection.features.push(start);\n collection.features.push(end);\n const box = bbox(scale(bboxPolygon(bbox(collection)), 1.15)); // extend 15%\n const [west, south, east, north] = box;\n\n collection.features.pop();\n collection.features.pop();\n\n const columnsWithFraction =\n distance([west, south], [east, south], options) / resolution;\n const cellWidth = (east - west) / columnsWithFraction;\n\n const rowsWithFraction =\n distance([west, south], [west, north], options) / resolution;\n const cellHeight = (north - south) / rowsWithFraction;\n\n // adjust origin of the grid\n const deltaX = ((columnsWithFraction % 1) * cellWidth) / 2;\n const deltaY = ((rowsWithFraction % 1) * cellHeight) / 2;\n\n // loop through points only once to speed up process\n // define matrix grid for A-star algorithm\n const pointMatrix: string[][] = [];\n const matrix: number[][] = [];\n\n let closestToStart: { x: number; y: number };\n let closestToEnd: { x: number; y: number };\n let minDistStart = Infinity;\n let minDistEnd = Infinity;\n let currentY = north - deltaY;\n let r = 0;\n while (currentY >= south) {\n // var currentY = south + deltaY;\n const matrixRow = [];\n const pointMatrixRow = [];\n let currentX = west + deltaX;\n let c = 0;\n while (currentX <= east) {\n const pt = point([currentX, currentY]);\n const isInsideObstacle = isInside(pt, obstacles);\n // feed obstacles matrix\n matrixRow.push(isInsideObstacle ? 0 : 1); // with javascript-astar\n // matrixRow.push(isInsideObstacle ? 1 : 0); // with astar-andrea\n // map point's coords\n pointMatrixRow.push(currentX + \"|\" + currentY);\n // set closest points\n const distStart = distance(pt, start);\n // if (distStart < minDistStart) {\n if (!isInsideObstacle && distStart < minDistStart) {\n minDistStart = distStart;\n closestToStart = { x: c, y: r };\n }\n const distEnd = distance(pt, end);\n // if (distEnd < minDistEnd) {\n if (!isInsideObstacle && distEnd < minDistEnd) {\n minDistEnd = distEnd;\n closestToEnd = { x: c, y: r };\n }\n currentX += cellWidth;\n c++;\n }\n matrix.push(matrixRow);\n pointMatrix.push(pointMatrixRow);\n currentY -= cellHeight;\n r++;\n }\n\n // find path on matrix grid\n\n // javascript-astar ----------------------\n const graph = new Graph(matrix, { diagonal: true });\n const startOnMatrix = graph.grid[closestToStart!.y][closestToStart!.x];\n const endOnMatrix = graph.grid[closestToEnd!.y][closestToEnd!.x];\n const result: GridNode[] = astar.search(graph, startOnMatrix, endOnMatrix);\n\n const path = [startCoord];\n result.forEach(function (coord) {\n const coords = pointMatrix[coord.x][coord.y].split(\"|\");\n path.push([+coords[0], +coords[1]]); // make sure coords are numbers\n });\n path.push(endCoord);\n // ---------------------------------------\n\n // astar-andrea ------------------------\n // var result = aStar(matrix, [closestToStart.x, closestToStart.y], [closestToEnd.x, closestToEnd.y], 'DiagonalFree');\n // var path = [start.geometry.coordinates];\n // result.forEach(function (coord) {\n // var coords = pointMatrix[coord[1]][coord[0]].split('|');\n // path.push([+coords[0], +coords[1]]); // make sure coords are numbers\n // });\n // path.push(end.geometry.coordinates);\n // ---------------------------------------\n\n return cleanCoords(lineString(path));\n}\n\n/**\n * Checks if Point is inside any of the Polygons\n *\n * @private\n * @param {Feature<Point>} pt to check\n * @param {FeatureCollection<Polygon>} polygons features\n * @returns {boolean} if inside or not\n */\nfunction isInside(pt: Feature<Point>, polygons: FeatureCollection<Polygon>) {\n for (let i = 0; i < polygons.features.length; i++) {\n if (booleanPointInPolygon(pt, polygons.features[i])) {\n return true;\n }\n }\n return false;\n}\n\nexport { shortestPath };\nexport default shortestPath;\n","// javascript-astar 0.4.1\n// http://github.com/bgrins/javascript-astar\n// Freely distributable under the MIT License.\n// Implements the astar search algorithm in javascript using a Binary Heap.\n// Includes Binary Heap (with modifications) from Marijn Haverbeke.\n// http://eloquentjavascript.net/appendix2.html\n\nfunction pathTo(node: GridNode) {\n var curr = node,\n path = [];\n while (curr.parent) {\n path.unshift(curr);\n curr = curr.parent;\n }\n return path;\n}\n\nfunction getHeap() {\n return new BinaryHeap<GridNode>(function (node) {\n return node.f;\n });\n}\n\n/**\n * Astar\n * @private\n */\nexport var astar = {\n /**\n * Perform an A* Search on a graph given a start and end node.\n *\n * @private\n * @memberof astar\n * @param {Graph} graph Graph\n * @param {GridNode} start Start\n * @param {GridNode} end End\n * @param {Object} [options] Options\n * @param {bool} [options.closest] Specifies whether to return the path to the closest node if the target is unreachable.\n * @param {Function} [options.heuristic] Heuristic function (see astar.heuristics).\n * @returns {Object} Search\n */\n search: function (\n graph: Graph,\n start: GridNode,\n end: GridNode,\n options: {\n closest?: boolean;\n } = {}\n ) {\n graph.cleanDirty();\n options = options || {};\n var heuristic = astar.heuristics.manhattan,\n closest = options.closest ?? false;\n\n var openHeap = getHeap(),\n closestNode = start; // set the start node to be the closest if required\n\n start.h = heuristic(start, end);\n\n openHeap.push(start);\n\n while (openHeap.size() > 0) {\n // Grab the lowest f(x) to process next. Heap keeps this sorted for us.\n var currentNode = openHeap.pop();\n\n // End case -- result has been found, return the traced path.\n if (currentNode === end) {\n return pathTo(currentNode);\n }\n\n // Normal case -- move currentNode from open to closed, process each of its neighbors.\n currentNode.closed = true;\n\n // Find all neighbors for the current node.\n var neighbors = graph.neighbors(currentNode);\n\n for (var i = 0, il = neighbors.length; i < il; ++i) {\n var neighbor = neighbors[i];\n\n if (neighbor.closed || neighbor.isWall()) {\n // Not a valid node to process, skip to next neighbor.\n continue;\n }\n\n // The g score is the shortest distance from start to current node.\n // We need to check if the path we have arrived at this neighbor is the shortest one we have seen yet.\n var gScore = currentNode.g + neighbor.getCost(currentNode),\n beenVisited = neighbor.visited;\n\n if (!beenVisited || gScore < neighbor.g) {\n // Found an optimal (so far) path to this node. Take score for node to see how good it is.\n neighbor.visited = true;\n neighbor.parent = currentNode;\n neighbor.h = neighbor.h || heuristic(neighbor, end);\n neighbor.g = gScore;\n neighbor.f = neighbor.g + neighbor.h;\n graph.markDirty(neighbor);\n if (closest) {\n // If the neighbour is closer than the current closestNode or if it's equally close but has\n // a cheaper path than the current closest node then it becomes the closest node\n if (\n neighbor.h < closestNode.h ||\n (neighbor.h === closestNode.h && neighbor.g < closestNode.g)\n ) {\n closestNode = neighbor;\n }\n }\n\n if (!beenVisited) {\n // Pushing to heap will put it in proper place based on the 'f' value.\n openHeap.push(neighbor);\n } else {\n // Already seen the node, but since it has been rescored we need to reorder it in the heap\n openHeap.rescoreElement(neighbor);\n }\n }\n }\n }\n\n if (closest) {\n return pathTo(closestNode);\n }\n\n // No result was found - empty array signifies failure to find path.\n return [];\n },\n // See list of heuristics: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html\n heuristics: {\n manhattan: function (\n pos0: { x: number; y: number },\n pos1: { x: number; y: number }\n ) {\n var d1 = Math.abs(pos1.x - pos0.x);\n var d2 = Math.abs(pos1.y - pos0.y);\n return d1 + d2;\n },\n diagonal: function (\n pos0: { x: number; y: number },\n pos1: { x: number; y: number }\n ) {\n var D = 1;\n var D2 = Math.sqrt(2);\n var d1 = Math.abs(pos1.x - pos0.x);\n var d2 = Math.abs(pos1.y - pos0.y);\n return D * (d1 + d2) + (D2 - 2 * D) * Math.min(d1, d2);\n },\n },\n cleanNode: function (node: GridNode) {\n node.f = 0;\n node.g = 0;\n node.h = 0;\n node.visited = false;\n node.closed = false;\n node.parent = undefined;\n },\n};\n\n/**\n * A graph memory structure\n *\n * @private\n * @param {Array} gridIn 2D array of input weights\n * @param {Object} [options] Options\n * @param {boolean} [options.diagonal] Specifies whether diagonal moves are allowed\n * @returns {void} Graph\n */\nexport class Graph {\n nodes: GridNode[] = [];\n diagonal: boolean;\n grid: GridNode[][] = [];\n dirtyNodes: GridNode[] = [];\n\n constructor(gridIn: number[][], options: { diagonal?: boolean } = {}) {\n this.diagonal = !!options.diagonal;\n for (var x = 0; x < gridIn.length; x++) {\n this.grid[x] = [];\n\n for (var y = 0, row = gridIn[x]; y < row.length; y++) {\n var node = new GridNode(x, y, row[y]);\n this.grid[x][y] = node;\n this.nodes.push(node);\n }\n }\n this.init();\n }\n\n init() {\n this.dirtyNodes = [];\n for (var i = 0; i < this.nodes.length; i++) {\n astar.cleanNode(this.nodes[i]);\n }\n }\n\n cleanDirty() {\n for (var i = 0; i < this.dirtyNodes.length; i++) {\n astar.cleanNode(this.dirtyNodes[i]);\n }\n this.dirtyNodes = [];\n }\n\n markDirty(node: GridNode) {\n this.dirtyNodes.push(node);\n }\n\n neighbors(node: GridNode) {\n var ret = [],\n x = node.x,\n y = node.y,\n grid = this.grid;\n\n // West\n if (grid[x - 1] && grid[x - 1][y]) {\n ret.push(grid[x - 1][y]);\n }\n\n // East\n if (grid[x + 1] && grid[x + 1][y]) {\n ret.push(grid[x + 1][y]);\n }\n\n // South\n if (grid[x] && grid[x][y - 1]) {\n ret.push(grid[x][y - 1]);\n }\n\n // North\n if (grid[x] && grid[x][y + 1]) {\n ret.push(grid[x][y + 1]);\n }\n\n if (this.diagonal) {\n // Southwest\n if (grid[x - 1] && grid[x - 1][y - 1]) {\n ret.push(grid[x - 1][y - 1]);\n }\n\n // Southeast\n if (grid[x + 1] && grid[x + 1][y - 1]) {\n ret.push(grid[x + 1][y - 1]);\n }\n\n // Northwest\n if (grid[x - 1] && grid[x - 1][y + 1]) {\n ret.push(grid[x - 1][y + 1]);\n }\n\n // Northeast\n if (grid[x + 1] && grid[x + 1][y + 1]) {\n ret.push(grid[x + 1][y + 1]);\n }\n }\n\n return ret;\n }\n\n toString() {\n var graphString = [],\n nodes = this.grid, // when using grid\n rowDebug,\n row,\n y,\n l;\n for (var x = 0, len = nodes.length; x < len; x++) {\n rowDebug = [];\n row = nodes[x];\n for (y = 0, l = row.length; y < l; y++) {\n rowDebug.push(row[y].weight);\n }\n graphString.push(rowDebug.join(\" \"));\n }\n return graphString.join(\"\\n\");\n }\n}\n\nexport class GridNode {\n x: number;\n y: number;\n weight: number;\n\n visited: boolean = false;\n parent?: GridNode;\n h: number = 0;\n g: number = 0;\n f: number = 0;\n closed: boolean = false;\n\n constructor(x: number, y: number, weight: number) {\n this.x = x;\n this.y = y;\n this.weight = weight;\n }\n toString() {\n return \"[\" + this.x + \" \" + this.y + \"]\";\n }\n\n getCost(fromNeighbor: GridNode) {\n // Take diagonal weight into consideration.\n if (\n fromNeighbor &&\n fromNeighbor.x !== this.x &&\n fromNeighbor.y !== this.y\n ) {\n return this.weight * 1.41421;\n }\n return this.weight;\n }\n\n isWall() {\n return this.weight === 0;\n }\n}\n\nclass BinaryHeap<T> {\n content: T[] = [];\n scoreFunction: (o: T) => number;\n\n constructor(scoreFunction: (o: T) => number) {\n this.scoreFunction = scoreFunction;\n }\n\n push(element: T) {\n // Add the new element to the end of the array.\n this.content.push(element);\n\n // Allow it to sink down.\n this.sinkDown(this.content.length - 1);\n }\n\n pop() {\n // Store the first element so we can return it later.\n var result = this.content[0];\n // Get the element at the end of the array.\n var end = this.content.pop();\n // If there are any elements left, put the end element at the\n // start, and let it bubble up.\n if (this.content.length > 0) {\n this.content[0] = end!;\n this.bubbleUp(0);\n }\n return result;\n }\n\n remove(node: T) {\n var i = this.content.indexOf(node);\n\n // When it is found, the process seen in 'pop' is repeated\n // to fill up the hole.\n var end = this.content.pop()!;\n\n if (i !== this.content.length - 1) {\n this.content[i] = end;\n\n if (this.scoreFunction(end) < this.scoreFunction(node)) {\n this.sinkDown(i);\n } else {\n this.bubbleUp(i);\n }\n }\n }\n\n size() {\n return this.content.length;\n }\n\n rescoreElement(node: T) {\n this.sinkDown(this.content.indexOf(node));\n }\n\n sinkDown(n: number) {\n // Fetch the element that has to be sunk.\n var element = this.content[n];\n\n // When at 0, an element can not sink any further.\n while (n > 0) {\n // Compute the parent element's index, and fetch it.\n var parentN = ((n + 1) >> 1) - 1,\n parent = this.content[parentN];\n // Swap the elements if the parent is greater.\n if (this.scoreFunction(element) < this.scoreFunction(parent)) {\n this.content[parentN] = element;\n this.content[n] = parent;\n // Update 'n' to continue at the new position.\n n = parentN;\n // Found a parent that is less, no need to sink any further.\n } else {\n break;\n }\n }\n }\n\n bubbleUp(n: number) {\n // Look up the target element and its score.\n var length = this.content.length,\n element = this.content[n],\n elemScore = this.scoreFunction(element);\n\n while (true) {\n // Compute the indices of the child elements.\n var child2N = (n + 1) << 1,\n child1N = child2N - 1;\n // This is used to store the new position of the element, if any.\n var swap = null,\n child1Score;\n // If the first child exists (is inside the array)...\n if (child1N < length) {\n // Look it up and compute its score.\n var child1 = this.content[child1N];\n child1Score = this.scoreFunction(child1);\n\n // If the score is less than our element's, we need to swap.\n if (child1Score < elemScore) {\n swap = child1N;\n }\n }\n\n // Do the same checks for the other child.\n if (child2N < length) {\n var child2 = this.content[child2N],\n child2Score = this.scoreFunction(child2);\n if (child2Score < (swap === null ? elemScore : child1Score)!) {\n swap = child2N;\n }\n }\n\n // If the element needs to be moved, swap it, and continue.\n if (swap !== null) {\n this.content[n] = this.content[swap];\n this.content[swap] = element;\n n = swap;\n // Otherwise, we are done.\n } else {\n break;\n }\n }\n }\n}\n"]}
package/dist/esm/index.js CHANGED
@@ -15,7 +15,7 @@ import {
15
15
  feature
16
16
  } from "@turf/helpers";
17
17
 
18
- // lib/javascript-astar.js
18
+ // lib/javascript-astar.ts
19
19
  function pathTo(node) {
20
20
  var curr = node, path = [];
21
21
  while (curr.parent) {
@@ -43,11 +43,11 @@ var astar = {
43
43
  * @param {Function} [options.heuristic] Heuristic function (see astar.heuristics).
44
44
  * @returns {Object} Search
45
45
  */
46
- search: function(graph, start, end, options) {
46
+ search: function(graph, start, end, options = {}) {
47
47
  var _a;
48
48
  graph.cleanDirty();
49
49
  options = options || {};
50
- var heuristic = options.heuristic || astar.heuristics.manhattan, closest = (_a = options.closest) != null ? _a : false;
50
+ var heuristic = astar.heuristics.manhattan, closest = (_a = options.closest) != null ? _a : false;
51
51
  var openHeap = getHeap(), closestNode = start;
52
52
  start.h = heuristic(start, end);
53
53
  openHeap.push(start);
@@ -110,108 +110,117 @@ var astar = {
110
110
  node.h = 0;
111
111
  node.visited = false;
112
112
  node.closed = false;
113
- node.parent = null;
113
+ node.parent = void 0;
114
114
  }
115
115
  };
116
- function Graph(gridIn, options) {
117
- options = options || {};
118
- this.nodes = [];
119
- this.diagonal = !!options.diagonal;
120
- this.grid = [];
121
- for (var x = 0; x < gridIn.length; x++) {
122
- this.grid[x] = [];
123
- for (var y = 0, row = gridIn[x]; y < row.length; y++) {
124
- var node = new GridNode(x, y, row[y]);
125
- this.grid[x][y] = node;
126
- this.nodes.push(node);
116
+ var Graph = class {
117
+ constructor(gridIn, options = {}) {
118
+ this.nodes = [];
119
+ this.grid = [];
120
+ this.dirtyNodes = [];
121
+ this.diagonal = !!options.diagonal;
122
+ for (var x = 0; x < gridIn.length; x++) {
123
+ this.grid[x] = [];
124
+ for (var y = 0, row = gridIn[x]; y < row.length; y++) {
125
+ var node = new GridNode(x, y, row[y]);
126
+ this.grid[x][y] = node;
127
+ this.nodes.push(node);
128
+ }
127
129
  }
130
+ this.init();
128
131
  }
129
- this.init();
130
- }
131
- Graph.prototype.init = function() {
132
- this.dirtyNodes = [];
133
- for (var i = 0; i < this.nodes.length; i++) {
134
- astar.cleanNode(this.nodes[i]);
135
- }
136
- };
137
- Graph.prototype.cleanDirty = function() {
138
- for (var i = 0; i < this.dirtyNodes.length; i++) {
139
- astar.cleanNode(this.dirtyNodes[i]);
140
- }
141
- this.dirtyNodes = [];
142
- };
143
- Graph.prototype.markDirty = function(node) {
144
- this.dirtyNodes.push(node);
145
- };
146
- Graph.prototype.neighbors = function(node) {
147
- var ret = [], x = node.x, y = node.y, grid = this.grid;
148
- if (grid[x - 1] && grid[x - 1][y]) {
149
- ret.push(grid[x - 1][y]);
150
- }
151
- if (grid[x + 1] && grid[x + 1][y]) {
152
- ret.push(grid[x + 1][y]);
132
+ init() {
133
+ this.dirtyNodes = [];
134
+ for (var i = 0; i < this.nodes.length; i++) {
135
+ astar.cleanNode(this.nodes[i]);
136
+ }
153
137
  }
154
- if (grid[x] && grid[x][y - 1]) {
155
- ret.push(grid[x][y - 1]);
138
+ cleanDirty() {
139
+ for (var i = 0; i < this.dirtyNodes.length; i++) {
140
+ astar.cleanNode(this.dirtyNodes[i]);
141
+ }
142
+ this.dirtyNodes = [];
156
143
  }
157
- if (grid[x] && grid[x][y + 1]) {
158
- ret.push(grid[x][y + 1]);
144
+ markDirty(node) {
145
+ this.dirtyNodes.push(node);
159
146
  }
160
- if (this.diagonal) {
161
- if (grid[x - 1] && grid[x - 1][y - 1]) {
162
- ret.push(grid[x - 1][y - 1]);
147
+ neighbors(node) {
148
+ var ret = [], x = node.x, y = node.y, grid = this.grid;
149
+ if (grid[x - 1] && grid[x - 1][y]) {
150
+ ret.push(grid[x - 1][y]);
151
+ }
152
+ if (grid[x + 1] && grid[x + 1][y]) {
153
+ ret.push(grid[x + 1][y]);
163
154
  }
164
- if (grid[x + 1] && grid[x + 1][y - 1]) {
165
- ret.push(grid[x + 1][y - 1]);
155
+ if (grid[x] && grid[x][y - 1]) {
156
+ ret.push(grid[x][y - 1]);
166
157
  }
167
- if (grid[x - 1] && grid[x - 1][y + 1]) {
168
- ret.push(grid[x - 1][y + 1]);
158
+ if (grid[x] && grid[x][y + 1]) {
159
+ ret.push(grid[x][y + 1]);
169
160
  }
170
- if (grid[x + 1] && grid[x + 1][y + 1]) {
171
- ret.push(grid[x + 1][y + 1]);
161
+ if (this.diagonal) {
162
+ if (grid[x - 1] && grid[x - 1][y - 1]) {
163
+ ret.push(grid[x - 1][y - 1]);
164
+ }
165
+ if (grid[x + 1] && grid[x + 1][y - 1]) {
166
+ ret.push(grid[x + 1][y - 1]);
167
+ }
168
+ if (grid[x - 1] && grid[x - 1][y + 1]) {
169
+ ret.push(grid[x - 1][y + 1]);
170
+ }
171
+ if (grid[x + 1] && grid[x + 1][y + 1]) {
172
+ ret.push(grid[x + 1][y + 1]);
173
+ }
172
174
  }
175
+ return ret;
173
176
  }
174
- return ret;
175
- };
176
- Graph.prototype.toString = function() {
177
- var graphString = [], nodes = this.grid, rowDebug, row, y, l;
178
- for (var x = 0, len = nodes.length; x < len; x++) {
179
- rowDebug = [];
180
- row = nodes[x];
181
- for (y = 0, l = row.length; y < l; y++) {
182
- rowDebug.push(row[y].weight);
177
+ toString() {
178
+ var graphString = [], nodes = this.grid, rowDebug, row, y, l;
179
+ for (var x = 0, len = nodes.length; x < len; x++) {
180
+ rowDebug = [];
181
+ row = nodes[x];
182
+ for (y = 0, l = row.length; y < l; y++) {
183
+ rowDebug.push(row[y].weight);
184
+ }
185
+ graphString.push(rowDebug.join(" "));
183
186
  }
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- graphString.push(rowDebug.join(" "));
187
+ return graphString.join("\n");
185
188
  }
186
- return graphString.join("\n");
187
- };
188
- function GridNode(x, y, weight) {
189
- this.x = x;
190
- this.y = y;
191
- this.weight = weight;
192
- }
193
- GridNode.prototype.toString = function() {
194
- return "[" + this.x + " " + this.y + "]";
195
189
  };
196
- GridNode.prototype.getCost = function(fromNeighbor) {
197
- if (fromNeighbor && fromNeighbor.x !== this.x && fromNeighbor.y !== this.y) {
198
- return this.weight * 1.41421;
190
+ var GridNode = class {
191
+ constructor(x, y, weight) {
192
+ this.visited = false;
193
+ this.h = 0;
194
+ this.g = 0;
195
+ this.f = 0;
196
+ this.closed = false;
197
+ this.x = x;
198
+ this.y = y;
199
+ this.weight = weight;
200
+ }
201
+ toString() {
202
+ return "[" + this.x + " " + this.y + "]";
203
+ }
204
+ getCost(fromNeighbor) {
205
+ if (fromNeighbor && fromNeighbor.x !== this.x && fromNeighbor.y !== this.y) {
206
+ return this.weight * 1.41421;
207
+ }
208
+ return this.weight;
209
+ }
210
+ isWall() {
211
+ return this.weight === 0;
199
212
  }
200
- return this.weight;
201
- };
202
- GridNode.prototype.isWall = function() {
203
- return this.weight === 0;
204
213
  };
205
- function BinaryHeap(scoreFunction) {
206
- this.content = [];
207
- this.scoreFunction = scoreFunction;
208
- }
209
- BinaryHeap.prototype = {
210
- push: function(element) {
214
+ var BinaryHeap = class {
215
+ constructor(scoreFunction) {
216
+ this.content = [];
217
+ this.scoreFunction = scoreFunction;
218
+ }
219
+ push(element) {
211
220
  this.content.push(element);
212
221
  this.sinkDown(this.content.length - 1);
213
- },
214
- pop: function() {
222
+ }
223
+ pop() {
215
224
  var result = this.content[0];
216
225
  var end = this.content.pop();
217
226
  if (this.content.length > 0) {
@@ -219,8 +228,8 @@ BinaryHeap.prototype = {
219
228
  this.bubbleUp(0);
220
229
  }
221
230
  return result;
222
- },
223
- remove: function(node) {
231
+ }
232
+ remove(node) {
224
233
  var i = this.content.indexOf(node);
225
234
  var end = this.content.pop();
226
235
  if (i !== this.content.length - 1) {
@@ -231,14 +240,14 @@ BinaryHeap.prototype = {
231
240
  this.bubbleUp(i);
232
241
  }
233
242
  }
234
- },
235
- size: function() {
243
+ }
244
+ size() {
236
245
  return this.content.length;
237
- },
238
- rescoreElement: function(node) {
246
+ }
247
+ rescoreElement(node) {
239
248
  this.sinkDown(this.content.indexOf(node));
240
- },
241
- sinkDown: function(n) {
249
+ }
250
+ sinkDown(n) {
242
251
  var element = this.content[n];
243
252
  while (n > 0) {
244
253
  var parentN = (n + 1 >> 1) - 1, parent = this.content[parentN];
@@ -250,8 +259,8 @@ BinaryHeap.prototype = {
250
259
  break;
251
260
  }
252
261
  }
253
- },
254
- bubbleUp: function(n) {
262
+ }
263
+ bubbleUp(n) {
255
264
  var length = this.content.length, element = this.content[n], elemScore = this.scoreFunction(element);
256
265
  while (true) {
257
266
  var child2N = n + 1 << 1, child1N = child2N - 1;
@@ -1 +1 @@
1
- {"version":3,"sources":["../../index.ts","../../lib/javascript-astar.js"],"sourcesContent":["import {\n Polygon,\n Feature,\n FeatureCollection,\n LineString,\n Geometry,\n Point,\n} from \"geojson\";\nimport { bbox } from \"@turf/bbox\";\nimport { booleanPointInPolygon } from \"@turf/boolean-point-in-polygon\";\nimport { distance } from \"@turf/distance\";\nimport { transformScale as scale } from \"@turf/transform-scale\";\nimport { cleanCoords } from \"@turf/clean-coords\";\nimport { bboxPolygon } from \"@turf/bbox-polygon\";\nimport { getCoord, getGeom } from \"@turf/invariant\";\nimport {\n Coord,\n Units,\n point,\n isNumber,\n lineString,\n isObject,\n featureCollection,\n feature,\n} from \"@turf/helpers\";\nimport { Graph, GridNode, astar } from \"./lib/javascript-astar.js\";\n\n/**\n * Returns the shortest {@link LineString|path} from {@link Point|start} to {@link Point|end} without colliding with\n * any {@link Feature} in obstacles {@link FeatureCollection}<{@link Polygon}>\n *\n * @function\n * @param {Coord} start point\n * @param {Coord} end point\n * @param {Object} [options={}] optional parameters\n * @param {Polygon|Feature<Polygon>|FeatureCollection<Polygon>} [options.obstacles] areas which path cannot travel\n * @param {Units} [options.units='kilometers'] unit in which resolution & minimum distance will be expressed in; Supports all valid Turf {@link https://turfjs.org/docs/api/types/Units Units}.\n * @param {number} [options.resolution=100] distance between matrix points on which the path will be calculated\n * @returns {Feature<LineString>} shortest path between start and end\n * @example\n * var start = [-5, -6];\n * var end = [9, -6];\n * var options = {\n * obstacles: turf.polygon([[[0, -7], [5, -7], [5, -3], [0, -3], [0, -7]]]).geometry\n * };\n *\n * var path = turf.shortestPath(start, end, options);\n *\n * //addToMap\n * var addToMap = [start, end, options.obstacles, path];\n */\nfunction shortestPath(\n start: Coord,\n end: Coord,\n options: {\n obstacles?: Polygon | Feature<Polygon> | FeatureCollection<Polygon>;\n units?: Units;\n resolution?: number;\n } = {}\n): Feature<LineString> {\n // Optional parameters\n options = options || {};\n if (!isObject(options)) throw new Error(\"options is invalid\");\n let obstacles = options.obstacles || featureCollection([]);\n let resolution = options.resolution || 100;\n\n // validation\n if (!start) throw new Error(\"start is required\");\n if (!end) throw new Error(\"end is required\");\n if (resolution && (!isNumber(resolution) || resolution <= 0))\n throw new Error(\"options.resolution must be a number, greater than 0\");\n\n // Normalize Inputs\n const startCoord = getCoord(start);\n const endCoord = getCoord(end);\n start = point(startCoord);\n end = point(endCoord);\n\n // Handle obstacles\n if (obstacles.type === \"FeatureCollection\") {\n if (obstacles.features.length === 0) {\n return lineString([startCoord, endCoord]);\n }\n } else if (\n obstacles.type === \"Feature\" &&\n obstacles.geometry.type === \"Polygon\"\n ) {\n obstacles = featureCollection([obstacles]);\n } else if (obstacles.type === \"Polygon\") {\n obstacles = featureCollection([feature(getGeom(obstacles))]);\n } else {\n throw new Error(\"invalid obstacles\");\n }\n\n // define path grid area\n const collection: FeatureCollection<Geometry> = obstacles;\n collection.features.push(start);\n collection.features.push(end);\n const box = bbox(scale(bboxPolygon(bbox(collection)), 1.15)); // extend 15%\n const [west, south, east, north] = box;\n\n collection.features.pop();\n collection.features.pop();\n\n const columnsWithFraction =\n distance([west, south], [east, south], options) / resolution;\n const cellWidth = (east - west) / columnsWithFraction;\n\n const rowsWithFraction =\n distance([west, south], [west, north], options) / resolution;\n const cellHeight = (north - south) / rowsWithFraction;\n\n // adjust origin of the grid\n const deltaX = ((columnsWithFraction % 1) * cellWidth) / 2;\n const deltaY = ((rowsWithFraction % 1) * cellHeight) / 2;\n\n // loop through points only once to speed up process\n // define matrix grid for A-star algorithm\n const pointMatrix: string[][] = [];\n const matrix: number[][] = [];\n\n let closestToStart: GridNode;\n let closestToEnd: GridNode;\n let minDistStart = Infinity;\n let minDistEnd = Infinity;\n let currentY = north - deltaY;\n let r = 0;\n while (currentY >= south) {\n // var currentY = south + deltaY;\n const matrixRow = [];\n const pointMatrixRow = [];\n let currentX = west + deltaX;\n let c = 0;\n while (currentX <= east) {\n const pt = point([currentX, currentY]);\n const isInsideObstacle = isInside(pt, obstacles);\n // feed obstacles matrix\n matrixRow.push(isInsideObstacle ? 0 : 1); // with javascript-astar\n // matrixRow.push(isInsideObstacle ? 1 : 0); // with astar-andrea\n // map point's coords\n pointMatrixRow.push(currentX + \"|\" + currentY);\n // set closest points\n const distStart = distance(pt, start);\n // if (distStart < minDistStart) {\n if (!isInsideObstacle && distStart < minDistStart) {\n minDistStart = distStart;\n closestToStart = { x: c, y: r };\n }\n const distEnd = distance(pt, end);\n // if (distEnd < minDistEnd) {\n if (!isInsideObstacle && distEnd < minDistEnd) {\n minDistEnd = distEnd;\n closestToEnd = { x: c, y: r };\n }\n currentX += cellWidth;\n c++;\n }\n matrix.push(matrixRow);\n pointMatrix.push(pointMatrixRow);\n currentY -= cellHeight;\n r++;\n }\n\n // find path on matrix grid\n\n // javascript-astar ----------------------\n const graph = new Graph(matrix, { diagonal: true });\n const startOnMatrix = graph.grid[closestToStart!.y][closestToStart!.x];\n const endOnMatrix = graph.grid[closestToEnd!.y][closestToEnd!.x];\n const result: GridNode[] = astar.search(graph, startOnMatrix, endOnMatrix);\n\n const path = [startCoord];\n result.forEach(function (coord) {\n const coords = pointMatrix[coord.x][coord.y].split(\"|\");\n path.push([+coords[0], +coords[1]]); // make sure coords are numbers\n });\n path.push(endCoord);\n // ---------------------------------------\n\n // astar-andrea ------------------------\n // var result = aStar(matrix, [closestToStart.x, closestToStart.y], [closestToEnd.x, closestToEnd.y], 'DiagonalFree');\n // var path = [start.geometry.coordinates];\n // result.forEach(function (coord) {\n // var coords = pointMatrix[coord[1]][coord[0]].split('|');\n // path.push([+coords[0], +coords[1]]); // make sure coords are numbers\n // });\n // path.push(end.geometry.coordinates);\n // ---------------------------------------\n\n return cleanCoords(lineString(path));\n}\n\n/**\n * Checks if Point is inside any of the Polygons\n *\n * @private\n * @param {Feature<Point>} pt to check\n * @param {FeatureCollection<Polygon>} polygons features\n * @returns {boolean} if inside or not\n */\nfunction isInside(pt: Feature<Point>, polygons: FeatureCollection<Polygon>) {\n for (let i = 0; i < polygons.features.length; i++) {\n if (booleanPointInPolygon(pt, polygons.features[i])) {\n return true;\n }\n }\n return false;\n}\n\nexport { shortestPath };\nexport default shortestPath;\n","// javascript-astar 0.4.1\n// http://github.com/bgrins/javascript-astar\n// Freely distributable under the MIT License.\n// Implements the astar search algorithm in javascript using a Binary Heap.\n// Includes Binary Heap (with modifications) from Marijn Haverbeke.\n// http://eloquentjavascript.net/appendix2.html\n\nfunction pathTo(node) {\n var curr = node,\n path = [];\n while (curr.parent) {\n path.unshift(curr);\n curr = curr.parent;\n }\n return path;\n}\n\nfunction getHeap() {\n return new BinaryHeap(function (node) {\n return node.f;\n });\n}\n\n/**\n * Astar\n * @private\n */\nexport var astar = {\n /**\n * Perform an A* Search on a graph given a start and end node.\n *\n * @private\n * @memberof astar\n * @param {Graph} graph Graph\n * @param {GridNode} start Start\n * @param {GridNode} end End\n * @param {Object} [options] Options\n * @param {bool} [options.closest] Specifies whether to return the path to the closest node if the target is unreachable.\n * @param {Function} [options.heuristic] Heuristic function (see astar.heuristics).\n * @returns {Object} Search\n */\n search: function (graph, start, end, options) {\n graph.cleanDirty();\n options = options || {};\n var heuristic = options.heuristic || astar.heuristics.manhattan,\n closest = options.closest ?? false;\n\n var openHeap = getHeap(),\n closestNode = start; // set the start node to be the closest if required\n\n start.h = heuristic(start, end);\n\n openHeap.push(start);\n\n while (openHeap.size() > 0) {\n // Grab the lowest f(x) to process next. Heap keeps this sorted for us.\n var currentNode = openHeap.pop();\n\n // End case -- result has been found, return the traced path.\n if (currentNode === end) {\n return pathTo(currentNode);\n }\n\n // Normal case -- move currentNode from open to closed, process each of its neighbors.\n currentNode.closed = true;\n\n // Find all neighbors for the current node.\n var neighbors = graph.neighbors(currentNode);\n\n for (var i = 0, il = neighbors.length; i < il; ++i) {\n var neighbor = neighbors[i];\n\n if (neighbor.closed || neighbor.isWall()) {\n // Not a valid node to process, skip to next neighbor.\n continue;\n }\n\n // The g score is the shortest distance from start to current node.\n // We need to check if the path we have arrived at this neighbor is the shortest one we have seen yet.\n var gScore = currentNode.g + neighbor.getCost(currentNode),\n beenVisited = neighbor.visited;\n\n if (!beenVisited || gScore < neighbor.g) {\n // Found an optimal (so far) path to this node. Take score for node to see how good it is.\n neighbor.visited = true;\n neighbor.parent = currentNode;\n neighbor.h = neighbor.h || heuristic(neighbor, end);\n neighbor.g = gScore;\n neighbor.f = neighbor.g + neighbor.h;\n graph.markDirty(neighbor);\n if (closest) {\n // If the neighbour is closer than the current closestNode or if it's equally close but has\n // a cheaper path than the current closest node then it becomes the closest node\n if (\n neighbor.h < closestNode.h ||\n (neighbor.h === closestNode.h && neighbor.g < closestNode.g)\n ) {\n closestNode = neighbor;\n }\n }\n\n if (!beenVisited) {\n // Pushing to heap will put it in proper place based on the 'f' value.\n openHeap.push(neighbor);\n } else {\n // Already seen the node, but since it has been rescored we need to reorder it in the heap\n openHeap.rescoreElement(neighbor);\n }\n }\n }\n }\n\n if (closest) {\n return pathTo(closestNode);\n }\n\n // No result was found - empty array signifies failure to find path.\n return [];\n },\n // See list of heuristics: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html\n heuristics: {\n manhattan: function (pos0, pos1) {\n var d1 = Math.abs(pos1.x - pos0.x);\n var d2 = Math.abs(pos1.y - pos0.y);\n return d1 + d2;\n },\n diagonal: function (pos0, pos1) {\n var D = 1;\n var D2 = Math.sqrt(2);\n var d1 = Math.abs(pos1.x - pos0.x);\n var d2 = Math.abs(pos1.y - pos0.y);\n return D * (d1 + d2) + (D2 - 2 * D) * Math.min(d1, d2);\n },\n },\n cleanNode: function (node) {\n node.f = 0;\n node.g = 0;\n node.h = 0;\n node.visited = false;\n node.closed = false;\n node.parent = null;\n },\n};\n\n/**\n * A graph memory structure\n *\n * @private\n * @param {Array} gridIn 2D array of input weights\n * @param {Object} [options] Options\n * @param {boolean} [options.diagonal] Specifies whether diagonal moves are allowed\n * @returns {void} Graph\n */\nexport function Graph(gridIn, options) {\n options = options || {};\n this.nodes = [];\n this.diagonal = !!options.diagonal;\n this.grid = [];\n for (var x = 0; x < gridIn.length; x++) {\n this.grid[x] = [];\n\n for (var y = 0, row = gridIn[x]; y < row.length; y++) {\n var node = new GridNode(x, y, row[y]);\n this.grid[x][y] = node;\n this.nodes.push(node);\n }\n }\n this.init();\n}\n\nGraph.prototype.init = function () {\n this.dirtyNodes = [];\n for (var i = 0; i < this.nodes.length; i++) {\n astar.cleanNode(this.nodes[i]);\n }\n};\n\nGraph.prototype.cleanDirty = function () {\n for (var i = 0; i < this.dirtyNodes.length; i++) {\n astar.cleanNode(this.dirtyNodes[i]);\n }\n this.dirtyNodes = [];\n};\n\nGraph.prototype.markDirty = function (node) {\n this.dirtyNodes.push(node);\n};\n\nGraph.prototype.neighbors = function (node) {\n var ret = [],\n x = node.x,\n y = node.y,\n grid = this.grid;\n\n // West\n if (grid[x - 1] && grid[x - 1][y]) {\n ret.push(grid[x - 1][y]);\n }\n\n // East\n if (grid[x + 1] && grid[x + 1][y]) {\n ret.push(grid[x + 1][y]);\n }\n\n // South\n if (grid[x] && grid[x][y - 1]) {\n ret.push(grid[x][y - 1]);\n }\n\n // North\n if (grid[x] && grid[x][y + 1]) {\n ret.push(grid[x][y + 1]);\n }\n\n if (this.diagonal) {\n // Southwest\n if (grid[x - 1] && grid[x - 1][y - 1]) {\n ret.push(grid[x - 1][y - 1]);\n }\n\n // Southeast\n if (grid[x + 1] && grid[x + 1][y - 1]) {\n ret.push(grid[x + 1][y - 1]);\n }\n\n // Northwest\n if (grid[x - 1] && grid[x - 1][y + 1]) {\n ret.push(grid[x - 1][y + 1]);\n }\n\n // Northeast\n if (grid[x + 1] && grid[x + 1][y + 1]) {\n ret.push(grid[x + 1][y + 1]);\n }\n }\n\n return ret;\n};\n\nGraph.prototype.toString = function () {\n var graphString = [],\n nodes = this.grid, // when using grid\n rowDebug,\n row,\n y,\n l;\n for (var x = 0, len = nodes.length; x < len; x++) {\n rowDebug = [];\n row = nodes[x];\n for (y = 0, l = row.length; y < l; y++) {\n rowDebug.push(row[y].weight);\n }\n graphString.push(rowDebug.join(\" \"));\n }\n return graphString.join(\"\\n\");\n};\n\nfunction GridNode(x, y, weight) {\n this.x = x;\n this.y = y;\n this.weight = weight;\n}\n\nGridNode.prototype.toString = function () {\n return \"[\" + this.x + \" \" + this.y + \"]\";\n};\n\nGridNode.prototype.getCost = function (fromNeighbor) {\n // Take diagonal weight into consideration.\n if (fromNeighbor && fromNeighbor.x !== this.x && fromNeighbor.y !== this.y) {\n return this.weight * 1.41421;\n }\n return this.weight;\n};\n\nGridNode.prototype.isWall = function () {\n return this.weight === 0;\n};\n\nfunction BinaryHeap(scoreFunction) {\n this.content = [];\n this.scoreFunction = scoreFunction;\n}\n\nBinaryHeap.prototype = {\n push: function (element) {\n // Add the new element to the end of the array.\n this.content.push(element);\n\n // Allow it to sink down.\n this.sinkDown(this.content.length - 1);\n },\n pop: function () {\n // Store the first element so we can return it later.\n var result = this.content[0];\n // Get the element at the end of the array.\n var end = this.content.pop();\n // If there are any elements left, put the end element at the\n // start, and let it bubble up.\n if (this.content.length > 0) {\n this.content[0] = end;\n this.bubbleUp(0);\n }\n return result;\n },\n remove: function (node) {\n var i = this.content.indexOf(node);\n\n // When it is found, the process seen in 'pop' is repeated\n // to fill up the hole.\n var end = this.content.pop();\n\n if (i !== this.content.length - 1) {\n this.content[i] = end;\n\n if (this.scoreFunction(end) < this.scoreFunction(node)) {\n this.sinkDown(i);\n } else {\n this.bubbleUp(i);\n }\n }\n },\n size: function () {\n return this.content.length;\n },\n rescoreElement: function (node) {\n this.sinkDown(this.content.indexOf(node));\n },\n sinkDown: function (n) {\n // Fetch the element that has to be sunk.\n var element = this.content[n];\n\n // When at 0, an element can not sink any further.\n while (n > 0) {\n // Compute the parent element's index, and fetch it.\n var parentN = ((n + 1) >> 1) - 1,\n parent = this.content[parentN];\n // Swap the elements if the parent is greater.\n if (this.scoreFunction(element) < this.scoreFunction(parent)) {\n this.content[parentN] = element;\n this.content[n] = parent;\n // Update 'n' to continue at the new position.\n n = parentN;\n // Found a parent that is less, no need to sink any further.\n } else {\n break;\n }\n }\n },\n bubbleUp: function (n) {\n // Look up the target element and its score.\n var length = this.content.length,\n element = this.content[n],\n elemScore = this.scoreFunction(element);\n\n while (true) {\n // Compute the indices of the child elements.\n var child2N = (n + 1) << 1,\n child1N = child2N - 1;\n // This is used to store the new position of the element, if any.\n var swap = null,\n child1Score;\n // If the first child exists (is inside the array)...\n if (child1N < length) {\n // Look it up and compute its score.\n var child1 = this.content[child1N];\n child1Score = this.scoreFunction(child1);\n\n // If the score is less 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0 : 1); // with javascript-astar\n // matrixRow.push(isInsideObstacle ? 1 : 0); // with astar-andrea\n // map point's coords\n pointMatrixRow.push(currentX + \"|\" + currentY);\n // set closest points\n const distStart = distance(pt, start);\n // if (distStart < minDistStart) {\n if (!isInsideObstacle && distStart < minDistStart) {\n minDistStart = distStart;\n closestToStart = { x: c, y: r };\n }\n const distEnd = distance(pt, end);\n // if (distEnd < minDistEnd) {\n if (!isInsideObstacle && distEnd < minDistEnd) {\n minDistEnd = distEnd;\n closestToEnd = { x: c, y: r };\n }\n currentX += cellWidth;\n c++;\n }\n matrix.push(matrixRow);\n pointMatrix.push(pointMatrixRow);\n currentY -= cellHeight;\n r++;\n }\n\n // find path on matrix grid\n\n // javascript-astar ----------------------\n const graph = new Graph(matrix, { diagonal: true });\n const startOnMatrix = graph.grid[closestToStart!.y][closestToStart!.x];\n const endOnMatrix = graph.grid[closestToEnd!.y][closestToEnd!.x];\n const result: GridNode[] = astar.search(graph, startOnMatrix, endOnMatrix);\n\n const path = [startCoord];\n result.forEach(function (coord) {\n const coords = pointMatrix[coord.x][coord.y].split(\"|\");\n path.push([+coords[0], +coords[1]]); // make sure coords are numbers\n });\n path.push(endCoord);\n // ---------------------------------------\n\n // astar-andrea ------------------------\n // var result = aStar(matrix, [closestToStart.x, closestToStart.y], [closestToEnd.x, closestToEnd.y], 'DiagonalFree');\n // var path = [start.geometry.coordinates];\n // result.forEach(function (coord) {\n // var coords = pointMatrix[coord[1]][coord[0]].split('|');\n // path.push([+coords[0], +coords[1]]); // make sure coords are numbers\n // });\n // path.push(end.geometry.coordinates);\n // ---------------------------------------\n\n return cleanCoords(lineString(path));\n}\n\n/**\n * Checks if Point is inside any of the Polygons\n *\n * @private\n * @param {Feature<Point>} pt to check\n * @param {FeatureCollection<Polygon>} polygons features\n * @returns {boolean} if inside or not\n */\nfunction isInside(pt: Feature<Point>, polygons: FeatureCollection<Polygon>) {\n for (let i = 0; i < polygons.features.length; i++) {\n if (booleanPointInPolygon(pt, polygons.features[i])) {\n return true;\n }\n }\n return false;\n}\n\nexport { shortestPath };\nexport default shortestPath;\n","// javascript-astar 0.4.1\n// http://github.com/bgrins/javascript-astar\n// Freely distributable under the MIT License.\n// Implements the astar search algorithm in javascript using a Binary Heap.\n// Includes Binary Heap (with modifications) from Marijn Haverbeke.\n// http://eloquentjavascript.net/appendix2.html\n\nfunction pathTo(node: GridNode) {\n var curr = node,\n path = [];\n while (curr.parent) {\n path.unshift(curr);\n curr = curr.parent;\n }\n return path;\n}\n\nfunction getHeap() {\n return new BinaryHeap<GridNode>(function (node) {\n return node.f;\n });\n}\n\n/**\n * Astar\n * @private\n */\nexport var astar = {\n /**\n * Perform an A* Search on a graph given a start and end node.\n *\n * @private\n * @memberof astar\n * @param {Graph} graph Graph\n * @param {GridNode} start Start\n * @param {GridNode} end End\n * @param {Object} [options] Options\n * @param {bool} [options.closest] Specifies whether to return the path to the closest node if the target is unreachable.\n * @param {Function} [options.heuristic] Heuristic function (see astar.heuristics).\n * @returns {Object} Search\n */\n search: function (\n graph: Graph,\n start: GridNode,\n end: GridNode,\n options: {\n closest?: boolean;\n } = {}\n ) {\n graph.cleanDirty();\n options = options || {};\n var heuristic = astar.heuristics.manhattan,\n closest = options.closest ?? false;\n\n var openHeap = getHeap(),\n closestNode = start; // set the start node to be the closest if required\n\n start.h = heuristic(start, end);\n\n openHeap.push(start);\n\n while (openHeap.size() > 0) {\n // Grab the lowest f(x) to process next. 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Take score for node to see how good it is.\n neighbor.visited = true;\n neighbor.parent = currentNode;\n neighbor.h = neighbor.h || heuristic(neighbor, end);\n neighbor.g = gScore;\n neighbor.f = neighbor.g + neighbor.h;\n graph.markDirty(neighbor);\n if (closest) {\n // If the neighbour is closer than the current closestNode or if it's equally close but has\n // a cheaper path than the current closest node then it becomes the closest node\n if (\n neighbor.h < closestNode.h ||\n (neighbor.h === closestNode.h && neighbor.g < closestNode.g)\n ) {\n closestNode = neighbor;\n }\n }\n\n if (!beenVisited) {\n // Pushing to heap will put it in proper place based on the 'f' value.\n openHeap.push(neighbor);\n } else {\n // Already seen the node, but since it has been rescored we need to reorder it in the heap\n openHeap.rescoreElement(neighbor);\n }\n }\n }\n }\n\n if (closest) {\n return pathTo(closestNode);\n }\n\n // No result was found - empty array signifies failure to find path.\n return [];\n },\n // See list of heuristics: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html\n heuristics: {\n manhattan: function (\n pos0: { x: number; y: number },\n pos1: { x: number; y: number }\n ) {\n var d1 = Math.abs(pos1.x - pos0.x);\n var d2 = Math.abs(pos1.y - pos0.y);\n return d1 + d2;\n },\n diagonal: function (\n pos0: { x: number; y: number },\n pos1: { x: number; y: number }\n ) {\n var D = 1;\n var D2 = Math.sqrt(2);\n var d1 = Math.abs(pos1.x - pos0.x);\n var d2 = Math.abs(pos1.y - pos0.y);\n return D * (d1 + d2) + (D2 - 2 * D) * Math.min(d1, d2);\n },\n },\n cleanNode: function (node: GridNode) {\n node.f = 0;\n node.g = 0;\n node.h = 0;\n node.visited = false;\n node.closed = false;\n node.parent = undefined;\n },\n};\n\n/**\n * A graph memory structure\n *\n * @private\n * @param {Array} gridIn 2D array of input weights\n * @param {Object} [options] Options\n * @param {boolean} [options.diagonal] Specifies whether diagonal moves are allowed\n * 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@turf/shortest-path",
3
- "version": "7.3.1",
3
+ "version": "7.3.2",
4
4
  "description": "Returns the shortest path from start to end without colliding with any Feature in obstacles.",
5
5
  "author": "Turf Authors",
6
6
  "contributors": [
@@ -56,7 +56,7 @@
56
56
  "test:types": "tsc --esModuleInterop --module node16 --moduleResolution node16 --noEmit --strict types.ts"
57
57
  },
58
58
  "devDependencies": {
59
- "@turf/truncate": "7.3.1",
59
+ "@turf/truncate": "7.3.2",
60
60
  "@types/benchmark": "^2.1.5",
61
61
  "@types/tape": "^5.8.1",
62
62
  "benchmark": "^2.1.4",
@@ -68,17 +68,17 @@
68
68
  "write-json-file": "^6.0.0"
69
69
  },
70
70
  "dependencies": {
71
- "@turf/bbox": "7.3.1",
72
- "@turf/bbox-polygon": "7.3.1",
73
- "@turf/boolean-point-in-polygon": "7.3.1",
74
- "@turf/clean-coords": "7.3.1",
75
- "@turf/distance": "7.3.1",
76
- "@turf/helpers": "7.3.1",
77
- "@turf/invariant": "7.3.1",
78
- "@turf/meta": "7.3.1",
79
- "@turf/transform-scale": "7.3.1",
71
+ "@turf/bbox": "7.3.2",
72
+ "@turf/bbox-polygon": "7.3.2",
73
+ "@turf/boolean-point-in-polygon": "7.3.2",
74
+ "@turf/clean-coords": "7.3.2",
75
+ "@turf/distance": "7.3.2",
76
+ "@turf/helpers": "7.3.2",
77
+ "@turf/invariant": "7.3.2",
78
+ "@turf/meta": "7.3.2",
79
+ "@turf/transform-scale": "7.3.2",
80
80
  "@types/geojson": "^7946.0.10",
81
81
  "tslib": "^2.8.1"
82
82
  },
83
- "gitHead": "b7f1b4eafb760431e03955499d8eac9489438219"
83
+ "gitHead": "099d9915467bacf45d554be4533fa9998c4efc88"
84
84
  }