poly-extrude 0.20.3 → 0.20.5

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@@ -1,29 +1,62 @@
1
1
  /*!
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- * poly-extrude v0.20.3
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+ * poly-extrude v0.20.5
3
3
  */
4
- var earcut$2 = {exports: {}};
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+ function _defineProperties(target, props) {
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+ for (var i = 0; i < props.length; i++) {
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+ var descriptor = props[i];
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+ descriptor.enumerable = descriptor.enumerable || false;
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+ descriptor.configurable = true;
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+ if ("value" in descriptor) descriptor.writable = true;
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+ Object.defineProperty(target, descriptor.key, descriptor);
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+ }
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+ }
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13
 
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- earcut$2.exports = earcut;
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+ function _createClass(Constructor, protoProps, staticProps) {
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+ if (protoProps) _defineProperties(Constructor.prototype, protoProps);
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+ if (staticProps) _defineProperties(Constructor, staticProps);
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+ Object.defineProperty(Constructor, "prototype", {
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+ writable: false
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+ });
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+ return Constructor;
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+ }
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+
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+ function _inheritsLoose(subClass, superClass) {
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+ subClass.prototype = Object.create(superClass.prototype);
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+ subClass.prototype.constructor = subClass;
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+
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+ _setPrototypeOf(subClass, superClass);
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+ }
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29
 
8
- earcut$2.exports["default"] = earcut;
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+ function _setPrototypeOf(o, p) {
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+ _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
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+ o.__proto__ = p;
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+ return o;
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+ };
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+ return _setPrototypeOf(o, p);
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+ }
9
37
 
10
38
  function earcut(data, holeIndices, dim) {
11
- dim = dim || 2;
12
- var hasHoles = holeIndices && holeIndices.length,
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- outerLen = hasHoles ? holeIndices[0] * dim : data.length,
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- outerNode = linkedList(data, 0, outerLen, dim, true),
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- triangles = [];
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+ if (dim === void 0) {
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+ dim = 2;
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+ }
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+
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+ var hasHoles = holeIndices && holeIndices.length;
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+ var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
45
+ var outerNode = linkedList(data, 0, outerLen, dim, true);
46
+ var triangles = [];
16
47
  if (!outerNode || outerNode.next === outerNode.prev) return triangles;
17
- var minX, minY, maxX, maxY, x, y, invSize;
48
+ var minX, minY, invSize;
18
49
  if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
19
50
 
20
51
  if (data.length > 80 * dim) {
21
- minX = maxX = data[0];
22
- minY = maxY = data[1];
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+ minX = Infinity;
53
+ minY = Infinity;
54
+ var maxX = -Infinity;
55
+ var maxY = -Infinity;
23
56
 
24
57
  for (var i = dim; i < outerLen; i += dim) {
25
- x = data[i];
26
- y = data[i + 1];
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+ var x = data[i];
59
+ var y = data[i + 1];
27
60
  if (x < minX) minX = x;
28
61
  if (y < minY) minY = y;
29
62
  if (x > maxX) maxX = x;
@@ -39,17 +72,16 @@ function earcut(data, holeIndices, dim) {
39
72
  return triangles;
40
73
  } // create a circular doubly linked list from polygon points in the specified winding order
41
74
 
42
-
43
75
  function linkedList(data, start, end, dim, clockwise) {
44
- var i, last;
76
+ var last;
45
77
 
46
78
  if (clockwise === signedArea(data, start, end, dim) > 0) {
47
- for (i = start; i < end; i += dim) {
48
- last = insertNode(i, data[i], data[i + 1], last);
79
+ for (var i = start; i < end; i += dim) {
80
+ last = insertNode(i / dim | 0, data[i], data[i + 1], last);
49
81
  }
50
82
  } else {
51
- for (i = end - dim; i >= start; i -= dim) {
52
- last = insertNode(i, data[i], data[i + 1], last);
83
+ for (var _i = end - dim; _i >= start; _i -= dim) {
84
+ last = insertNode(_i / dim | 0, data[_i], data[_i + 1], last);
53
85
  }
54
86
  }
55
87
 
@@ -89,19 +121,15 @@ function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
89
121
  if (!ear) return; // interlink polygon nodes in z-order
90
122
 
91
123
  if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
92
- var stop = ear,
93
- prev,
94
- next; // iterate through ears, slicing them one by one
124
+ var stop = ear; // iterate through ears, slicing them one by one
95
125
 
96
126
  while (ear.prev !== ear.next) {
97
- prev = ear.prev;
98
- next = ear.next;
127
+ var prev = ear.prev;
128
+ var next = ear.next;
99
129
 
100
130
  if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
101
- // cut off the triangle
102
- triangles.push(prev.i / dim | 0);
103
- triangles.push(ear.i / dim | 0);
104
- triangles.push(next.i / dim | 0);
131
+ triangles.push(prev.i, ear.i, next.i); // cut off the triangle
132
+
105
133
  removeNode(ear); // skipping the next vertex leads to less sliver triangles
106
134
 
107
135
  ear = next.next;
@@ -116,7 +144,7 @@ function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
116
144
  if (!pass) {
117
145
  earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally
118
146
  } else if (pass === 1) {
119
- ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
147
+ ear = cureLocalIntersections(filterPoints(ear), triangles);
120
148
  earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two
121
149
  } else if (pass === 2) {
122
150
  splitEarcut(ear, triangles, dim, minX, minY, invSize);
@@ -140,16 +168,16 @@ function isEar(ear) {
140
168
  cx = c.x,
141
169
  ay = a.y,
142
170
  by = b.y,
143
- cy = c.y; // triangle bbox; min & max are calculated like this for speed
171
+ cy = c.y; // triangle bbox
144
172
 
145
- var x0 = ax < bx ? ax < cx ? ax : cx : bx < cx ? bx : cx,
146
- y0 = ay < by ? ay < cy ? ay : cy : by < cy ? by : cy,
147
- x1 = ax > bx ? ax > cx ? ax : cx : bx > cx ? bx : cx,
148
- y1 = ay > by ? ay > cy ? ay : cy : by > cy ? by : cy;
173
+ var x0 = Math.min(ax, bx, cx),
174
+ y0 = Math.min(ay, by, cy),
175
+ x1 = Math.max(ax, bx, cx),
176
+ y1 = Math.max(ay, by, cy);
149
177
  var p = c.next;
150
178
 
151
179
  while (p !== a) {
152
- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
180
+ if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
153
181
  p = p.next;
154
182
  }
155
183
 
@@ -167,12 +195,12 @@ function isEarHashed(ear, minX, minY, invSize) {
167
195
  cx = c.x,
168
196
  ay = a.y,
169
197
  by = b.y,
170
- cy = c.y; // triangle bbox; min & max are calculated like this for speed
198
+ cy = c.y; // triangle bbox
171
199
 
172
- var x0 = ax < bx ? ax < cx ? ax : cx : bx < cx ? bx : cx,
173
- y0 = ay < by ? ay < cy ? ay : cy : by < cy ? by : cy,
174
- x1 = ax > bx ? ax > cx ? ax : cx : bx > cx ? bx : cx,
175
- y1 = ay > by ? ay > cy ? ay : cy : by > cy ? by : cy; // z-order range for the current triangle bbox;
200
+ var x0 = Math.min(ax, bx, cx),
201
+ y0 = Math.min(ay, by, cy),
202
+ x1 = Math.max(ax, bx, cx),
203
+ y1 = Math.max(ay, by, cy); // z-order range for the current triangle bbox;
176
204
 
177
205
  var minZ = zOrder(x0, y0, minX, minY, invSize),
178
206
  maxZ = zOrder(x1, y1, minX, minY, invSize);
@@ -180,21 +208,21 @@ function isEarHashed(ear, minX, minY, invSize) {
180
208
  n = ear.nextZ; // look for points inside the triangle in both directions
181
209
 
182
210
  while (p && p.z >= minZ && n && n.z <= maxZ) {
183
- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
211
+ if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
184
212
  p = p.prevZ;
185
- if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
213
+ if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
186
214
  n = n.nextZ;
187
215
  } // look for remaining points in decreasing z-order
188
216
 
189
217
 
190
218
  while (p && p.z >= minZ) {
191
- if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
219
+ if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
192
220
  p = p.prevZ;
193
221
  } // look for remaining points in increasing z-order
194
222
 
195
223
 
196
224
  while (n && n.z <= maxZ) {
197
- if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
225
+ if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
198
226
  n = n.nextZ;
199
227
  }
200
228
 
@@ -202,7 +230,7 @@ function isEarHashed(ear, minX, minY, invSize) {
202
230
  } // go through all polygon nodes and cure small local self-intersections
203
231
 
204
232
 
205
- function cureLocalIntersections(start, triangles, dim) {
233
+ function cureLocalIntersections(start, triangles) {
206
234
  var p = start;
207
235
 
208
236
  do {
@@ -210,9 +238,7 @@ function cureLocalIntersections(start, triangles, dim) {
210
238
  b = p.next.next;
211
239
 
212
240
  if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
213
- triangles.push(a.i / dim | 0);
214
- triangles.push(p.i / dim | 0);
215
- triangles.push(b.i / dim | 0); // remove two nodes involved
241
+ triangles.push(a.i, p.i, b.i); // remove two nodes involved
216
242
 
217
243
  removeNode(p);
218
244
  removeNode(p.next);
@@ -255,32 +281,40 @@ function splitEarcut(start, triangles, dim, minX, minY, invSize) {
255
281
 
256
282
 
257
283
  function eliminateHoles(data, holeIndices, outerNode, dim) {
258
- var queue = [],
259
- i,
260
- len,
261
- start,
262
- end,
263
- list;
264
-
265
- for (i = 0, len = holeIndices.length; i < len; i++) {
266
- start = holeIndices[i] * dim;
267
- end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
268
- list = linkedList(data, start, end, dim, false);
284
+ var queue = [];
285
+
286
+ for (var i = 0, len = holeIndices.length; i < len; i++) {
287
+ var start = holeIndices[i] * dim;
288
+ var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
289
+ var list = linkedList(data, start, end, dim, false);
269
290
  if (list === list.next) list.steiner = true;
270
291
  queue.push(getLeftmost(list));
271
292
  }
272
293
 
273
- queue.sort(compareX); // process holes from left to right
294
+ queue.sort(compareXYSlope); // process holes from left to right
274
295
 
275
- for (i = 0; i < queue.length; i++) {
276
- outerNode = eliminateHole(queue[i], outerNode);
296
+ for (var _i2 = 0; _i2 < queue.length; _i2++) {
297
+ outerNode = eliminateHole(queue[_i2], outerNode);
277
298
  }
278
299
 
279
300
  return outerNode;
280
301
  }
281
302
 
282
- function compareX(a, b) {
283
- return a.x - b.x;
303
+ function compareXYSlope(a, b) {
304
+ var result = a.x - b.x; // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
305
+ // the bridge to the outer shell is always the point that they meet at.
306
+
307
+ if (result === 0) {
308
+ result = a.y - b.y;
309
+
310
+ if (result === 0) {
311
+ var aSlope = (a.next.y - a.y) / (a.next.x - a.x);
312
+ var bSlope = (b.next.y - b.y) / (b.next.x - b.x);
313
+ result = aSlope - bSlope;
314
+ }
315
+ }
316
+
317
+ return result;
284
318
  } // find a bridge between vertices that connects hole with an outer ring and and link it
285
319
 
286
320
 
@@ -299,15 +333,18 @@ function eliminateHole(hole, outerNode) {
299
333
 
300
334
 
301
335
  function findHoleBridge(hole, outerNode) {
302
- var p = outerNode,
303
- hx = hole.x,
304
- hy = hole.y,
305
- qx = -Infinity,
306
- m; // find a segment intersected by a ray from the hole's leftmost point to the left;
336
+ var p = outerNode;
337
+ var hx = hole.x;
338
+ var hy = hole.y;
339
+ var qx = -Infinity;
340
+ var m; // find a segment intersected by a ray from the hole's leftmost point to the left;
307
341
  // segment's endpoint with lesser x will be potential connection point
342
+ // unless they intersect at a vertex, then choose the vertex
343
+
344
+ if (equals(hole, p)) return p;
308
345
 
309
346
  do {
310
- if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
347
+ if (equals(hole, p.next)) return p.next;else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
311
348
  var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
312
349
 
313
350
  if (x <= hx && x > qx) {
@@ -316,7 +353,6 @@ function findHoleBridge(hole, outerNode) {
316
353
  if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
317
354
  }
318
355
  }
319
-
320
356
  p = p.next;
321
357
  } while (p !== outerNode);
322
358
 
@@ -324,16 +360,15 @@ function findHoleBridge(hole, outerNode) {
324
360
  // if there are no points found, we have a valid connection;
325
361
  // otherwise choose the point of the minimum angle with the ray as connection point
326
362
 
327
- var stop = m,
328
- mx = m.x,
329
- my = m.y,
330
- tanMin = Infinity,
331
- tan;
363
+ var stop = m;
364
+ var mx = m.x;
365
+ var my = m.y;
366
+ var tanMin = Infinity;
332
367
  p = m;
333
368
 
334
369
  do {
335
370
  if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
336
- tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
371
+ var tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
337
372
 
338
373
  if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {
339
374
  m = p;
@@ -371,34 +406,28 @@ function indexCurve(start, minX, minY, invSize) {
371
406
 
372
407
 
373
408
  function sortLinked(list) {
374
- var i,
375
- p,
376
- q,
377
- e,
378
- tail,
379
- numMerges,
380
- pSize,
381
- qSize,
382
- inSize = 1;
409
+ var numMerges;
410
+ var inSize = 1;
383
411
 
384
412
  do {
385
- p = list;
413
+ var p = list;
414
+ var e = void 0;
386
415
  list = null;
387
- tail = null;
416
+ var tail = null;
388
417
  numMerges = 0;
389
418
 
390
419
  while (p) {
391
420
  numMerges++;
392
- q = p;
393
- pSize = 0;
421
+ var q = p;
422
+ var pSize = 0;
394
423
 
395
- for (i = 0; i < inSize; i++) {
424
+ for (var i = 0; i < inSize; i++) {
396
425
  pSize++;
397
426
  q = q.nextZ;
398
427
  if (!q) break;
399
428
  }
400
429
 
401
- qSize = inSize;
430
+ var qSize = inSize;
402
431
 
403
432
  while (pSize > 0 || qSize > 0 && q) {
404
433
  if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
@@ -458,6 +487,11 @@ function getLeftmost(start) {
458
487
 
459
488
  function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
460
489
  return (cx - px) * (ay - py) >= (ax - px) * (cy - py) && (ax - px) * (by - py) >= (bx - px) * (ay - py) && (bx - px) * (cy - py) >= (cx - px) * (by - py);
490
+ } // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
491
+
492
+
493
+ function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
494
+ return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
461
495
  } // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
462
496
 
463
497
 
@@ -525,10 +559,10 @@ function locallyInside(a, b) {
525
559
 
526
560
 
527
561
  function middleInside(a, b) {
528
- var p = a,
529
- inside = false,
530
- px = (a.x + b.x) / 2,
531
- py = (a.y + b.y) / 2;
562
+ var p = a;
563
+ var inside = false;
564
+ var px = (a.x + b.x) / 2;
565
+ var py = (a.y + b.y) / 2;
532
566
 
533
567
  do {
534
568
  if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x) inside = !inside;
@@ -541,8 +575,8 @@ function middleInside(a, b) {
541
575
 
542
576
 
543
577
  function splitPolygon(a, b) {
544
- var a2 = new Node(a.i, a.x, a.y),
545
- b2 = new Node(b.i, b.x, b.y),
578
+ var a2 = createNode(a.i, a.x, a.y),
579
+ b2 = createNode(b.i, b.x, b.y),
546
580
  an = a.next,
547
581
  bp = b.prev;
548
582
  a.next = b;
@@ -558,7 +592,7 @@ function splitPolygon(a, b) {
558
592
 
559
593
 
560
594
  function insertNode(i, x, y, last) {
561
- var p = new Node(i, x, y);
595
+ var p = createNode(i, x, y);
562
596
 
563
597
  if (!last) {
564
598
  p.prev = p;
@@ -580,50 +614,25 @@ function removeNode(p) {
580
614
  if (p.nextZ) p.nextZ.prevZ = p.prevZ;
581
615
  }
582
616
 
583
- function Node(i, x, y) {
584
- // vertex index in coordinates array
585
- this.i = i; // vertex coordinates
586
-
587
- this.x = x;
588
- this.y = y; // previous and next vertex nodes in a polygon ring
589
-
590
- this.prev = null;
591
- this.next = null; // z-order curve value
617
+ function createNode(i, x, y) {
618
+ return {
619
+ i: i,
620
+ // vertex index in coordinates array
621
+ x: x,
622
+ y: y,
623
+ // vertex coordinates
624
+ prev: null,
625
+ // previous and next vertex nodes in a polygon ring
626
+ next: null,
627
+ z: 0,
628
+ // z-order curve value
629
+ prevZ: null,
630
+ // previous and next nodes in z-order
631
+ nextZ: null,
632
+ steiner: false // indicates whether this is a steiner point
592
633
 
593
- this.z = 0; // previous and next nodes in z-order
594
-
595
- this.prevZ = null;
596
- this.nextZ = null; // indicates whether this is a steiner point
597
-
598
- this.steiner = false;
634
+ };
599
635
  } // return a percentage difference between the polygon area and its triangulation area;
600
- // used to verify correctness of triangulation
601
-
602
-
603
- earcut.deviation = function (data, holeIndices, dim, triangles) {
604
- var hasHoles = holeIndices && holeIndices.length;
605
- var outerLen = hasHoles ? holeIndices[0] * dim : data.length;
606
- var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
607
-
608
- if (hasHoles) {
609
- for (var i = 0, len = holeIndices.length; i < len; i++) {
610
- var start = holeIndices[i] * dim;
611
- var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
612
- polygonArea -= Math.abs(signedArea(data, start, end, dim));
613
- }
614
- }
615
-
616
- var trianglesArea = 0;
617
-
618
- for (i = 0; i < triangles.length; i += 3) {
619
- var a = triangles[i] * dim;
620
- var b = triangles[i + 1] * dim;
621
- var c = triangles[i + 2] * dim;
622
- trianglesArea += Math.abs((data[a] - data[c]) * (data[b + 1] - data[a + 1]) - (data[a] - data[b]) * (data[c + 1] - data[a + 1]));
623
- }
624
-
625
- return polygonArea === 0 && trianglesArea === 0 ? 0 : Math.abs((trianglesArea - polygonArea) / polygonArea);
626
- };
627
636
 
628
637
  function signedArea(data, start, end, dim) {
629
638
  var sum = 0;
@@ -636,68 +645,6 @@ function signedArea(data, start, end, dim) {
636
645
  return sum;
637
646
  } // turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
638
647
 
639
-
640
- earcut.flatten = function (data) {
641
- var dim = data[0][0].length,
642
- result = {
643
- vertices: [],
644
- holes: [],
645
- dimensions: dim
646
- },
647
- holeIndex = 0;
648
-
649
- for (var i = 0; i < data.length; i++) {
650
- for (var j = 0; j < data[i].length; j++) {
651
- for (var d = 0; d < dim; d++) {
652
- result.vertices.push(data[i][j][d]);
653
- }
654
- }
655
-
656
- if (i > 0) {
657
- holeIndex += data[i - 1].length;
658
- result.holes.push(holeIndex);
659
- }
660
- }
661
-
662
- return result;
663
- };
664
-
665
- var earcut$1 = earcut$2.exports;
666
-
667
- function _defineProperties(target, props) {
668
- for (var i = 0; i < props.length; i++) {
669
- var descriptor = props[i];
670
- descriptor.enumerable = descriptor.enumerable || false;
671
- descriptor.configurable = true;
672
- if ("value" in descriptor) descriptor.writable = true;
673
- Object.defineProperty(target, descriptor.key, descriptor);
674
- }
675
- }
676
-
677
- function _createClass(Constructor, protoProps, staticProps) {
678
- if (protoProps) _defineProperties(Constructor.prototype, protoProps);
679
- if (staticProps) _defineProperties(Constructor, staticProps);
680
- Object.defineProperty(Constructor, "prototype", {
681
- writable: false
682
- });
683
- return Constructor;
684
- }
685
-
686
- function _inheritsLoose(subClass, superClass) {
687
- subClass.prototype = Object.create(superClass.prototype);
688
- subClass.prototype.constructor = subClass;
689
-
690
- _setPrototypeOf(subClass, superClass);
691
- }
692
-
693
- function _setPrototypeOf(o, p) {
694
- _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
695
- o.__proto__ = p;
696
- return o;
697
- };
698
- return _setPrototypeOf(o, p);
699
- }
700
-
701
648
  // code copy from https://github.com/mrdoob/three.js/blob/dev/src/math/Quaternion.js
702
649
  // import { clamp } from './MathUtils.js';
703
650
  var Quaternion = /*#__PURE__*/function () {
@@ -2033,7 +1980,7 @@ function extrudePolygons(polygons, opts) {
2033
1980
  validatePolygon(polygon, true);
2034
1981
  const result = flatVertices(polygon, options);
2035
1982
  result.polygon = polygon;
2036
- const triangles = earcut$1(result.flatVertices, result.holes, 2);
1983
+ const triangles = earcut(result.flatVertices, result.holes, 2);
2037
1984
  generateTopAndBottom$1(result, triangles, options);
2038
1985
  generateSides$1(result, options);
2039
1986
  result.position = new Float32Array(result.points);
@@ -2179,7 +2126,7 @@ function simplePolygon(polygon, options = {}) {
2179
2126
  uv[++uvIndex] = c[1];
2180
2127
  }
2181
2128
  }
2182
- const triangles = earcut$1(flatVertices, holes, 2);
2129
+ const triangles = earcut(flatVertices, holes, 2);
2183
2130
  const normal = generateNormal(triangles, points);
2184
2131
  return {
2185
2132
  normal,
@@ -2490,15 +2437,17 @@ function expandLine(line, options) {
2490
2437
  points.push(points[len2 - 2], points[len2 - 1]);
2491
2438
  }
2492
2439
  };
2493
- const equal = (p1, p2) => {
2494
- return p1[0] === p2[0] && p1[1] === p2[1];
2495
- };
2496
2440
  let i = 0;
2497
- let preleftline, prerightline;
2441
+ let pre, preleftline, prerightline;
2498
2442
  while (i < len) {
2499
2443
  let p0;
2500
2444
  let p1 = line[i], p2 = line[i + 1];
2501
- const currentp = p1;
2445
+ const current = p1;
2446
+ if (pre && equal(pre, current)) {
2447
+ repeatVertex();
2448
+ i++;
2449
+ continue;
2450
+ }
2502
2451
  // last vertex
2503
2452
  if (i === len - 1) {
2504
2453
  p1 = line[len - 2];
@@ -2506,7 +2455,7 @@ function expandLine(line, options) {
2506
2455
  if (equal(p1, p2)) {
2507
2456
  for (let j = line.indexOf(p1); j >= 0; j--) {
2508
2457
  const p = line[j];
2509
- if (!equal(p, currentp)) {
2458
+ if (!equal(p, current)) {
2510
2459
  p1 = p;
2511
2460
  break;
2512
2461
  }
@@ -2517,7 +2466,7 @@ function expandLine(line, options) {
2517
2466
  if (equal(p1, p2)) {
2518
2467
  for (let j = line.indexOf(p2); j < len; j++) {
2519
2468
  const p = line[j];
2520
- if (!equal(p, currentp)) {
2469
+ if (!equal(p, current)) {
2521
2470
  p2 = p;
2522
2471
  break;
2523
2472
  }
@@ -2525,17 +2474,17 @@ function expandLine(line, options) {
2525
2474
  }
2526
2475
  }
2527
2476
  if (equal(p1, p2)) {
2477
+ console.error('not find next vertex:index:', i, line);
2528
2478
  repeatVertex();
2529
2479
  i++;
2530
2480
  continue;
2531
2481
  }
2532
2482
  let dy = p2[1] - p1[1], dx = p2[0] - p1[0];
2533
- let rAngle = 0;
2483
+ let rangle = 0;
2534
2484
  const rad = Math.atan2(dy, dx);
2535
2485
  const angle = radToDeg(rad);
2536
2486
  if (i === 0 || i === len - 1) {
2537
- rAngle = angle;
2538
- rAngle -= 90;
2487
+ rangle = angle - 90;
2539
2488
  }
2540
2489
  else {
2541
2490
  // 至少3个顶点才会触发
@@ -2550,6 +2499,7 @@ function expandLine(line, options) {
2550
2499
  }
2551
2500
  }
2552
2501
  if (equal(p0, p2) || equal(p0, p1) || equal(p1, p2)) {
2502
+ console.error('not find pre vertex:index:', i, line);
2553
2503
  repeatVertex();
2554
2504
  i++;
2555
2505
  continue;
@@ -2559,8 +2509,7 @@ function expandLine(line, options) {
2559
2509
  const angle1 = radToDeg(rad1);
2560
2510
  // 平行,回头路
2561
2511
  if (Math.abs(Math.abs(angle1 - angle) - 180) <= 0.0001) {
2562
- rAngle = angle;
2563
- rAngle -= 90;
2512
+ rangle = angle - 90;
2564
2513
  }
2565
2514
  else {
2566
2515
  TEMPV1.x = p0[0] - p1[0];
@@ -2571,18 +2520,29 @@ function expandLine(line, options) {
2571
2520
  console.error('has repeat vertex,the index:', i);
2572
2521
  }
2573
2522
  const vAngle = getAngle$1(TEMPV1, TEMPV2);
2574
- rAngle = angle - vAngle / 2;
2523
+ if (Math.abs(vAngle) <= 1) {
2524
+ rangle = angle - 90;
2525
+ }
2526
+ else {
2527
+ rangle = angle - vAngle / 2;
2528
+ }
2575
2529
  }
2576
2530
  }
2577
- const rRad = degToRad(rAngle);
2578
- const p3 = currentp;
2531
+ const rRad = degToRad(rangle);
2532
+ const p3 = current;
2579
2533
  const x = Math.cos(rRad) + p3[0], y = Math.sin(rRad) + p3[1];
2580
2534
  const p4 = [x, y];
2581
2535
  const [leftline, rightline] = translateLine(p1, p2, radius);
2536
+ if (!leftline || !rightline) {
2537
+ console.error('translateLine line eror,the index:', i, line);
2538
+ i++;
2539
+ continue;
2540
+ }
2582
2541
  let op1 = lineIntersection(leftline[0], leftline[1], p3, p4);
2583
2542
  let op2 = lineIntersection(rightline[0], rightline[1], p3, p4);
2584
2543
  // 平行,回头路
2585
2544
  if (!op1 || !op2) {
2545
+ console.error('not find Intersection,the index:', i, line);
2586
2546
  const len1 = points.length;
2587
2547
  const point1 = points[len1 - 2];
2588
2548
  const point2 = points[len1 - 1];
@@ -2593,14 +2553,14 @@ function expandLine(line, options) {
2593
2553
  op1 = [point1[0], point1[1]];
2594
2554
  op2 = [point2[0], point2[1]];
2595
2555
  }
2596
- op1[2] = currentp[2] || 0;
2597
- op2[2] = currentp[2] || 0;
2556
+ op1[2] = current[2] || 0;
2557
+ op2[2] = current[2] || 0;
2598
2558
  // const [op1, op2] = calOffsetPoint(rRad, radius, p1);
2599
2559
  points.push(op1, op2);
2600
2560
  let needCut = false;
2601
2561
  if (cutCorner) {
2602
2562
  const bufferRadius = radius * 2;
2603
- if (distance(currentp, op1) > bufferRadius || distance(currentp, op2) > bufferRadius) {
2563
+ if (distance(current, op1) > bufferRadius || distance(current, op2) > bufferRadius) {
2604
2564
  needCut = true;
2605
2565
  }
2606
2566
  }
@@ -2609,11 +2569,11 @@ function expandLine(line, options) {
2609
2569
  if (distance(op1, p0) < distance(op2, p0)) {
2610
2570
  cutPoint = op2;
2611
2571
  }
2612
- const dy = cutPoint[1] - currentp[1], dx = cutPoint[0] - currentp[0];
2572
+ const dy = cutPoint[1] - current[1], dx = cutPoint[0] - current[0];
2613
2573
  const cutAngle = Math.atan2(dy, dx) / Math.PI * 180;
2614
2574
  const cutRad = degToRad(cutAngle);
2615
- const x1 = Math.cos(cutRad) * radius + currentp[0];
2616
- const y1 = Math.sin(cutRad) * radius + currentp[1];
2575
+ const x1 = Math.cos(cutRad) * radius + current[0];
2576
+ const y1 = Math.sin(cutRad) * radius + current[1];
2617
2577
  const v1 = [x1, y1];
2618
2578
  const hcutangle = cutAngle + 90;
2619
2579
  // console.log(i, cutAngle, hcutangle);
@@ -2633,8 +2593,8 @@ function expandLine(line, options) {
2633
2593
  }
2634
2594
  let cross1 = lineIntersection(preline[0], preline[1], v1, v2);
2635
2595
  let cross2 = lineIntersection(currentLine[0], currentLine[1], v1, v2);
2636
- cross1[2] = currentp[2] || 0;
2637
- cross2[2] = currentp[2] || 0;
2596
+ cross1[2] = current[2] || 0;
2597
+ cross2[2] = current[2] || 0;
2638
2598
  const repeatPoint = cutPoint === op1 ? op2 : op1;
2639
2599
  appendArray.push(cross1, cross2);
2640
2600
  repeatArray.push(repeatPoint, [...repeatPoint]);
@@ -2651,10 +2611,14 @@ function expandLine(line, options) {
2651
2611
  }
2652
2612
  preleftline = leftline;
2653
2613
  prerightline = rightline;
2614
+ pre = current;
2654
2615
  i++;
2655
2616
  }
2656
2617
  return { offsetPoints: points, leftPoints, rightPoints, line };
2657
2618
  }
2619
+ function equal(p1, p2) {
2620
+ return p1[0] === p2[0] && p1[1] === p2[1];
2621
+ }
2658
2622
  const getAngle$1 = ({ x: x1, y: y1 }, { x: x2, y: y2 }) => {
2659
2623
  const dot = x1 * x2 + y1 * y2;
2660
2624
  const det = x1 * y2 - y1 * x2;
@@ -4840,7 +4804,7 @@ function generateStartAndEnd(result, polygon, options) {
4840
4804
  flatVertices[++pIndex] = c[1];
4841
4805
  }
4842
4806
  }
4843
- const triangles = earcut$1(flatVertices, holes, 2);
4807
+ const triangles = earcut(flatVertices, holes, 2);
4844
4808
  const { points, normal, uv, indices, startPoints, endPoints, polygonLen } = result;
4845
4809
  pIndex = 0;
4846
4810
  let uIndex = 0;