thi-ng/umbrella

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packages/rasterize/src/poly.ts

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A
3 hrs
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import type { IGrid2D, TypedArray } from "@thi.ng/api";
import type { Shader2D } from "./api.js";
import { ensureShader2D } from "./checks.js";

/**
 * Draws a filled polygon (simple, no holes) into given grid. Each grid cell's
 * value is obtained from user supplied shader function which will be called
 * with the pixel's `x,y` coords.
 *
 * Based on Efficient Polygon Fill Algorithm by Darel Rex Finley
 * http://alienryderflex.com/polygon_fill/
 *
 * Bounds calculation and clipping added by Karsten Schmidt
 *
 * @param grid - 
 * @param pts - 
 * @param val - 
 */
export const fillPoly = <T extends any[] | TypedArray, P>(
    grid: IGrid2D<T, P>,
    pts: number[][],
    val: P | Shader2D<P>
) => {
    const numP = pts.length;
    const [width, height] = grid.size;
    const shader = ensureShader2D(val);
    let minX = Infinity;
    let minY = Infinity;
    let maxX = -Infinity;
    let maxY = -Infinity;
    for (let i = numP; i-- > 0; ) {
        const { 0: x, 1: y } = pts[i];
        minX = Math.min(minX, x);
        maxX = Math.max(maxX, x);
        minY = Math.min(minY, y);
        maxY = Math.max(maxY, y);
    }
    minX = Math.max(minX | 0, 0);
    maxX = Math.min(maxX | 0, width - 1);
    minY = Math.max(minY | 0, 0);
    maxY = Math.min(maxY | 0, height - 1);
    if (minX >= width || maxX < 0 || minY >= height || maxY < 0) return;
    let i = 0;
    let k = 0;
    let j: number;
    const isec: number[] = [];
    for (let y = Math.max(0, minY); y <= maxY; y++) {
        i = k = 0;
        j = numP - 1;
        isec.length = 0;
        for (; i < numP; j = i, i++) {
            const { 0: pix, 1: piy } = pts[i];
            const { 0: pjx, 1: pjy } = pts[j];
            if ((piy < y && pjy >= y) || (pjy < y && piy >= y)) {
                isec[k++] = (pix + ((y - piy) / (pjy - piy)) * (pjx - pix)) | 0;
            }
        }
        isec.sort((a, b) => a - b);
        for (i = 0; i < k; i += 2) {
            let x1 = isec[i];
            if (x1 > maxX) break;
            let x2 = isec[i + 1];
            if (x2 > minX) {
                x1 < minX && (x1 = minX);
                x2 > maxX && (x2 = maxX);
                for (let x = x1; x <= x2; x++) {
                    grid.setAtUnsafe(x, y, shader(x, y));
                }
            }
        }
    }
};