Created
December 3, 2012 10:43
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A JavaScript method to turn thick lines into polygons
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/** | |
* @author Jan Marsch (@kekscom) | |
* @example see http://jsfiddle.net/osmbuildings/2e5KX/5/ | |
* @example thickLineToPolygon([{x:50,y:155}, {x:75,y:150}, {x:100,y:100}, {x:50,y:100}], 20) | |
* @param polyline {array} a list of point objects in format {x:75,y:150} | |
* @param thickness {int} line thickness | |
*/ | |
var thickLineToPolygon = (function () { | |
function getOffsets(a, b, thickness) { | |
var | |
dx = b.x - a.x, | |
dy = b.y - a.y, | |
len = Math.sqrt(dx * dx + dy * dy), | |
scale = thickness / (2 * len) | |
; | |
return { | |
x: -scale * dy, | |
y: scale * dx | |
}; | |
} | |
function getIntersection(a1, b1, a2, b2) { | |
// directional constants | |
var | |
k1 = (b1.y - a1.y) / (b1.x - a1.x), | |
k2 = (b2.y - a2.y) / (b2.x - a2.x), | |
x, y, | |
m1, m2 | |
; | |
// if the directional constants are equal, the lines are parallel | |
if (k1 === k2) { | |
return; | |
} | |
// y offset constants for both lines | |
m1 = a1.y - k1 * a1.x; | |
m2 = a2.y - k2 * a2.x; | |
// compute x | |
x = (m1 - m2) / (k2 - k1); | |
// use y = k * x + m to get y coordinate | |
y = k1 * x + m1; | |
return { x:x, y:y }; | |
} | |
function me(points, thickness) { | |
var | |
off, | |
poly = [], | |
isFirst, isLast, | |
prevA, prevB, | |
interA, interB, | |
p0a, p1a, p0b, p1b | |
; | |
for (var i = 0, il = points.length - 1; i < il; i++) { | |
isFirst = !i; | |
isLast = (i === points.length - 2); | |
off = getOffsets(points[i], points[i+1], thickness); | |
p0a = { x:points[i ].x + off.x, y:points[i ].y + off.y }; | |
p1a = { x:points[i+1].x + off.x, y:points[i+1].y + off.y }; | |
p0b = { x:points[i ].x - off.x, y:points[i ].y - off.y }; | |
p1b = { x:points[i+1].x - off.x, y:points[i+1].y - off.y }; | |
if (!isFirst) { | |
if (interA = getIntersection(prevA[0], prevA[1], p0a, p1a)) { | |
poly.unshift(interA); | |
} | |
if (interB = getIntersection(prevB[0], prevB[1], p0b, p1b)) { | |
poly.push(interB); | |
} | |
} | |
if (isFirst) { | |
poly.unshift(p0a); | |
poly.push(p0b); | |
} | |
if (isLast) { | |
poly.unshift(p1a); | |
poly.push(p1b); | |
} | |
if (!isLast) { | |
prevA = [p0a, p1a]; | |
prevB = [p0b, p1b]; | |
} | |
} | |
return poly; | |
} | |
return me; | |
}()); |
Makes sense 👍
Hello,
What is the term of use for the codes?
Thank you!
Just do what you like. :-)
… Am 24.09.2021 um 06:27 schrieb TextTL ***@***.***>:
@TextTL commented on this gist.
Hello,
What is the term of use for this codes?
Thank you!
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I truly appreciate it.
Thank you!
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Nice! In my case, I had some unexpected lines shooting out of the polygon. I replaced
if (k1 === k2)
withif (Math.abs(k1 - k2)<0.0000001)
to account for nearly parallel lines. Adjust the tolerance as needed.