Commit 657effbe authored by Mike Bostock's avatar Mike Bostock
Browse files

Fix a winding order bug in viewport clipping.

Introduced by bfce5d5d (<= vs <).
parent ceee009a
{
"name": "d3",
"version": "3.4.0",
"version": "3.4.1",
"main": "d3.js",
"scripts": [
"d3.js"
......
......@@ -10,7 +10,7 @@
"animation",
"canvas"
],
"version": "3.4.0",
"version": "3.4.1",
"main": "d3.js",
"scripts": [
"d3.js"
......
!function() {
var d3 = {
version: "3.4.0"
version: "3.4.1"
};
if (!Date.now) Date.now = function() {
return +new Date();
......@@ -1179,11 +1179,8 @@
function d3_sgn(x) {
return x > 0 ? 1 : x < 0 ? -1 : 0;
}
function d3_isCCWTurn(a, b, c) {
return d3_cross2d(a, b, c) > 0;
}
function d3_cross2d(o, a, b) {
return (a[0] - o[0]) * (b[1] - o[1]) - (a[1] - o[1]) * (b[0] - o[0]);
function d3_cross2d(a, b, c) {
return (b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0]);
}
function d3_acos(x) {
return x > 1 ? 0 : x < -1 ? π : Math.acos(x);
......@@ -3633,9 +3630,9 @@
for (var j = 1, v = polygon[i], m = v.length, a = v[0], b; j < m; ++j) {
b = v[j];
if (a[1] <= y) {
if (b[1] > y && d3_isCCWTurn(a, b, p)) ++wn;
if (b[1] > y && d3_cross2d(a, b, p) > 0) ++wn;
} else {
if (b[1] <= y && !d3_isCCWTurn(a, b, p)) --wn;
if (b[1] <= y && d3_cross2d(a, b, p) < 0) --wn;
}
a = b;
}
......@@ -4733,9 +4730,7 @@
function d3_geom_hullUpper(points) {
var n = points.length, hull = [ 0, 1 ], hs = 2;
for (var i = 2; i < n; i++) {
while (hs > 1 && !d3_isCCWTurn(points[hull[hs - 2]], points[hull[hs - 1]], points[i])) {
hs--;
}
while (hs > 1 && d3_cross2d(points[hull[hs - 2]], points[hull[hs - 1]], points[i]) <= 0) --hs;
hull[hs++] = i;
}
return hull.slice(0, hs);
......
This source diff could not be displayed because it is too large. You can view the blob instead.
{
"name": "d3",
"version": "3.4.0",
"version": "3.4.1",
"description": "A small, free JavaScript library for manipulating documents based on data.",
"keywords": [
"dom",
......
......@@ -79,9 +79,9 @@ function d3_geo_clipExtent(x0, y0, x1, y1) {
for (var j = 1, v = polygon[i], m = v.length, a = v[0], b; j < m; ++j) {
b = v[j];
if (a[1] <= y) {
if (b[1] > y && d3_isCCWTurn(a, b, p)) ++wn;
if (b[1] > y && d3_cross2d(a, b, p) > 0) ++wn;
} else {
if (b[1] <= y && !d3_isCCWTurn(a, b, p)) --wn;
if (b[1] <= y && d3_cross2d(a, b, p) < 0) --wn;
}
a = b;
}
......
......@@ -49,10 +49,10 @@ d3.geom.hull = function(vertices) {
skipRight = lower[lower.length - 1] === upper[upper.length - 1],
polygon = [];
for (i = upper.length - 1; i >= 0; --i)
polygon.push(data[points[upper[i]][2]]); // add upper hull in r->l order
for (i = +skipLeft; i < lower.length - skipRight; ++i)
polygon.push(data[points[lower[i]][2]]); // add lower hull in l->r order
// add upper hull in r->l order
// then add lower hull in l->r order
for (i = upper.length - 1; i >= 0; --i) polygon.push(data[points[upper[i]][2]]);
for (i = +skipLeft; i < lower.length - skipRight; ++i) polygon.push(data[points[lower[i]][2]]);
return polygon;
}
......@@ -77,14 +77,15 @@ function d3_geom_hullUpper(points) {
hs = 2; // hull size
for (var i = 2; i < n; i++) {
while (hs > 1 && !d3_isCCWTurn(points[hull[hs-2]], points[hull[hs-1]], points[i])) {
hs --;
}
while (hs > 1 && d3_cross2d(points[hull[hs-2]], points[hull[hs-1]], points[i]) <= 0) --hs;
hull[hs++] = i;
}
// we slice to make sure that the points we 'popped' from hull don't stay behind
return hull.slice(0, hs);
}
// comparator for ascending sort by x-coord first, y-coord second
function d3_geom_hullOrder(a, b) { return a[0] - b[0] || a[1] - b[1]; }
function d3_geom_hullOrder(a, b) {
return a[0] - b[0] || a[1] - b[1];
}
......@@ -10,20 +10,12 @@ function d3_sgn(x) {
return x > 0 ? 1 : x < 0 ? -1 : 0;
}
// returns true iff the [x,y] points a, b, c form a counter-clockwise turn in
// the traditional Cartesian coordinate system (i.e. x value grows from left
// to right, y value grows from bottom to top)
function d3_isCCWTurn(a, b, c) {
return d3_cross2d(a, b, c) > 0;
}
// 2D cross product of OA and OB vectors, i.e. z-component of their 3D cross
// product, in traditional Cartesian coordinate system (x value grows from
// left to right, y value grows from bottom to top). Returns a positive value
// if OAB makes a counter-clockwise turn, negative for clockwise turn, and
// zero if the points are collinear.
function d3_cross2d(o, a, b) {
return (a[0] - o[0]) * (b[1] - o[1]) - (a[1] - o[1]) * (b[0] - o[0]);
// Returns the 2D cross product of AB and AC vectors, i.e., the z-component of
// the 3D cross product in a quadrant I Cartesian coordinate system (+x is
// right, +y is up). Returns a positive value if ABC is counter-clockwise,
// negative if clockwise, and zero if the points are collinear.
function d3_cross2d(a, b, c) {
return (b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0]);
}
function d3_acos(x) {
......
!function(){
var d3 = {version: "3.4.0"}; // semver
var d3 = {version: "3.4.1"}; // semver
Supports Markdown
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment