We just released Turf 3! Try it out
A modular geospatial engine written in JavaScript
Turf is a JavaScript library for spatial analysis. It includes traditional spatial operations, helper functions for creating GeoJSON data, and data classification and statistics tools. Turf can be added to your website as a client-side plugin, or you can run Turf server-side with Node.js (see below).
In Node.js:
npm install turf
In browser:
Download the minified file, and include it in a script tag. This will expose a global variable named turf
.
<script src="turf.min.js" charset="utf-8"></script>
You can create light-weight turf builds with only the functions you need using the turfjs-builder UI or using browserify as described below.
Browserify:
All of Turf's functions can also be installed as separate modules. This works well with tools like browserify where you want to install only the code you need. It also allows you to mix and match modules. This is the recommended usage pattern for most production environments. For example, to install the point and buffer modules use:
npm install turf-point turf-buffer
Turf uses GeoJSON for all geographic data. Turf expects the data to be standard WGS84 longitude, latitude coordinates. Check out geojson.io for a tool to easily create this data.
Most Turf functions work with GeoJSON features. These are are pieces of data that represent a collection of properties (ie: population, elevation, zipcode, etc.) along with a geometry. GeoJSON has several geometry types such as:
- Point
- LineString
- Polygon
Turf provides a few geometry functions of its own. These are nothing more than simple (and optional) wrappers that output plain old GeoJSON. For example, these two methods of creating a point are functionally equivalent:
var point1 = turf.point([0, 0]);
var point2 = {
type: 'Feature',
geometry: {
type: 'Point',
coordinates: [0, 0]
},
properties: {}
};