Getting started with Turf.js
There are a few different ways to get started using Turf, the documentation below will provide a couple of the common scenarios.
Using in Node or with a build tool
If you're working in Node or with build tool (such as webpack, browserify or rollup) you can include individual turf modules in your project.
// Import your module of interest
var collect = require('@turf/collect');
// or in ES6
import collect from '@turf/collect';
// And then use it
collect(points, polys, 'population', 'populationValues');
// Alternatively you can import the whole lot using
import * as turf from '@turf/turf'
Using directly in the browser
Load the minified file via a script tag, this will expose a global variable named turf.
<script src='https://unpkg.com/@turf/turf@6/turf.min.js'></script>
<script>
var bbox = turf.bbox(features);
</script>
Note: The full build of Turf weighs around 500kb which is a fair bit of javascript to load so you probably only want to pull in the bits you need, see the instructions below on how to create a custom build.
Creating custom builds for use in the browser
Step 1 Create a folder and install whatever modules you are interested in via npm
$ npm install @turf/collect @turf/buffer
Step 2 Create a file called main.js in the root directory, in this include your required modules within a modules.exports statement
module.exports = {
collect: require('@turf/collect'),
buffer: require('@turf/buffer')
};
Step 3 Run the following browserify command
$ browserify main.js -s turf > outTurf.js
Done You can now use your outTurf.js file where you want just like you would normally use Turf, eg load it via a script tag and call turf using the turf global variable.
Examples
Below are some helpful resources for getting started with Turf.
Code Repositories
Turf & Node.js for geoprocessing tasks