Beispiel #1
0
        /// <summary>
        /// Adds a new polygon ONLY if there is a unifications.
        /// Assumes current set is distinct.
        /// </summary>
        /// <param name="pPoly">The polygon to add if there is a union.</param>
        public bool AddIfUnify(C2DHoledPolyBase pPoly)
        {
            var TempSet  = new C2DHoledPolyBaseSet();
            var UnionSet = new C2DHoledPolyBaseSet();
            var grid     = new CGrid();

            while (Count > 0 && pPoly != null)
            {
                var pLast = this[Count - 1];
                this.RemoveAt(Count - 1);

                pLast.GetUnion(pPoly, UnionSet, grid);

                if (UnionSet.Count == 1)
                {
                    pPoly = null;
                    pLast = null;

                    AddAndUnify(UnionSet[0]);
                    UnionSet.Clear();
                }
                else
                {
                    //Debug.Assert(UnionSet.Count == 0);
                    UnionSet.Clear();
                    TempSet.Add(pLast);
                }
            }

            this.AddRange(TempSet);
            TempSet.Clear();

            return(pPoly == null);
        }
Beispiel #2
0
        /// <summary>
        /// Adds a new polygon set and looks for a possible unifications.
        /// Assumes both sets are distinct.
        /// </summary>
        /// <param name="pOther">The polygon set to add and possible unify.</param>
        public void AddAndUnify(C2DHoledPolyBaseSet pOther)
        {
            var TempSet = new C2DHoledPolyBaseSet();

            while (pOther.Count > 0)
            {
                var pLast = pOther[pOther.Count - 1];
                pOther.RemoveAt(pOther.Count - 1);

                if (!AddIfUnify(pLast))
                {
                    TempSet.Add(pLast);
                }
            }

            this.AddRange(TempSet);
        }
Beispiel #3
0
        /// <summary>
        /// Basic multiple unification.
        /// </summary>
        public void UnifyBasic()
        {
            var TempSet  = new C2DHoledPolyBaseSet();
            var UnionSet = new C2DHoledPolyBaseSet();

            while (Count > 0)
            {
                var pLast = this[Count - 1];
                this.RemoveAt(Count - 1);

                var bIntersect = false;
                var i          = 0;

                while (i < Count && !bIntersect)
                {
                    var grid = new CGrid();
                    this[i].GetUnion(pLast, UnionSet, grid);

                    if (UnionSet.Count == 1)
                    {
                        this[i]    = UnionSet[0];
                        bIntersect = true;
                    }
                    else
                    {
                        //Debug.Assert(UnionSet.Count == 0);
                        UnionSet.Clear();
                        i++;
                    }
                }

                if (!bIntersect)
                {
                    TempSet.Add(pLast);
                }
            }

            this.AddRange(TempSet);
        }
Beispiel #4
0
        /// <summary>
        /// Unification by growing shapes of fairly equal size (fastest for large groups).
        /// </summary>
        /// <param name="grid">The CGrid with the degenerate settings.</param>
        public void UnifyProgressive(CGrid grid)
        {
            // Record the degenerate handling so we can reset.
            CGrid.eDegenerateHandling DegenerateHandling = grid.DegenerateHandling;
            switch (grid.DegenerateHandling)
            {
            case CGrid.eDegenerateHandling.RandomPerturbation:
                for (var i = 0; i < Count; i++)
                {
                    this[i].RandomPerturb();
                }
                grid.DegenerateHandling = CGrid.eDegenerateHandling.None;
                break;

            case CGrid.eDegenerateHandling.DynamicGrid:

                break;

            case CGrid.eDegenerateHandling.PreDefinedGrid:
                for (var i = 0; i < Count; i++)
                {
                    this[i].SnapToGrid(grid);
                }
                grid.DegenerateHandling = CGrid.eDegenerateHandling.PreDefinedGridPreSnapped;
                break;

            case CGrid.eDegenerateHandling.PreDefinedGridPreSnapped:

                break;
            }


            var NoUnionSet   = new C2DHoledPolyBaseSet();
            var PossUnionSet = new C2DHoledPolyBaseSet();
            var SizeHoldSet  = new C2DHoledPolyBaseSet();
            var UnionSet     = new C2DHoledPolyBaseSet();
            var TempSet      = new C2DHoledPolyBaseSet();

            var nThreshold = GetMinLineCount();

            if (nThreshold == 0)
            {
                nThreshold = 10;                // avoid infinate loop.
            }
            // Assumed all are size held to start
            SizeHoldSet.AddRange(this);
            this.Clear();

            do
            {
                // double the threshold
                nThreshold *= 3;

                // Put all the possible intersects back in this.
                this.AddRange(PossUnionSet);
                PossUnionSet.Clear();

                // Put all the size held that are small enough back (or in to start with)
                while (SizeHoldSet.Count > 0)
                {
                    var pLast = SizeHoldSet[SizeHoldSet.Count - 1];
                    SizeHoldSet.RemoveAt(SizeHoldSet.Count - 1);

                    if (pLast.GetLineCount() > nThreshold)
                    {
                        TempSet.Add(pLast);
                    }
                    else
                    {
                        this.Add(pLast);
                    }
                }
                SizeHoldSet.AddRange(TempSet);
                TempSet.Clear();


                // Cycle through all popping the last and finding a union
                while (Count > 0)
                {
                    var pLast = this[Count - 1];
                    this.RemoveAt(Count - 1);

                    var bIntersect = false;

                    var i = 0;
                    while (i < Count && !bIntersect)
                    {
                        this[i].GetUnion(pLast, UnionSet, grid);

                        if (UnionSet.Count == 1)
                        {
                            var pUnion = UnionSet[UnionSet.Count - 1];
                            UnionSet.RemoveAt(UnionSet.Count - 1);

                            if (pUnion.GetLineCount() > nThreshold)
                            {
                                RemoveAt(i);
                                SizeHoldSet.Add(pUnion);
                            }
                            else
                            {
                                this[i] = pUnion;
                                i++;
                            }

                            bIntersect = true;
                        }
                        else
                        {
                            if (UnionSet.Count != 0)
                            {
                                grid.LogDegenerateError();
                            }
                            UnionSet.Clear();
                            i++;
                        }
                    }

                    if (!bIntersect)
                    {
                        var bPosInterSect = false;
                        for (var j = 0; j < SizeHoldSet.Count; j++)
                        {
                            if (pLast.Rim.BoundingRect.Overlaps(
                                    SizeHoldSet[j].Rim.BoundingRect))
                            {
                                bPosInterSect = true;
                                break;
                            }
                        }

                        if (bPosInterSect)
                        {
                            PossUnionSet.Add(pLast);
                        }
                        else
                        {
                            NoUnionSet.Add(pLast);
                        }
                    }
                }
            }while (SizeHoldSet.Count != 0);


            this.AddRange(NoUnionSet);
            NoUnionSet.Clear();

            grid.DegenerateHandling = DegenerateHandling;
        }