/// <summary> /// Performs a brute-force comparison of every segment in each <see cref="ISegmentString" />. /// This has n^2 performance. /// </summary> /// <param name="e0"></param> /// <param name="e1"></param> private void ComputeVertexSnaps(INodableSegmentString e0, INodableSegmentString e1) { var pts0 = e0.Coordinates; var pts1 = e1.Coordinates; for (int i0 = 0; i0 < pts0.Length - 1; i0++) { var hotPixel = new HotPixel(pts0[i0], _scaleFactor); for (int i1 = 0; i1 < pts1.Length - 1; i1++) { // don't snap a vertex to itself if (e0 == e1) { if (i0 == i1) { continue; } } bool isNodeAdded = //AddSnappedNode(hotPixel, e1, i1); hotPixel.AddSnappedNode(e1, i1); // if a node is created for a vertex, that vertex must be noded too if (isNodeAdded) { e0.AddIntersection(pts0[i0], i0); } } } }
/// <summary> /// Initializes a new instance of the <see cref="SegmentNode"/> class. /// </summary> /// <param name="segString"></param> /// <param name="coord"></param> /// <param name="segmentIndex"></param> /// <param name="segmentOctant"></param> public SegmentNode(INodableSegmentString segString, Coordinate coord, int segmentIndex, Octants segmentOctant) { Coord = null; _segString = segString; Coord = new Coordinate(coord.X, coord.Y, coord.Z); SegmentIndex = segmentIndex; _segmentOctant = segmentOctant; _isInterior = !coord.Equals2D(segString.Coordinates[segmentIndex]); }
/// <summary> /// /// </summary> /// <param name="ss"></param> /// <param name="snapPts"></param> private void ComputeSnaps(INodableSegmentString ss, IEnumerable <Coordinate> snapPts) { foreach (Coordinate snapPt in snapPts) { HotPixel hotPixel = new HotPixel(snapPt, _scaleFactor, _li); for (int i = 0; i < ss.Count - 1; i++) { //AddSnappedNode(hotPixel, ss, i); hotPixel.AddSnappedNode(ss, i); } } }
/// <summary> /// Snaps segments to the vertices of a Segment String. /// </summary> /// <param name="e"></param> private void ComputeVertexSnaps(INodableSegmentString e) { var pts0 = e.Coordinates; for (var i = 0; i < pts0.Length; i++) { var hotPixel = new HotPixel(pts0[i], _scaleFactor, _li); var isNodeAdded = _pointSnapper.Snap(hotPixel, e, i); // if a node is created for a vertex, that vertex must be noded too if (isNodeAdded) { e.AddIntersection(pts0[i], i); } } }
/// <summary> /// Adds a new node (equal to the snap pt) to the specified segment /// if the segment passes through the hot pixel /// </summary> /// <param name="segStr"></param> /// <param name="segIndex"></param> /// <returns><c>true</c> if a node was added to the segment</returns> public bool AddSnappedNode(INodableSegmentString segStr, int segIndex) { var coords = segStr.Coordinates; var p0 = coords[segIndex]; var p1 = coords[segIndex + 1]; if (Intersects(p0, p1)) { //System.out.println("snapped: " + snapPt); //System.out.println("POINT (" + snapPt.x + " " + snapPt.y + ")"); segStr.AddIntersection(Coordinate, segIndex); return(true); } return(false); }
/// <summary> /// Snaps segments to the vertices of a Segment String. /// </summary> /// <param name="e"></param> private void ComputeVertexSnaps(INodableSegmentString e) { var pts0 = e.Coordinates; for (var i = 0; i < pts0.Length; i++) { var hotPixel = new HotPixel(pts0[i], _scaleFactor, _li); var isNodeAdded = _pointSnapper.Snap(hotPixel, e, i); // if a node is created for a vertex, that vertex must be noded too if (isNodeAdded) e.AddIntersection(pts0[i], i); } }
/// <summary> /// Performs a brute-force comparison of every segment in each <see cref="ISegmentString" />. /// This has n^2 performance. /// </summary> /// <param name="e0"></param> /// <param name="e1"></param> private void ComputeVertexSnaps(INodableSegmentString e0, INodableSegmentString e1) { Coordinate[] pts0 = e0.Coordinates; Coordinate[] pts1 = e1.Coordinates; for (int i0 = 0; i0 < pts0.Length - 1; i0++) { HotPixel hotPixel = new HotPixel(pts0[i0], _scaleFactor, _li); for (int i1 = 0; i1 < pts1.Length - 1; i1++) { // don't snap a vertex to itself if (e0 == e1) if (i0 == i1) continue; bool isNodeAdded = //AddSnappedNode(hotPixel, e1, i1); hotPixel.AddSnappedNode(e1, i1); // if a node is created for a vertex, that vertex must be noded too if (isNodeAdded) e0.AddIntersection(pts0[i0], i0); } } }
/// <summary> /// /// </summary> /// <param name="ss"></param> /// <param name="snapPts"></param> private void ComputeSnaps(INodableSegmentString ss, IEnumerable<Coordinate> snapPts) { foreach (Coordinate snapPt in snapPts) { HotPixel hotPixel = new HotPixel(snapPt, _scaleFactor, _li); for (int i = 0; i < ss.Count - 1; i++) //AddSnappedNode(hotPixel, ss, i); hotPixel.AddSnappedNode(ss, i); } }
///<summary> /// Adds a new node (equal to the snap pt) to the specified segment /// if the segment passes through the hot pixel ///</summary> /// <param name="segStr"></param> /// <param name="segIndex"></param> /// <returns><c>true</c> if a node was added to the segment</returns> public bool AddSnappedNode(INodableSegmentString segStr, int segIndex) { var coords = segStr.Coordinates; var p0 = coords[segIndex]; var p1 = coords[segIndex + 1]; if (Intersects(p0, p1)) { //System.out.println("snapped: " + snapPt); //System.out.println("POINT (" + snapPt.x + " " + snapPt.y + ")"); segStr.AddIntersection(Coordinate, segIndex); return true; } return false; }