Esempio n. 1
0
        private IList CreateSubgraphs(PlanarGraph graph)
        {
            ArrayList subgraphList = new ArrayList();

            foreach (object obj in graph.Nodes)
            {
                Node node = (Node)obj;
                if (!node.IsVisited)
                {
                    BufferSubgraph subgraph = new BufferSubgraph();
                    subgraph.Create(node);
                    subgraphList.Add(subgraph);
                }
            }

            /*
             * Sort the subgraphs in descending order of their rightmost coordinate.
             * This ensures that when the Polygons for the subgraphs are built,
             * subgraphs for shells will have been built before the subgraphs for
             * any holes they contain.
             */
            subgraphList.Sort();
            subgraphList.Reverse();
            return(subgraphList);
        }
Esempio n. 2
0
        /// <summary>
        /// Finds all non-horizontal segments intersecting the stabbing line.
        /// The stabbing line is the ray to the right of stabbingRayLeftPt.
        /// </summary>
        /// <param name="stabbingRayLeftPt">The left-hand origin of the stabbing line.</param>
        /// <returns>A List of {DepthSegments} intersecting the stabbing line.</returns>
        private IList FindStabbedSegments(ICoordinate stabbingRayLeftPt)
        {
            IList       stabbedSegments = new ArrayList();
            IEnumerator i = subgraphs.GetEnumerator();

            while (i.MoveNext())
            {
                BufferSubgraph bsg = (BufferSubgraph)i.Current;
                FindStabbedSegments(stabbingRayLeftPt, bsg.DirectedEdges, stabbedSegments);
            }
            return(stabbedSegments);
        }
Esempio n. 3
0
        /// <summary>
        /// BufferSubgraphs are compared on the x-value of their rightmost Coordinate.
        /// This defines a partial ordering on the graphs such that:
        /// g1 >= g2 - Ring(g2) does not contain Ring(g1)
        /// where Polygon(g) is the buffer polygon that is built from g.
        /// This relationship is used to sort the BufferSubgraphs so that shells are guaranteed to
        /// be built before holes.
        /// </summary>
        public int CompareTo(Object o)
        {
            BufferSubgraph graph = (BufferSubgraph)o;

            if (this.RightMostCoordinate.X < graph.RightMostCoordinate.X)
            {
                return(-1);
            }
            if (this.RightMostCoordinate.X > graph.RightMostCoordinate.X)
            {
                return(1);
            }
            return(0);
        }
Esempio n. 4
0
        /// <summary>
        /// Completes the building of the input subgraphs by depth-labelling them,
        /// and adds them to the <see cref="PolygonBuilder" />.
        /// The subgraph list must be sorted in rightmost-coordinate order.
        /// </summary>
        /// <param name="subgraphList">The subgraphs to build.</param>
        /// <param name="polyBuilder">The PolygonBuilder which will build the final polygons.</param>
        private void BuildSubgraphs(IList subgraphList, PolygonBuilder polyBuilder)
        {
            IList processedGraphs = new ArrayList();

            foreach (object obj in subgraphList)
            {
                BufferSubgraph       subgraph = (BufferSubgraph)obj;
                ICoordinate          p        = subgraph.RightMostCoordinate;
                SubgraphDepthLocater locater  = new SubgraphDepthLocater(processedGraphs);
                int outsideDepth = locater.GetDepth(p);
                subgraph.ComputeDepth(outsideDepth);
                subgraph.FindResultEdges();
                processedGraphs.Add(subgraph);
                polyBuilder.Add(subgraph.DirectedEdges, subgraph.Nodes);
            }
        }
Esempio n. 5
0
        private IList CreateSubgraphs(PlanarGraph graph)
        {
            ArrayList subgraphList = new ArrayList();
            foreach(object obj in graph.Nodes)
            {
                Node node = (Node)obj;
                if (!node.IsVisited)
                {
                    BufferSubgraph subgraph = new BufferSubgraph();
                    subgraph.Create(node);
                    subgraphList.Add(subgraph);
                }
            }

            /*
             * Sort the subgraphs in descending order of their rightmost coordinate.
             * This ensures that when the Polygons for the subgraphs are built,
             * subgraphs for shells will have been built before the subgraphs for
             * any holes they contain.
             */
            subgraphList.Sort();
            subgraphList.Reverse();
            return subgraphList;
        }