/// <summary>
        ///
        /// </summary>
        /// <param name="p"></param>
        /// <param name="seg"></param>
        private void TestLineSegment(ICoordinate p, ILineSegment seg)
        {
            double xInt;  // x intersection of segment with ray
            double x1;    // translated coordinates
            double y1;
            double x2;
            double y2;

            /*
             *  Test if segment crosses ray from test point in positive x direction.
             */
            ICoordinate p1 = seg.P0;
            ICoordinate p2 = seg.P1;

            x1 = p1.X - p.X;
            y1 = p1.Y - p.Y;
            x2 = p2.X - p.X;
            y2 = p2.Y - p.Y;

            if (((y1 > 0) && (y2 <= 0)) || ((y2 > 0) && (y1 <= 0)))
            {
                /*
                 *  segment straddles x axis, so compute intersection.
                 */
                xInt = RobustDeterminant.SignOfDet2x2(x1, y1, x2, y2) / (y2 - y1);

                /*
                 *  crosses ray if strictly positive intersection.
                 */
                if (0.0 < xInt)
                {
                    crossings++;
                }
            }
        }
Esempio n. 2
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        /// <summary>
        /// Test whether a point lies inside a ring.
        /// The ring may be oriented in either direction.
        /// If the point lies on the ring boundary the result of this method is unspecified.
        /// This algorithm does not attempt to first check the point against the envelope
        /// of the ring.
        /// </summary>
        /// <param name="p">Point to check for ring inclusion.</param>
        /// <param name="ring">Assumed to have first point identical to last point.</param>
        /// <returns><c>true</c> if p is inside ring.</returns>
        public static bool IsPointInRing(ICoordinate p, ICoordinate[] ring)
        {
            int    i;
            int    i1;            // point index; i1 = i-1
            double xInt;          // x intersection of segment with ray
            int    crossings = 0; // number of segment/ray crossings
            double x1;            // translated coordinates
            double y1;
            double x2;
            double y2;
            int    nPts = ring.Length;

            /*
             *  For each segment l = (i-1, i), see if it crosses ray from test point in positive x direction.
             */
            for (i = 1; i < nPts; i++)
            {
                i1 = i - 1;
                ICoordinate p1 = ring[i];
                ICoordinate p2 = ring[i1];
                x1 = p1.X - p.X;
                y1 = p1.Y - p.Y;
                x2 = p2.X - p.X;
                y2 = p2.Y - p.Y;

                if (((y1 > 0) && (y2 <= 0)) || ((y2 > 0) && (y1 <= 0)))
                {
                    /*
                     *  segment straddles x axis, so compute intersection.
                     */
                    xInt = RobustDeterminant.SignOfDet2x2(x1, y1, x2, y2) / (y2 - y1);

                    /*
                     *  crosses ray if strictly positive intersection.
                     */
                    if (0.0 < xInt)
                    {
                        crossings++;
                    }
                }
            }

            /*
             *  p is inside if number of crossings is odd.
             */
            if ((crossings % 2) == 1)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
Esempio n. 3
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        /// <summary>
        /// Returns the index of the direction of the point <c>q</c>
        /// relative to a vector specified by <c>p1-p2</c>.
        /// </summary>
        /// <param name="p1">The origin point of the vector.</param>
        /// <param name="p2">The final point of the vector.</param>
        /// <param name="q">The point to compute the direction to.</param>
        /// <returns>
        /// 1 if q is counter-clockwise (left) from p1-p2,
        /// -1 if q is clockwise (right) from p1-p2,
        /// 0 if q is collinear with p1-p2.
        /// </returns>
        public static int OrientationIndex(ICoordinate p1, ICoordinate p2, ICoordinate q)
        {
            // travelling along p1->p2, turn counter clockwise to get to q return 1,
            // travelling along p1->p2, turn clockwise to get to q return -1,
            // p1, p2 and q are colinear return 0.
            double dx1 = p2.X - p1.X;
            double dy1 = p2.Y - p1.Y;
            double dx2 = q.X - p2.X;
            double dy2 = q.Y - p2.Y;

            return(RobustDeterminant.SignOfDet2x2(dx1, dy1, dx2, dy2));
        }