Esempio n. 1
0
        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public bool MoveNext()
        {
            if (currNode == null)
            {
                currNode     = nextNode;
                currSegIndex = currNode.SegmentIndex;
                ReadNextNode();
                return(true);
            }
            // check for trying to read too far
            if (nextNode == null)
            {
                return(false);
            }

            if (nextNode.SegmentIndex == currNode.SegmentIndex)
            {
                currNode     = nextNode;
                currSegIndex = currNode.SegmentIndex;
                ReadNextNode();
                return(true);
            }

            if (nextNode.SegmentIndex > currNode.SegmentIndex)
            {
            }
            return(false);
        }
Esempio n. 2
0
        /// <summary>
        ///  Create a new "split edge" with the section of points between
        /// (and including) the two intersections.
        /// The label for the new edge is the same as the label for the parent edge.
        /// </summary>
        /// <param name="ei0"></param>
        /// <param name="ei1"></param>
        /// <returns></returns>
        SegmentString CreateSplitEdge(SegmentNode ei0, SegmentNode ei1)
        {
            int npts = ei1.SegmentIndex - ei0.SegmentIndex + 2;

            ICoordinate lastSegStartPt = edge.GetCoordinate(ei1.SegmentIndex);
            // if the last intersection point is not equal to the its segment start pt, add it to the points list as well.
            // (This check is needed because the distance metric is not totally reliable!)
            // The check for point equality is 2D only - Z values are ignored
            bool useIntPt1 = ei1.IsInterior || !ei1.Coordinate.Equals2D(lastSegStartPt);

            if (!useIntPt1)
            {
                npts--;
            }

            ICoordinate[] pts = new ICoordinate[npts];
            int           ipt = 0;

            pts[ipt++] = new Coordinate(ei0.Coordinate);
            for (int i = ei0.SegmentIndex + 1; i <= ei1.SegmentIndex; i++)
            {
                pts[ipt++] = edge.GetCoordinate(i);
            }
            if (useIntPt1)
            {
                pts[ipt] = ei1.Coordinate;
            }

            return(new SegmentString(pts, edge.Data));
        }
Esempio n. 3
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="outstream"></param>
 public void Write(System.IO.StreamWriter outstream)
 {
     outstream.Write("Intersections:");
     foreach (object obj in this)
     {
         SegmentNode ei = (SegmentNode)obj;
         ei.Write(outstream);
     }
 }
Esempio n. 4
0
 /// <summary>
 ///
 /// </summary>
 private void ReadNextNode()
 {
     if (nodeIt.MoveNext())
     {
         nextNode = (SegmentNode)nodeIt.Current;
     }
     else
     {
         nextNode = null;
     }
 }
Esempio n. 5
0
 /// <summary>
 /// Adds an intersection into the list, if it isn't already there.
 /// The input segmentIndex and dist are expected to be normalized.
 /// </summary>
 /// <param name="intPt"></param>
 /// <param name="segmentIndex"></param>
 /// <returns>The SegmentIntersection found or added.</returns>
 public SegmentNode Add(ICoordinate intPt, int segmentIndex)
 {
     SegmentNode eiNew = new SegmentNode(edge, intPt, segmentIndex, edge.GetSegmentOctant(segmentIndex));
     SegmentNode ei = (SegmentNode) nodeMap[eiNew];
     if(ei != null)
     {
         // debugging sanity check
         Assert.IsTrue(ei.Coordinate.Equals2D(intPt), "Found equal nodes with different coordinates");
         return ei;
     }
     // node does not exist, so create it
     nodeMap.Add(eiNew, eiNew);
     return eiNew;
 }
Esempio n. 6
0
        /// <summary>
        /// Adds an intersection into the list, if it isn't already there.
        /// The input segmentIndex and dist are expected to be normalized.
        /// </summary>
        /// <param name="intPt"></param>
        /// <param name="segmentIndex"></param>
        /// <returns>The SegmentIntersection found or added.</returns>
        public SegmentNode Add(ICoordinate intPt, int segmentIndex)
        {
            SegmentNode eiNew = new SegmentNode(edge, intPt, segmentIndex, edge.GetSegmentOctant(segmentIndex));
            SegmentNode ei    = (SegmentNode)nodeMap[eiNew];

            if (ei != null)
            {
                // debugging sanity check
                Assert.IsTrue(ei.Coordinate.Equals2D(intPt), "Found equal nodes with different coordinates");
                return(ei);
            }
            // node does not exist, so create it
            nodeMap.Add(eiNew, eiNew);
            return(eiNew);
        }
Esempio n. 7
0
        /// <summary>
        /// </summary>
        /// <param name="obj"></param>
        /// <returns>
        /// -1 this SegmentNode is located before the argument location, or
        ///  0 this SegmentNode is at the argument location, or
        ///  1 this SegmentNode is located after the argument location.
        /// </returns>
        public int CompareTo(object obj)
        {
            SegmentNode other = (SegmentNode)obj;

            if (SegmentIndex < other.SegmentIndex)
            {
                return(-1);
            }
            if (SegmentIndex > other.SegmentIndex)
            {
                return(1);
            }
            if (Coordinate.Equals2D(other.Coordinate))
            {
                return(0);
            }
            return(SegmentPointComparator.Compare(segmentOctant, Coordinate, other.Coordinate));
        }
Esempio n. 8
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="intPt"></param>
        /// <param name="segmentIndex"></param>
        public void AddIntersection(ICoordinate intPt, int segmentIndex)
        {
            int normalizedSegmentIndex = segmentIndex;
            // normalize the intersection point location
            int nextSegIndex = normalizedSegmentIndex + 1;

            if (nextSegIndex < pts.Length)
            {
                ICoordinate nextPt = pts[nextSegIndex];

                // Normalize segment index if intPt falls on vertex
                // The check for point equality is 2D only - Z values are ignored
                if (intPt.Equals2D(nextPt))
                {
                    normalizedSegmentIndex = nextSegIndex;
                }
            }

            // Add the intersection point to edge intersection list.
            SegmentNode ei = nodeList.Add(intPt, normalizedSegmentIndex);
        }
Esempio n. 9
0
        /// <summary>
        /// Creates new edges for all the edges that the intersections in this
        /// list split the parent edge into.
        /// Adds the edges to the provided argument list
        /// (this is so a single list can be used to accumulate all split edges
        /// for a set of <see cref="SegmentString" />s).
        /// </summary>
        /// <param name="edgeList"></param>
        public void AddSplitEdges(IList edgeList)
        {
            // ensure that the list has entries for the first and last point of the edge
            AddEndPoints();
            AddCollapsedNodes();

            IEnumerator ie = GetEnumerator();

            ie.MoveNext();

            // there should always be at least two entries in the list, since the endpoints are nodes
            SegmentNode eiPrev = (SegmentNode)ie.Current;

            while (ie.MoveNext())
            {
                SegmentNode   ei      = (SegmentNode)ie.Current;
                SegmentString newEdge = CreateSplitEdge(eiPrev, ei);
                edgeList.Add(newEdge);
                eiPrev = ei;
            }
        }
Esempio n. 10
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="ei0"></param>
        /// <param name="ei1"></param>
        /// <param name="collapsedVertexIndex"></param>
        /// <returns></returns>
        private bool FindCollapseIndex(SegmentNode ei0, SegmentNode ei1, int[] collapsedVertexIndex)
        {
            // only looking for equal nodes
            if (!ei0.Coordinate.Equals2D(ei1.Coordinate))
            {
                return(false);
            }
            int numVerticesBetween = ei1.SegmentIndex - ei0.SegmentIndex;

            if (!ei1.IsInterior)
            {
                numVerticesBetween--;
            }
            // if there is a single vertex between the two equal nodes, this is a collapse
            if (numVerticesBetween == 1)
            {
                collapsedVertexIndex[0] = ei0.SegmentIndex + 1;
                return(true);
            }
            return(false);
        }
Esempio n. 11
0
        /// <summary>
        /// Adds nodes for any collapsed edge pairs caused by inserted nodes
        /// Collapsed edge pairs occur when the same coordinate is inserted as a node
        /// both before and after an existing edge vertex.
        /// To provide the correct fully noded semantics,
        /// the vertex must be added as a node as well.
        /// </summary>
        /// <param name="collapsedVertexIndexes"></param>
        private void FindCollapsesFromInsertedNodes(IList collapsedVertexIndexes)
        {
            int[] collapsedVertexIndex = new int[1];

            IEnumerator ie = GetEnumerator();

            ie.MoveNext();

            // there should always be at least two entries in the list, since the endpoints are nodes
            SegmentNode eiPrev = (SegmentNode)ie.Current;

            while (ie.MoveNext())
            {
                SegmentNode ei          = (SegmentNode)ie.Current;
                bool        isCollapsed = FindCollapseIndex(eiPrev, ei, collapsedVertexIndex);
                if (isCollapsed)
                {
                    collapsedVertexIndexes.Add(collapsedVertexIndex[0]);
                }
                eiPrev = ei;
            }
        }
Esempio n. 12
0
 /// <summary>
 /// 
 /// </summary>
 private void ReadNextNode()
 {
     if (nodeIt.MoveNext())
          nextNode = (SegmentNode) nodeIt.Current;
     else nextNode = null;
 }
Esempio n. 13
0
        /// <summary>
        /// 
        /// </summary>
        /// <returns></returns>
        public bool MoveNext()
        {
            if (currNode == null)
            {
                currNode = nextNode;
                currSegIndex = currNode.SegmentIndex;
                ReadNextNode();
                return true;
            }
            // check for trying to read too far
            if (nextNode == null)
                return false;

            if (nextNode.SegmentIndex == currNode.SegmentIndex)
            {
                currNode = nextNode;
                currSegIndex = currNode.SegmentIndex;
                ReadNextNode();
                return true;
            }

            if (nextNode.SegmentIndex > currNode.SegmentIndex)
            {

            }
            return false;
        }
Esempio n. 14
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="ei0"></param>
 /// <param name="ei1"></param>
 /// <param name="collapsedVertexIndex"></param>
 /// <returns></returns>
 private bool FindCollapseIndex(SegmentNode ei0, SegmentNode ei1, int[] collapsedVertexIndex)
 {
     // only looking for equal nodes
     if (!ei0.Coordinate.Equals2D(ei1.Coordinate))
         return false;
     int numVerticesBetween = ei1.SegmentIndex - ei0.SegmentIndex;
     if (!ei1.IsInterior)
         numVerticesBetween--;
     // if there is a single vertex between the two equal nodes, this is a collapse
     if (numVerticesBetween == 1)
     {
         collapsedVertexIndex[0] = ei0.SegmentIndex + 1;
         return true;
     }
     return false;
 }
Esempio n. 15
0
        /// <summary>
        ///  Create a new "split edge" with the section of points between
        /// (and including) the two intersections.
        /// The label for the new edge is the same as the label for the parent edge.
        /// </summary>
        /// <param name="ei0"></param>
        /// <param name="ei1"></param>
        /// <returns></returns>
        SegmentString CreateSplitEdge(SegmentNode ei0, SegmentNode ei1)
        {
            int npts = ei1.SegmentIndex - ei0.SegmentIndex + 2;

            ICoordinate lastSegStartPt = edge.GetCoordinate(ei1.SegmentIndex);
            // if the last intersection point is not equal to the its segment start pt, add it to the points list as well.
            // (This check is needed because the distance metric is not totally reliable!)
            // The check for point equality is 2D only - Z values are ignored
            bool useIntPt1 = ei1.IsInterior || !ei1.Coordinate.Equals2D(lastSegStartPt);
            if(!useIntPt1)
                npts--;

            ICoordinate[] pts = new ICoordinate[npts];
            int ipt = 0;
            pts[ipt++] = new Coordinate(ei0.Coordinate);
            for (int i = ei0.SegmentIndex + 1; i <= ei1.SegmentIndex; i++)
                pts[ipt++] = edge.GetCoordinate(i);
            if (useIntPt1)
                pts[ipt] = ei1.Coordinate;

            return new SegmentString(pts, edge.Data);
        }