Esempio n. 1
0
        /// <summary>
        /// Returns the index of the direction of the point q
        /// relative to a
        /// vector specified by p1-p2.
        ///
        /// </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
        /// </returns>
        /// <returns> -1 if q is clockwise (right) from p1-p2
        /// </returns>
        /// <returns> 0 if q is collinear with p1-p2
        /// </returns>
        public static int OrientationIndex(Coordinate p1, Coordinate p2, Coordinate q)
        {
            if (p1 == null)
            {
                throw new ArgumentNullException("p1");
            }
            if (p2 == null)
            {
                throw new ArgumentNullException("p2");
            }
            if (q == null)
            {
                throw new ArgumentNullException("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.SignOfDeterminant(dx1, dy1, dx2, dy2));
        }
Esempio n. 2
0
        /// <summary>
        /// This algorithm does not attempt to first check the point against the envelope
        /// of the ring.
        ///
        /// </summary>
        /// <param name="ring">assumed to have first point identical to last point
        /// </param>
        public bool IsPointInRing(Coordinate p, ICoordinateList ring)
        {
            if (p == null)
            {
                throw new ArgumentNullException("p");
            }
            if (ring == null)
            {
                throw new ArgumentNullException("ring");
            }

            /*
             *  For each segment l = (i-1, i), see if it crosses ray from test point in positive x direction.
             */
            int crossings = 0;  // number of segment/ray crossings
            int nCount    = ring.Count;

            for (int i = 1; i < nCount; i++)
            {
                int        i1 = i - 1;
                Coordinate p1 = ring[i];
                Coordinate p2 = ring[i1];

                if (((p1.Y > p.Y) && (p2.Y <= p.Y)) ||
                    ((p2.Y > p.Y) && (p1.Y <= p.Y)))
                {
                    double x1 = p1.X - p.X;
                    double y1 = p1.Y - p.Y;
                    double x2 = p2.X - p.X;
                    double y2 = p2.Y - p.Y;

                    /*
                     *  segment straddles x axis, so compute intersection with x-axis.
                     */
                    double xInt = RobustDeterminant.SignOfDeterminant(x1, y1, x2, y2) / (y2 - y1);
                    //xsave = xInt;

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

            /*
             *  p is inside if number of crossings is odd.
             */
            if ((crossings % 2) == 1)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
        private void  TestLineSegment(Coordinate p, LineSegment 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.
             */
            Coordinate p1 = seg.p0;
            Coordinate 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.SignOfDeterminant(x1, y1, x2, y2) / (y2 - y1);
                //xsave = xInt;

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