/// <summary> /// Performs a brute-force comparison of every segment in each <see cref="SegmentString" />. /// This has n^2 performance. /// </summary> /// <param name="e0"></param> /// <param name="e1"></param> private void ComputeVertexSnaps(SegmentString e0, SegmentString e1) { IList <Coordinate> pts0 = e0.Coordinates; IList <Coordinate> pts1 = e1.Coordinates; for (int i0 = 0; i0 < pts0.Count - 1; i0++) { HotPixel hotPixel = new HotPixel(pts0[i0], _scaleFactor, _li); for (int i1 = 0; i1 < pts1.Count - 1; i1++) { // don't snap a vertex to itself if (e0 == e1) { if (i0 == i1) { continue; } } bool isNodeAdded = AddSnappedNode(hotPixel, e1, i1); // if a node is created for a vertex, that vertex must be noded too if (isNodeAdded) { e0.AddIntersection(pts0[i0], i0); } } } }
/// <summary> /// Snaps (nodes) all interacting segments to this hot pixel. /// The hot pixel may represent a vertex of an edge, /// in which case this routine uses the optimization /// of not noding the vertex itself /// </summary> /// <param name="hotPixel">The hot pixel to snap to.</param> /// <param name="parentEdge">The edge containing the vertex, if applicable, or <c>null</c>.</param> /// <param name="vertexIndex"></param> /// <returns><c>true</c> if a node was added for this pixel.</returns> public bool Snap(HotPixel hotPixel, SegmentString parentEdge, int vertexIndex) { Envelope pixelEnv = hotPixel.GetSafeEnvelope(); HotPixelSnapAction hotPixelSnapAction = new HotPixelSnapAction(hotPixel, parentEdge, vertexIndex); _index.Query(pixelEnv, new QueryVisitor(pixelEnv, hotPixelSnapAction)); return hotPixelSnapAction.IsNodeAdded; }
/// <summary> /// Snaps (nodes) all interacting segments to this hot pixel. /// The hot pixel may represent a vertex of an edge, /// in which case this routine uses the optimization /// of not noding the vertex itself /// </summary> /// <param name="hotPixel">The hot pixel to snap to.</param> /// <param name="parentEdge">The edge containing the vertex, if applicable, or <c>null</c>.</param> /// <param name="vertexIndex"></param> /// <returns><c>true</c> if a node was added for this pixel.</returns> public bool Snap(HotPixel hotPixel, SegmentString parentEdge, int vertexIndex) { Envelope pixelEnv = hotPixel.GetSafeEnvelope(); HotPixelSnapAction hotPixelSnapAction = new HotPixelSnapAction(hotPixel, parentEdge, vertexIndex); _index.Query(pixelEnv, new QueryVisitor(pixelEnv, hotPixelSnapAction)); return(hotPixelSnapAction.IsNodeAdded); }
/// <summary> /// Computes nodes introduced as a result of snapping segments to snap points (hot pixels). /// </summary> /// <param name="snapPts"></param> private void ComputeIntersectionSnaps(IList snapPts) { foreach (object obj in snapPts) { Coordinate snapPt = (Coordinate)obj; HotPixel hotPixel = new HotPixel(snapPt, _scaleFactor, _li); _pointSnapper.Snap(hotPixel); } }
/// <summary> /// Adds a new node (equal to the snap pt) to the segment /// if the segment passes through the hot pixel. /// </summary> /// <param name="hotPix"></param> /// <param name="segStr"></param> /// <param name="segIndex"></param> /// <returns></returns> public static bool AddSnappedNode(HotPixel hotPix, SegmentString segStr, int segIndex) { Coordinate p0 = segStr.GetCoordinate(segIndex); Coordinate p1 = segStr.GetCoordinate(segIndex + 1); if (hotPix.Intersects(p0, p1)) { segStr.AddIntersection(hotPix.Coordinate, segIndex); return(true); } return(false); }
/// <summary> /// /// </summary> /// <param name="ss"></param> /// <param name="snapPts"></param> private void ComputeSnaps(SegmentString ss, IList snapPts) { foreach (object objo in snapPts) { Coordinate snapPt = (Coordinate)objo; HotPixel hotPixel = new HotPixel(snapPt, _scaleFactor, _li); for (int i = 0; i < ss.Count - 1; i++) { AddSnappedNode(hotPixel, ss, i); } } }
/// <summary> /// Performs a brute-force comparison of every segment in each <see cref="SegmentString" />. /// This has n^2 performance. /// </summary> /// <param name="e"></param> private void ComputeVertexSnaps(SegmentString e) { IList <Coordinate> pts0 = e.Coordinates; for (int i = 0; i < pts0.Count - 1; i++) { HotPixel hotPixel = new HotPixel(pts0[i], _scaleFactor, _li); bool 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> /// Initializes a new instance of the <see cref="HotPixelSnapAction"/> class. /// </summary> /// <param name="hotPixel"></param> /// <param name="parentEdge"></param> /// <param name="vertexIndex"></param> public HotPixelSnapAction(HotPixel hotPixel, SegmentString parentEdge, int vertexIndex) { _hotPixel = hotPixel; _parentEdge = parentEdge; _vertexIndex = vertexIndex; }
/// <summary> /// /// </summary> /// <param name="hotPixel"></param> /// <returns></returns> public bool Snap(HotPixel hotPixel) { return(Snap(hotPixel, null, -1)); }
/// <summary> /// /// </summary> /// <param name="hotPixel"></param> /// <returns></returns> public bool Snap(HotPixel hotPixel) { return Snap(hotPixel, null, -1); }
/// <summary> /// Performs a brute-force comparison of every segment in each <see cref="SegmentString" />. /// This has n^2 performance. /// </summary> /// <param name="e"></param> private void ComputeVertexSnaps(SegmentString e) { IList<Coordinate> pts0 = e.Coordinates; for (int i = 0; i < pts0.Count - 1; i++) { HotPixel hotPixel = new HotPixel(pts0[i], _scaleFactor, _li); bool 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 segment /// if the segment passes through the hot pixel. /// </summary> /// <param name="hotPix"></param> /// <param name="segStr"></param> /// <param name="segIndex"></param> /// <returns></returns> public static bool AddSnappedNode(HotPixel hotPix, SegmentString segStr, int segIndex) { Coordinate p0 = segStr.GetCoordinate(segIndex); Coordinate p1 = segStr.GetCoordinate(segIndex + 1); if (hotPix.Intersects(p0, p1)) { segStr.AddIntersection(hotPix.Coordinate, segIndex); return true; } return false; }
/// <summary> /// Performs a brute-force comparison of every segment in each <see cref="SegmentString" />. /// This has n^2 performance. /// </summary> /// <param name="e0"></param> /// <param name="e1"></param> private void ComputeVertexSnaps(SegmentString e0, SegmentString e1) { IList<Coordinate> pts0 = e0.Coordinates; IList<Coordinate> pts1 = e1.Coordinates; for (int i0 = 0; i0 < pts0.Count - 1; i0++) { HotPixel hotPixel = new HotPixel(pts0[i0], _scaleFactor, _li); for (int i1 = 0; i1 < pts1.Count - 1; i1++) { // don't snap a vertex to itself if (e0 == e1) if (i0 == i1) continue; bool isNodeAdded = AddSnappedNode(hotPixel, 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(SegmentString ss, IList snapPts) { foreach (object objo in snapPts) { Coordinate snapPt = (Coordinate)objo; HotPixel hotPixel = new HotPixel(snapPt, _scaleFactor, _li); for (int i = 0; i < ss.Count - 1; i++) AddSnappedNode(hotPixel, ss, i); } }