public RenderDebug IntersectWithRectangleDebug(MapRectangle mapWindow) { RenderDebug renderDebug = new RenderDebug(); renderDebug.IntersectedVertexList = new List <TracedVertex>(); List <TracedVertex> list = new List <TracedVertex>(); int num = 0; foreach (LatLon current in vertexList) { list.Add(new TracedVertex(num, current)); num++; } TracedVertex tracedVertex = list[list.Count - 1]; foreach (TracedVertex current2 in list) { ParametricLine parametricLine = new ParametricLine(tracedVertex.position, current2.position); List <ParametricLine.Intersection> list2 = new List <ParametricLine.Intersection>(); list2.Add(parametricLine.LatitudeIntersection(mapWindow.lat0)); list2.Add(parametricLine.LatitudeIntersection(mapWindow.lat1)); list2.Add(parametricLine.LongitudeIntersection(mapWindow.lon0)); list2.Add(parametricLine.LongitudeIntersection(mapWindow.lon1)); list2.Sort(); foreach (ParametricLine.Intersection current3 in list2) { if (!current3.IsParallel && current3.t > 0.0 && current3.t < 1.0) { LatLon position = parametricLine.t(current3.t); renderDebug.IntersectedVertexList.Add(new TracedVertex(tracedVertex.originalIndex, position)); } } renderDebug.IntersectedVertexList.Add(current2); tracedVertex = current2; } double val; double val2; if (mapWindow.lat1 > mapWindow.lat0) { val = mapWindow.lat0; val2 = mapWindow.lat1; } else { val = mapWindow.lat1; val2 = mapWindow.lat0; } double val3; double val4; if (mapWindow.lon1 > mapWindow.lon0) { val3 = mapWindow.lon0; val4 = mapWindow.lon1; } else { val3 = mapWindow.lon1; val4 = mapWindow.lon0; } renderDebug.FinalClipRegion = new List <TracedVertex>(); tracedVertex = null; foreach (TracedVertex current4 in renderDebug.IntersectedVertexList) { LatLon position2 = current4.position; LatLon position3 = new LatLon(Math.Max(val, Math.Min(position2.lat, val2)), Math.Max(val3, Math.Min(position2.lon, val4))); TracedVertex tracedVertex2 = new TracedVertex(current4.originalIndex, position3); if (tracedVertex == null || tracedVertex.position.lat != tracedVertex2.position.lat || tracedVertex.position.lon != tracedVertex2.position.lon) { renderDebug.FinalClipRegion.Add(tracedVertex2); } tracedVertex = tracedVertex2; } return(renderDebug); }
public RenderDebug IntersectWithRectangleDebug(MapRectangle mapWindow) { RenderDebug renderDebug = new RenderDebug(); renderDebug.IntersectedVertexList = new List<TracedVertex>(); List<TracedVertex> list = new List<TracedVertex>(); int num = 0; foreach (LatLon current in this.vertexList) { list.Add(new TracedVertex(num, current)); num++; } TracedVertex tracedVertex = list[list.Count - 1]; foreach (TracedVertex current2 in list) { ParametricLine parametricLine = new ParametricLine(tracedVertex.position, current2.position); List<ParametricLine.Intersection> list2 = new List<ParametricLine.Intersection>(); list2.Add(parametricLine.LatitudeIntersection(mapWindow.lat0)); list2.Add(parametricLine.LatitudeIntersection(mapWindow.lat1)); list2.Add(parametricLine.LongitudeIntersection(mapWindow.lon0)); list2.Add(parametricLine.LongitudeIntersection(mapWindow.lon1)); list2.Sort(); foreach (ParametricLine.Intersection current3 in list2) { if (!current3.IsParallel && current3.t > 0.0 && current3.t < 1.0) { LatLon position = parametricLine.t(current3.t); renderDebug.IntersectedVertexList.Add(new TracedVertex(tracedVertex.originalIndex, position)); } } renderDebug.IntersectedVertexList.Add(current2); tracedVertex = current2; } double val; double val2; if (mapWindow.lat1 > mapWindow.lat0) { val = mapWindow.lat0; val2 = mapWindow.lat1; } else { val = mapWindow.lat1; val2 = mapWindow.lat0; } double val3; double val4; if (mapWindow.lon1 > mapWindow.lon0) { val3 = mapWindow.lon0; val4 = mapWindow.lon1; } else { val3 = mapWindow.lon1; val4 = mapWindow.lon0; } renderDebug.FinalClipRegion = new List<TracedVertex>(); tracedVertex = null; foreach (TracedVertex current4 in renderDebug.IntersectedVertexList) { LatLon position2 = current4.position; LatLon position3 = new LatLon(Math.Max(val, Math.Min(position2.lat, val2)), Math.Max(val3, Math.Min(position2.lon, val4))); TracedVertex tracedVertex2 = new TracedVertex(current4.originalIndex, position3); if (tracedVertex == null || tracedVertex.position.lat != tracedVertex2.position.lat || tracedVertex.position.lon != tracedVertex2.position.lon) { renderDebug.FinalClipRegion.Add(tracedVertex2); } tracedVertex = tracedVertex2; } return renderDebug; }