private static bool HasInteriorIntersection(LineIntersector li, Coordinate p0, Coordinate p1) { for (var i = 0; i < li.IntersectionNum; i++) { var intPt = li.GetIntersection(i); if (!(intPt.Equals(p0) || intPt.Equals(p1))) return true; } return false; }
/// <summary> /// Add an <see cref="SegmentNode" /> for intersection intIndex. /// An intersection that falls exactly on a vertex /// of the <see cref="NodedSegmentString" /> is normalized /// to use the higher of the two possible segmentIndexes. /// </summary> /// <param name="li"></param> /// <param name="segmentIndex"></param> /// <param name="geomIndex"></param> /// <param name="intIndex"></param> public void AddIntersection(LineIntersector li, int segmentIndex, int geomIndex, int intIndex) { Coordinate intPt = new Coordinate(li.GetIntersection(intIndex)); AddIntersection(intPt, segmentIndex); }
/// <summary> /// Add an EdgeIntersection for intersection intIndex. /// An intersection that falls exactly on a vertex of the edge is normalized /// to use the higher of the two possible segmentIndexes. /// </summary> /// <param name="li"></param> /// <param name="segmentIndex"></param> /// <param name="geomIndex"></param> /// <param name="intIndex"></param> public void AddIntersection(LineIntersector li, int segmentIndex, int geomIndex, int intIndex) { Coordinate intPt = new Coordinate(li.GetIntersection(intIndex)); var normalizedSegmentIndex = segmentIndex; var dist = li.GetEdgeDistance(geomIndex, intIndex); // normalize the intersection point location var nextSegIndex = normalizedSegmentIndex + 1; if (nextSegIndex < Points.Length) { var nextPt = Points[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; dist = 0.0; } // Add the intersection point to edge intersection list. EdgeIntersectionList.Add(intPt, normalizedSegmentIndex, dist); } }