/// <summary> This method is called by clients /// of the <see cref="ISegmentIntersector"/> class to process /// intersections for two segments of the {@link SegmentStrings} being intersected. /// Note that some clients (such as {@link MonotoneChain}s) may optimize away /// this call for segment pairs which they have determined do not intersect /// (e.g. by an disjoint envelope test). /// </summary> public void ProcessIntersections(SegmentString e0, int segIndex0, SegmentString e1, int segIndex1) { // don't bother intersecting a segment with itself if (e0 == e1 && segIndex0 == segIndex1) { return; } Coordinate p00 = e0.Coordinates[segIndex0]; Coordinate p01 = e0.Coordinates[segIndex0 + 1]; Coordinate p10 = e1.Coordinates[segIndex1]; Coordinate p11 = e1.Coordinates[segIndex1 + 1]; li.ComputeIntersection(p00, p01, p10, p11); if (li.HasIntersection) { if (li.IsInteriorIntersection()) { for (int intIndex = 0; intIndex < li.IntersectionNum; intIndex++) { interiorIntersections.Add(li.GetIntersection(intIndex)); } e0.AddIntersections(li, segIndex0, 0); e1.AddIntersections(li, segIndex1, 1); } } }
/// <summary> /// This method is called by clients of the <see cref="ISegmentIntersector"/> class to process /// intersections for two segments of the {@link SegmentStrings} being intersected. /// Note that some clients (such as {@link MonotoneChain}s) may optimize away /// this call for segment pairs which they have determined do not intersect /// (e.g. by an disjoint envelope test). /// </summary> public void ProcessIntersections(SegmentString e0, int segIndex0, SegmentString e1, int segIndex1) { if (e0 == e1 && segIndex0 == segIndex1) { return; } Coordinate p00 = e0.Coordinates[segIndex0]; Coordinate p01 = e0.Coordinates[segIndex0 + 1]; Coordinate p10 = e1.Coordinates[segIndex1]; Coordinate p11 = e1.Coordinates[segIndex1 + 1]; li.ComputeIntersection(p00, p01, p10, p11); if (li.HasIntersection) { //intersectionFound = true; numIntersections++; if (li.IsInteriorIntersection()) { numInteriorIntersections++; this.hasInterior = true; } // if the segments are adjacent they have at least one trivial intersection, // the shared endpoint. Don't bother adding it if it is the // only intersection. if (!IsTrivialIntersection(e0, segIndex0, e1, segIndex1)) { this.hasIntersection = true; e0.AddIntersections(li, segIndex0, 0); e1.AddIntersections(li, segIndex1, 1); if (li.Proper) { numProperIntersections++; this.hasProper = true; this.hasProperInterior = true; } } } }