private static VisibilityVertex GetCrossingInteriorVertex(VisibilityGraph vg, VisibilityVertex crossingVertex, GroupBoundaryCrossing crossing) { Point interiorPoint = crossing.GetInteriorVertexPoint(crossingVertex.Point); return vg.FindVertex(interiorPoint) ?? vg.AddVertex(interiorPoint); }
private bool AppendGroupCrossingsThroughPoint(VisibilityGraph vg, Point lastPoint) { if (null == GroupBoundaryPointAndCrossingsList) { return false; } bool found = false; while (GroupBoundaryPointAndCrossingsList.CurrentIsBeforeOrAt(lastPoint)) { // We will only create crossing Edges that the segment actually crosses, not those it ends before crossing. // For those terminal crossings, the adjacent segment creates the interior vertex and crossing edge. PointAndCrossings pac = GroupBoundaryPointAndCrossingsList.Pop(); GroupBoundaryCrossing[] lowDirCrossings = null; GroupBoundaryCrossing[] highDirCrossings = null; if (PointComparer.Compare(pac.Location, Start) > 0) { lowDirCrossings = PointAndCrossingsList.ToCrossingArray(pac.Crossings, ScanDirection.OppositeDirection); } if (PointComparer.Compare(pac.Location, End) < 0) { highDirCrossings = PointAndCrossingsList.ToCrossingArray(pac.Crossings, ScanDirection.Direction); } found = true; VisibilityVertex crossingVertex = vg.FindVertex(pac.Location) ?? vg.AddVertex(pac.Location); if ((null != lowDirCrossings) || (null != highDirCrossings)) { AddLowCrossings(vg, crossingVertex, lowDirCrossings); AddHighCrossings(vg, crossingVertex, highDirCrossings); } else { // This is at this.Start with only lower-direction toward group interior(s), or at this.End with only // higher-direction toward group interior(s). Therefore an adjacent ScanSegment will create the crossing // edge, so create the crossing vertex here and we'll link to it. if (null == LowestVisibilityVertex) { SetInitialVisibilityVertex(crossingVertex); } else { Debug.Assert(PointComparer.Equal(End, crossingVertex.Point), "Expected this.End crossingVertex"); AppendHighestVisibilityVertex(crossingVertex); } } } return found; }
private void LoadEndOverlapVertexIfNeeded(VisibilityGraph vg) { // See comments in LoadStartOverlapVertexIfNeeded. if (NeedEndOverlapVertex) { VisibilityVertex vertex = vg.FindVertex(End); AppendVisibilityVertex(vg, vertex ?? vg.AddVertex(End)); } }
internal void CreateSparseVerticesAndEdges(VisibilityGraph vg) { if (this.sparsePerpendicularCoords == null) { return; } AppendGroupCrossingsThroughPoint(vg, Start); foreach (var perpCoord in this.sparsePerpendicularCoords.OrderBy(d => d)) { var vertexLocation = this.CreatePointFromPerpCoord(perpCoord); Debug.Assert(this.ContainsPoint(vertexLocation), "vertexLocation is not on Segment"); this.AppendVisibilityVertex(vg, vg.FindVertex(vertexLocation) ?? vg.AddVertex(vertexLocation)); } AppendGroupCrossingsThroughPoint(vg, End); GroupBoundaryPointAndCrossingsList = null; this.sparsePerpendicularCoords.Clear(); this.sparsePerpendicularCoords = null; }
private void LoadStartOverlapVertexIfNeeded(VisibilityGraph vg) { // For adjacent segments with different IsOverlapped, we need a vertex that // joins the two so a path may be run. This is paired with the other segment's // LoadEndOverlapVertexIfNeeded. if (NeedStartOverlapVertex) { VisibilityVertex vertex = vg.FindVertex(Start); AppendVisibilityVertex(vg, vertex ?? vg.AddVertex(Start)); } }