Пример #1
0
        private void ComputeIntersectsForChain(int start0, int end0,
                                               MonotoneChainEdge mce, int start1, int end1, SegmentIntersector ei)
        {
            Coordinate p00 = pts[start0];
            Coordinate p01 = pts[end0];
            Coordinate p10 = mce.pts[start1];
            Coordinate p11 = mce.pts[end1];

            // terminating condition for the recursion
            if (end0 - start0 == 1 && end1 - start1 == 1)
            {
                ei.AddIntersections(e, start0, mce.e, start1);
                return;
            }
            // nothing to do if the envelopes of these chains don't overlap
            env1.Initialize(p00, p01);
            env2.Initialize(p10, p11);

            if (!env1.Intersects(env2))
            {
                return;
            }

            // the chains overlap, so split each in half and iterate  (binary search)
            int mid0 = (start0 + end0) / 2;
            int mid1 = (start1 + end1) / 2;

            // Assert: mid != start or end (since we checked above for end - start <= 1)
            // check terminating conditions before recursing
            if (start0 < mid0)
            {
                if (start1 < mid1)
                {
                    ComputeIntersectsForChain(start0, mid0, mce, start1, mid1, ei);
                }

                if (mid1 < end1)
                {
                    ComputeIntersectsForChain(start0, mid0, mce, mid1, end1, ei);
                }
            }

            if (mid0 < end0)
            {
                if (start1 < mid1)
                {
                    ComputeIntersectsForChain(mid0, end0, mce, start1, mid1, ei);
                }

                if (mid1 < end1)
                {
                    ComputeIntersectsForChain(mid0, end0, mce, mid1, end1, ei);
                }
            }
        }
Пример #2
0
        /// <summary>
        /// Performs a brute-force comparison of every segment in each Edge.
        /// This has n^2 performance, and is about 100 times slower than using
        /// monotone chains.
        /// </summary>
        private void ComputeIntersects(Edge e0, Edge e1, SegmentIntersector si)
        {
            ICoordinateList pts0 = e0.Coordinates;
            ICoordinateList pts1 = e1.Coordinates;

            for (int i0 = 0; i0 < pts0.Count - 1; i0++)
            {
                for (int i1 = 0; i1 < pts1.Count - 1; i1++)
                {
                    si.AddIntersections(e0, i0, e1, i1);
                }
            }
        }
Пример #3
0
 public void ComputeIntersections(SweepLineSegment ss,
                                  SegmentIntersector si)
 {
     si.AddIntersections(edge, ptIndex, ss.edge, ss.ptIndex);
 }