public List <List <Point2d <T> > > Geometry <T>( uint?clipBuffer = null , float?scale = null ) { // parameters passed to this method override parameters passed to the constructor if (_clipBuffer.HasValue && !clipBuffer.HasValue) { clipBuffer = _clipBuffer; } if (_scale.HasValue && !scale.HasValue) { scale = _scale; } // TODO: how to cache 'finalGeom' without making whole class generic??? // and without using an object (boxing) ??? List <List <Point2d <T> > > finalGeom = _cachedGeometry as List <List <Point2d <T> > >; if (null != finalGeom && scale == _previousScale) { return(finalGeom); } //decode commands and coordinates List <List <Point2d <long> > > geom = DecodeGeometry.GetGeometry( _layer.Extent , GeometryType , GeometryCommands , scale.Value ); if (clipBuffer.HasValue) { geom = UtilGeom.ClipGeometries(geom, GeometryType, (long)_layer.Extent, clipBuffer.Value, scale.Value); } //HACK: use 'Scale' to convert to <T> too finalGeom = DecodeGeometry.Scale <T>(geom, scale.Value); //set field needed for next iteration _previousScale = scale; _cachedGeometry = finalGeom; return(finalGeom); }
public List <List <Vector2 <T> > > Geometry <T>( uint?clipBuffer = null , float?scale = null ) { // parameters passed to this method override parameters passed to the constructor if (_clipBuffer.HasValue && !clipBuffer.HasValue) { clipBuffer = _clipBuffer; } if (_scale.HasValue && !scale.HasValue) { scale = _scale; } // TODO: how to cache 'finalGeom' without making whole class generic??? // and without using an object (boxing) ??? var finalGeom = _cachedGeometry as List <List <Vector2 <T> > >; if (null != finalGeom && scale == _previousScale) { return(finalGeom); } //decode commands and coordinates List <List <Vector2 <long> > > geom = DecodeGeometry.GetGeometry( Layer.Extent , GeometryType , GeometryCommands , scale.Value ); if (clipBuffer.HasValue) { // HACK !!! // work around a 'feature' of clipper where the ring order gets mixed up // with multipolygons containing holes if (geom.Count < 2 || GeometryType != GeomType.POLYGON) { // work on points, lines and single part polygons as before geom = UtilGeom.ClipGeometries(geom, GeometryType, (long)Layer.Extent, clipBuffer.Value, scale.Value); } else { // process every ring of a polygon in a separate loop var newGeom = new List <List <Vector2 <long> > >(); int geomCount = geom.Count; for (int i = 0; i < geomCount; i++) { List <Vector2 <long> > part = geom[i]; var tmp = new List <List <Vector2 <long> > >(); // flip order of inner rings to look like outer rings bool isInner = signedPolygonArea(part) >= 0; if (isInner) { part.Reverse(); } tmp.Add(part); tmp = UtilGeom.ClipGeometries(tmp, GeometryType, (long)Layer.Extent, clipBuffer.Value, scale.Value); // ring was completely outside of clip border if (0 == tmp.Count) { continue; } // one part might result in several geoms after clipping, eg 'u'-shape where the // lower part is completely beyond the actual tile border but still within the buffer foreach (List <Vector2 <long> > item in tmp) { // flip winding order of inner rings back if (isInner) { item.Reverse(); } newGeom.Add(item); } } geom = newGeom; } } //HACK: use 'Scale' to convert to <T> too finalGeom = DecodeGeometry.Scale <T>(geom, scale.Value); //set field needed for next iteration _previousScale = scale; _cachedGeometry = finalGeom; return(finalGeom); }