示例#1
0
        private bool _processBunch()
        {
            bool bModified = false;
            int  iter      = 0;

            com.epl.geometry.Point2D ptCenter = new com.epl.geometry.Point2D();
            while (true)
            {
                m_dbgCounter++;
                // only for debugging
                iter++;
                // _ASSERT(iter < 10);
                if (m_bunchEdgeEndPoints == null)
                {
                    m_bunchEdgeEndPoints    = new com.epl.geometry.AttributeStreamOfInt32(0);
                    m_bunchEdgeCenterPoints = new com.epl.geometry.AttributeStreamOfInt32(0);
                    m_bunchEdgeIndices      = new com.epl.geometry.AttributeStreamOfInt32(0);
                }
                else
                {
                    m_bunchEdgeEndPoints.Clear(false);
                    m_bunchEdgeCenterPoints.Clear(false);
                    m_bunchEdgeIndices.Clear(false);
                }
                int  currentVertex = m_firstCoincidentVertex;
                int  index         = 0;
                bool bFirst        = true;
                while (currentVertex != m_nextVertexToProcess)
                {
                    int v = m_sortedVertices.GetData(currentVertex);
                    {
                        // debug
                        com.epl.geometry.Point2D pt = new com.epl.geometry.Point2D();
                        m_shape.GetXY(v, pt);
                        double y = pt.x;
                    }
                    if (bFirst)
                    {
                        m_shape.GetXY(v, ptCenter);
                        bFirst = false;
                    }
                    int vertP = m_shape.GetPrevVertex(v);
                    int vertN = m_shape.GetNextVertex(v);
                    // _ASSERT(vertP != vertN || m_shape.getPrevVertex(vertN) == v
                    // && m_shape.getNextVertex(vertP) == v);
                    int id = m_shape.GetUserIndex(vertP, m_userIndexSortedAngleIndexToVertex);
                    if (id != unchecked ((int)(0xdeadbeef)))
                    {
                        // avoid adding a point twice
                        // _ASSERT(id == -1);
                        m_bunchEdgeEndPoints.Add(vertP);
                        m_shape.SetUserIndex(vertP, m_userIndexSortedAngleIndexToVertex, unchecked ((int)(0xdeadbeef)));
                        // mark
                        // that
                        // it
                        // has
                        // been
                        // already
                        // added
                        m_bunchEdgeCenterPoints.Add(v);
                        m_bunchEdgeIndices.Add(index++);
                    }
                    int id2 = m_shape.GetUserIndex(vertN, m_userIndexSortedAngleIndexToVertex);
                    if (id2 != unchecked ((int)(0xdeadbeef)))
                    {
                        // avoid adding a point twice
                        // _ASSERT(id2 == -1);
                        m_bunchEdgeEndPoints.Add(vertN);
                        m_shape.SetUserIndex(vertN, m_userIndexSortedAngleIndexToVertex, unchecked ((int)(0xdeadbeef)));
                        // mark
                        // that
                        // it
                        // has
                        // been
                        // already
                        // added
                        m_bunchEdgeCenterPoints.Add(v);
                        m_bunchEdgeIndices.Add(index++);
                    }
                    currentVertex = m_sortedVertices.GetNext(currentVertex);
                }
                if (m_bunchEdgeEndPoints.Size() < 2)
                {
                    break;
                }
                // Sort the bunch edpoints by angle (angle between the axis x and
                // the edge, connecting the endpoint with the bunch center)
                m_bunchEdgeIndices.Sort(0, m_bunchEdgeIndices.Size(), new com.epl.geometry.Simplificator.SimplificatorAngleComparer(this));
                // SORTDYNAMICARRAYEX(m_bunchEdgeIndices, int, 0,
                // m_bunchEdgeIndices.size(), SimplificatorAngleComparer, this);
                for (int i = 0, n = m_bunchEdgeIndices.Size(); i < n; i++)
                {
                    int indexL = m_bunchEdgeIndices.Get(i);
                    int vertex = m_bunchEdgeEndPoints.Get(indexL);
                    m_shape.SetUserIndex(vertex, m_userIndexSortedAngleIndexToVertex, i);
                    {
                        // rember the
                        // sort by angle
                        // order
                        // debug
                        com.epl.geometry.Point2D pt = new com.epl.geometry.Point2D();
                        m_shape.GetXY(vertex, pt);
                        double y = pt.x;
                    }
                }
                bool bCrossOverResolved = _processCrossOvers(ptCenter);
                // see of
                // there
                // are
                // crossing
                // over
                // edges.
                for (int i_1 = 0, n = m_bunchEdgeIndices.Size(); i_1 < n; i_1++)
                {
                    int indexL = m_bunchEdgeIndices.Get(i_1);
                    if (indexL == -1)
                    {
                        continue;
                    }
                    int vertex = m_bunchEdgeEndPoints.Get(indexL);
                    m_shape.SetUserIndex(vertex, m_userIndexSortedAngleIndexToVertex, -1);
                }
                // remove
                // mapping
                if (bCrossOverResolved)
                {
                    bModified = true;
                    continue;
                }
                break;
            }
            return(bModified);
        }
示例#2
0
        private bool _simplify()
        {
            if (m_shape.GetGeometryType(m_geometry) == com.epl.geometry.Geometry.Type.Polygon.Value() && m_shape.GetFillRule(m_geometry) == com.epl.geometry.Polygon.FillRule.enumFillRuleWinding)
            {
                com.epl.geometry.TopologicalOperations ops = new com.epl.geometry.TopologicalOperations();
                ops.PlanarSimplifyNoCrackingAndCluster(m_fixSelfTangency, m_shape, m_geometry, m_progressTracker);
                System.Diagnostics.Debug.Assert((m_shape.GetFillRule(m_geometry) == com.epl.geometry.Polygon.FillRule.enumFillRuleOddEven));
            }
            bool bChanged           = false;
            bool bNeedWindingRepeat = true;
            bool bWinding           = false;

            m_userIndexSortedIndexToVertex      = -1;
            m_userIndexSortedAngleIndexToVertex = -1;
            int pointCount = m_shape.GetPointCount(m_geometry);

            // Sort vertices lexicographically
            // Firstly copy allvertices to an array.
            com.epl.geometry.AttributeStreamOfInt32 verticesSorter = new com.epl.geometry.AttributeStreamOfInt32(0);
            verticesSorter.Reserve(pointCount);
            for (int path = m_shape.GetFirstPath(m_geometry); path != -1; path = m_shape.GetNextPath(path))
            {
                int vertex = m_shape.GetFirstVertex(path);
                for (int index = 0, n = m_shape.GetPathSize(path); index < n; index++)
                {
                    verticesSorter.Add(vertex);
                    vertex = m_shape.GetNextVertex(vertex);
                }
            }
            // Sort
            verticesSorter.Sort(0, pointCount, new com.epl.geometry.Simplificator.SimplificatorVertexComparer(this));
            // SORTDYNAMICARRAYEX(verticesSorter, int, 0, pointCount,
            // SimplificatorVertexComparer, this);
            // Copy sorted vertices to the m_sortedVertices list. Make a mapping
            // from the edit shape vertices to the sorted vertices.
            m_userIndexSortedIndexToVertex = m_shape.CreateUserIndex();
            // this index
            // is used
            // to map
            // from edit
            // shape
            // vertex to
            // the
            // m_sortedVertices
            // list
            m_sortedVertices          = new com.epl.geometry.IndexMultiDCList();
            m_sortedVerticesListIndex = m_sortedVertices.CreateList(0);
            for (int i = 0; i < pointCount; i++)
            {
                int vertex = verticesSorter.Get(i);
                {
                    // debug
                    com.epl.geometry.Point2D pt = new com.epl.geometry.Point2D();
                    m_shape.GetXY(vertex, pt);
                    // for debugging
                    double y = pt.x;
                }
                int vertexlistIndex = m_sortedVertices.AddElement(m_sortedVerticesListIndex, vertex);
                m_shape.SetUserIndex(vertex, m_userIndexSortedIndexToVertex, vertexlistIndex);
            }
            // remember the sorted list element on the
            // vertex.
            // When we remove a vertex, we also remove associated sorted list
            // element.
            m_userIndexSortedAngleIndexToVertex = m_shape.CreateUserIndex();
            // create
            // additional
            // list
            // to
            // store
            // angular
            // sort
            // mapping.
            m_nextVertexToProcess = -1;
            if (_cleanupSpikes())
            {
                // cleanup any spikes on the polygon.
                bChanged = true;
            }
            // External iteration loop for the simplificator.
            // ST. I am not sure if it actually needs this loop. TODO: figure this
            // out.
            while (bNeedWindingRepeat)
            {
                bNeedWindingRepeat = false;
                int max_iter = m_shape.GetPointCount(m_geometry) + 10 > 30 ? 1000 : (m_shape.GetPointCount(m_geometry) + 10) * (m_shape.GetPointCount(m_geometry) + 10);
                // Simplify polygon
                int  iRepeatNum  = 0;
                bool bNeedRepeat = false;
                do
                {
                    // Internal iteration loop for the simplificator.
                    // ST. I am not sure if it actually needs this loop. TODO: figure
                    // this out.
                    // while (bNeedRepeat);
                    bNeedRepeat = false;
                    bool bVertexRecheck = false;
                    m_firstCoincidentVertex = -1;
                    int coincidentCount = 0;
                    com.epl.geometry.Point2D ptFirst = new com.epl.geometry.Point2D();
                    com.epl.geometry.Point2D pt      = new com.epl.geometry.Point2D();
                    // Main loop of the simplificator. Go through the vertices and
                    // for those that have same coordinates,
                    for (int vlistindex = m_sortedVertices.GetFirst(m_sortedVerticesListIndex); vlistindex != com.epl.geometry.IndexMultiDCList.NullNode();)
                    {
                        int vertex = m_sortedVertices.GetData(vlistindex);
                        {
                            // debug
                            // Point2D pt = new Point2D();
                            m_shape.GetXY(vertex, pt);
                            double d = pt.x;
                        }
                        if (m_firstCoincidentVertex != -1)
                        {
                            // Point2D pt = new Point2D();
                            m_shape.GetXY(vertex, pt);
                            if (ptFirst.IsEqual(pt))
                            {
                                coincidentCount++;
                            }
                            else
                            {
                                ptFirst.SetCoords(pt);
                                m_nextVertexToProcess = vlistindex;
                                // we remeber the
                                // next index in
                                // the member
                                // variable to
                                // allow it to
                                // be updated if
                                // a vertex is
                                // removed
                                // inside of the
                                // _ProcessBunch.
                                if (coincidentCount > 0)
                                {
                                    bool result = _processBunch();
                                    // process a
                                    // bunch of
                                    // coinciding
                                    // vertices
                                    if (result)
                                    {
                                        // something has changed.
                                        // Note that ProcessBunch may
                                        // change m_nextVertexToProcess
                                        // and m_firstCoincidentVertex.
                                        bNeedRepeat = true;
                                        if (m_nextVertexToProcess != com.epl.geometry.IndexMultiDCList.NullNode())
                                        {
                                            int v = m_sortedVertices.GetData(m_nextVertexToProcess);
                                            m_shape.GetXY(v, ptFirst);
                                        }
                                    }
                                }
                                vlistindex = m_nextVertexToProcess;
                                m_firstCoincidentVertex = vlistindex;
                                coincidentCount         = 0;
                            }
                        }
                        else
                        {
                            m_firstCoincidentVertex = vlistindex;
                            m_shape.GetXY(m_sortedVertices.GetData(vlistindex), ptFirst);
                            coincidentCount = 0;
                        }
                        if (vlistindex != -1)
                        {
                            //vlistindex can be set to -1 after ProcessBunch call above
                            vlistindex = m_sortedVertices.GetNext(vlistindex);
                        }
                    }
                    m_nextVertexToProcess = -1;
                    if (coincidentCount > 0)
                    {
                        bool result = _processBunch();
                        if (result)
                        {
                            bNeedRepeat = true;
                        }
                    }
                    if (iRepeatNum++ > 10)
                    {
                        throw com.epl.geometry.GeometryException.GeometryInternalError();
                    }
                    if (bNeedRepeat)
                    {
                        _fixOrphanVertices();
                    }
                    // fix broken structure of the shape
                    if (_cleanupSpikes())
                    {
                        bNeedRepeat = true;
                    }
                    bNeedWindingRepeat |= bNeedRepeat && bWinding;
                    bChanged           |= bNeedRepeat;
                }while (bNeedRepeat);
            }
            // while (bNeedWindingRepeat)
            // Now process rings. Fix ring orientation and determine rings that need
            // to be deleted.
            m_shape.RemoveUserIndex(m_userIndexSortedIndexToVertex);
            m_shape.RemoveUserIndex(m_userIndexSortedAngleIndexToVertex);
            bChanged |= com.epl.geometry.RingOrientationFixer.Execute(m_shape, m_geometry, m_sortedVertices, m_fixSelfTangency);
            return(bChanged);
        }
示例#3
0
        internal virtual bool FixRingOrientation_()
        {
            bool bFound = false;

            if (m_fixSelfTangency)
            {
                bFound = FixRingSelfTangency_();
            }
            if (m_shape.GetPathCount(m_geometry) == 1)
            {
                int    path = m_shape.GetFirstPath(m_geometry);
                double area = m_shape.GetRingArea(path);
                m_shape.SetExterior(path, true);
                if (area < 0)
                {
                    int first = m_shape.GetFirstVertex(path);
                    m_shape.ReverseRingInternal_(first);
                    m_shape.SetLastVertex_(path, m_shape.GetPrevVertex(first));
                    // fix
                    // last
                    // after
                    // the
                    // reverse
                    return(true);
                }
                return(false);
            }
            m_path_orientation_index = m_shape.CreatePathUserIndex();
            // used to
            // store
            // discovered
            // orientation
            // (3 -
            // extrior,
            // 2 -
            // interior)
            m_path_parentage_index = m_shape.CreatePathUserIndex();
            // used to
            // resolve OGC
            // order
            for (int path_1 = m_shape.GetFirstPath(m_geometry); path_1 != -1; path_1 = m_shape.GetNextPath(path_1))
            {
                m_shape.SetPathUserIndex(path_1, m_path_orientation_index, 0);
                m_shape.SetPathUserIndex(path_1, m_path_parentage_index, -1);
            }
            com.epl.geometry.AttributeStreamOfInt32 bunch = new com.epl.geometry.AttributeStreamOfInt32(0);
            m_y_scanline = com.epl.geometry.NumberUtils.TheNaN;
            com.epl.geometry.Point2D pt = new com.epl.geometry.Point2D();
            m_unknown_ring_orientation_count = m_shape.GetPathCount(m_geometry);
            m_node_1_user_index = m_shape.CreateUserIndex();
            m_node_2_user_index = m_shape.CreateUserIndex();
            for (int ivertex = m_sorted_vertices.GetFirst(m_sorted_vertices.GetFirstList()); ivertex != -1; ivertex = m_sorted_vertices.GetNext(ivertex))
            {
                int vertex = m_sorted_vertices.GetData(ivertex);
                m_shape.GetXY(vertex, pt);
                if (pt.y != m_y_scanline && bunch.Size() != 0)
                {
                    bFound |= ProcessBunchForRingOrientationTest_(bunch);
                    m_sweep_comparator.Reset();
                    bunch.Clear(false);
                }
                bunch.Add(vertex);
                // all vertices that have same y are added to the
                // bunch
                m_y_scanline = pt.y;
                if (m_unknown_ring_orientation_count == 0)
                {
                    break;
                }
            }
            if (m_unknown_ring_orientation_count > 0)
            {
                bFound |= ProcessBunchForRingOrientationTest_(bunch);
                bunch.Clear(false);
            }
            m_shape.RemoveUserIndex(m_node_1_user_index);
            m_shape.RemoveUserIndex(m_node_2_user_index);
            // dbg_verify_ring_orientation_();//debug
            for (int path_2 = m_shape.GetFirstPath(m_geometry); path_2 != -1;)
            {
                if (m_shape.GetPathUserIndex(path_2, m_path_orientation_index) == 3)
                {
                    // exterior
                    m_shape.SetExterior(path_2, true);
                    int afterPath = path_2;
                    for (int nextHole = m_shape.GetPathUserIndex(path_2, m_path_parentage_index); nextHole != -1;)
                    {
                        int p = m_shape.GetPathUserIndex(nextHole, m_path_parentage_index);
                        m_shape.MovePath(m_geometry, m_shape.GetNextPath(afterPath), nextHole);
                        afterPath = nextHole;
                        nextHole  = p;
                    }
                    path_2 = m_shape.GetNextPath(afterPath);
                }
                else
                {
                    m_shape.SetExterior(path_2, false);
                    path_2 = m_shape.GetNextPath(path_2);
                }
            }
            m_shape.RemovePathUserIndex(m_path_orientation_index);
            m_shape.RemovePathUserIndex(m_path_parentage_index);
            return(bFound);
        }