private int _depthDelta; // the change in area depth from the R to Curve side of this edge /// <summary> /// /// </summary> /// <param name="pts"></param> /// <param name="label"></param> public Edge(Coordinate[] pts, Label label) { _eiList = new EdgeIntersectionList(this); _pts = pts; Label = label; }
/// <summary> /// Add an EdgeIntersection for intersection intIndex. /// An intersection that falls exactly on a vertex of the edge is normalized /// to use the higher of the two possible segmentIndexes. /// </summary> /// <param name="li"></param> /// <param name="segmentIndex"></param> /// <param name="geomIndex"></param> /// <param name="intIndex"></param> public void AddIntersection(LineIntersector li, int segmentIndex, int geomIndex, int intIndex) { Coordinate intPt = new Coordinate(li.GetIntersection(intIndex)); var normalizedSegmentIndex = segmentIndex; var dist = li.GetEdgeDistance(geomIndex, intIndex); // normalize the intersection point location var nextSegIndex = normalizedSegmentIndex + 1; if (nextSegIndex < Points.Length) { var nextPt = Points[nextSegIndex]; // Normalize segment index if intPt falls on vertex // The check for point equality is 2D only - Z values are ignored if (intPt.Equals2D(nextPt)) { normalizedSegmentIndex = nextSegIndex; dist = 0.0; } // Add the intersection point to edge intersection list. EdgeIntersectionList.Add(intPt, normalizedSegmentIndex, dist); } }