using GeoAPI.Geometries; using GisSharpBlog.NetTopologySuite.Geometries; namespace GisSharpBlog.NetTopologySuite.GeometriesGraph.Index { /// /// MonotoneChains are a way of partitioning the segments of an edge to /// allow for fast searching of intersections. /// They have the following properties: /// the segments within a monotone chain will never intersect each other, and /// the envelope of any contiguous subset of the segments in a monotone chain /// is simply the envelope of the endpoints of the subset. /// Property 1 means that there is no need to test pairs of segments from within /// the same monotone chain for intersection. /// Property 2 allows /// binary search to be used to find the intersection points of two monotone chains. /// For many types of real-world data, these properties eliminate a large number of /// segment comparisons, producing substantial speed gains. /// public class MonotoneChainEdge { private readonly Edge e; // the lists of start/end indexes of the monotone chains. // Includes the end point of the edge as a sentinel // these envelopes are created once and reused private readonly IEnvelope env1 = new Envelope(); private readonly IEnvelope env2 = new Envelope(); /// /// /// /// public MonotoneChainEdge(Edge e) { this.e = e; Coordinates = e.Coordinates; MonotoneChainIndexer mcb = new MonotoneChainIndexer(); StartIndexes = mcb.GetChainStartIndices(Coordinates); } /// /// /// public ICoordinate[] Coordinates { get; private set; } /// /// /// public int[] StartIndexes { get; private set; } /// /// /// /// /// public double GetMinX(int chainIndex) { double x1 = Coordinates[StartIndexes[chainIndex]].X; double x2 = Coordinates[StartIndexes[chainIndex + 1]].X; return x1 < x2 ? x1 : x2; } /// /// /// /// /// public double GetMaxX(int chainIndex) { double x1 = Coordinates[StartIndexes[chainIndex]].X; double x2 = Coordinates[StartIndexes[chainIndex + 1]].X; return x1 > x2 ? x1 : x2; } /// /// /// /// /// public void ComputeIntersects(MonotoneChainEdge mce, SegmentIntersector si) { for (int i = 0; i < StartIndexes.Length - 1; i++) { for (int j = 0; j < mce.StartIndexes.Length - 1; j++) { ComputeIntersectsForChain(i, mce, j, si); } } } /// /// /// /// /// /// /// public void ComputeIntersectsForChain(int chainIndex0, MonotoneChainEdge mce, int chainIndex1, SegmentIntersector si) { ComputeIntersectsForChain(StartIndexes[chainIndex0], StartIndexes[chainIndex0 + 1], mce, mce.StartIndexes[chainIndex1], mce.StartIndexes[chainIndex1 + 1], si); } /// /// /// /// /// /// /// /// /// private void ComputeIntersectsForChain(int start0, int end0, MonotoneChainEdge mce, int start1, int end1, SegmentIntersector ei) { ICoordinate p00 = Coordinates[start0]; ICoordinate p01 = Coordinates[end0]; ICoordinate p10 = mce.Coordinates[start1]; ICoordinate p11 = mce.Coordinates[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.Init(p00, p01); env2.Init(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; // 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); } } } } }