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 Edge e; private ICoordinate[] pts; // cache a reference to the coord array, for efficiency // the lists of start/end indexes of the monotone chains. // Includes the end point of the edge as a sentinel private int[] startIndex; // these envelopes are created once and reused private IEnvelope env1 = new Envelope(); private IEnvelope env2 = new Envelope(); /// /// /// /// public MonotoneChainEdge(Edge e) { this.e = e; pts = e.Coordinates; MonotoneChainIndexer mcb = new MonotoneChainIndexer(); startIndex = mcb.GetChainStartIndices(pts); } /// /// /// public ICoordinate[] Coordinates { get { return pts; } } /// /// /// public int[] StartIndexes { get { return startIndex; } } /// /// /// /// /// public double GetMinX(int chainIndex) { double x1 = pts[startIndex[chainIndex]].X; double x2 = pts[startIndex[chainIndex + 1]].X; return x1 < x2 ? x1 : x2; } /// /// /// /// /// public double GetMaxX(int chainIndex) { double x1 = pts[startIndex[chainIndex]].X; double x2 = pts[startIndex[chainIndex + 1]].X; return x1 > x2 ? x1 : x2; } /// /// /// /// /// public void ComputeIntersects(MonotoneChainEdge mce, SegmentIntersector si) { for (int i = 0; i < startIndex.Length - 1; i++) for (int j = 0; j < mce.startIndex.Length - 1; j++) ComputeIntersectsForChain(i, mce, j, si); } /// /// /// /// /// /// /// public void ComputeIntersectsForChain(int chainIndex0, MonotoneChainEdge mce, int chainIndex1, SegmentIntersector si) { ComputeIntersectsForChain(startIndex[chainIndex0], startIndex[chainIndex0 + 1], mce, mce.startIndex[chainIndex1], mce.startIndex[chainIndex1 + 1], si); } /// /// /// /// /// /// /// /// /// private void ComputeIntersectsForChain( int start0, int end0, MonotoneChainEdge mce, int start1, int end1, SegmentIntersector ei) { ICoordinate p00 = pts[start0]; ICoordinate p01 = pts[end0]; ICoordinate p10 = mce.pts[start1]; ICoordinate 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.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); } } } }