NonRobustCGAlgorithms.cs :  » GIS » DeepEarth » GisSharpBlog » NetTopologySuite » Algorithm » C# / CSharp Open Source

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C# / CSharp Open Source » GIS » DeepEarth 
DeepEarth » GisSharpBlog » NetTopologySuite » Algorithm » NonRobustCGAlgorithms.cs
using System;
using GeoAPI.Geometries;

namespace GisSharpBlog.NetTopologySuite.Algorithm{
    /// <summary> 
    /// Non-robust versions of various fundamental Computational Geometric algorithms,
    /// FOR TESTING PURPOSES ONLY!.
    /// The non-robustness is due to rounding error in floating point computation.
    /// </summary>
    public static class NonRobustCGAlgorithms
    {
        /// <summary>
        /// 
        /// </summary>
        /// <param name="p"></param>
        /// <param name="ring"></param>
        /// <returns></returns>
        public static bool IsPointInRing(ICoordinate p, ICoordinate[] ring)
        {
            int    i, i1;        // point index; i1 = i-1 mod n
            double  xInt;        // x intersection of e with ray
            int    crossings = 0;  // number of edge/ray crossings
            double  x1,y1,x2,y2;
            int     nPts = ring.Length;

          /* For each line edge l = (i-1, i), see if it crosses ray from test point in positive x direction. */
          for (i = 1; i < nPts; i++ ) 
            {
            i1 = i - 1;
                ICoordinate p1 = ring[i];
                ICoordinate p2 = ring[i1];
            x1 = p1.X - p.X;
            y1 = p1.Y - p.Y;
            x2 = p2.X - p.X;
            y2 = p2.Y - p.Y;

            if( (( y1 > 0 ) && (y2 <= 0) ) || (( y2 > 0 ) && (y1 <= 0) ) ) 
                {
              /* e straddles x axis, so compute intersection. */
              xInt = (x1 * y2 - x2 * y1) / (y2 - y1);          
              /* crosses ray if strictly positive intersection. */
              if (0.0 < xInt) crossings++;
            }
          }

          /* p is inside if an odd number of crossings. */
          if ((crossings % 2) == 1)
            return  true;
          else return  false;
        }

        /// <summary>
        /// Computes whether a ring defined by an array of <c>Coordinate</c> is
        /// oriented counter-clockwise.
        /// This will handle coordinate lists which contain repeated points.
        /// </summary>
        /// <param name="ring">an array of coordinates forming a ring.</param>
        /// <returns>
        /// <c>true</c> if the ring is oriented counter-clockwise.
        /// throws <c>ArgumentException</c> if the ring is degenerate (does not contain 3 different points)
        /// </returns>
        public static bool IsCCW(ICoordinate[] ring)
        {
            // # of points without closing endpoint
            int nPts = ring.Length - 1;

            // check that this is a valid ring - if not, simply return a dummy value
            if (nPts < 4)
                return false;

            // algorithm to check if a Ring is stored in CCW order
            // find highest point
            ICoordinate hip = ring[0];
            int hii = 0;
            for (int i = 1; i <= nPts; i++) 
            {
                ICoordinate p = ring[i];
                if (p.Y > hip.Y) 
                {
                    hip = p;
                    hii = i;
                }
            }

            // find different point before highest point
            int iPrev = hii;
            do 
                iPrev = (iPrev - 1) % nPts;
            while(ring[iPrev].Equals(hip) && iPrev != hii);

            // find different point after highest point
            int iNext = hii;
            do 
                iNext = (iNext + 1) % nPts;
            while (ring[iNext].Equals(hip) && iNext != hii);

            ICoordinate prev = ring[iPrev];
            ICoordinate next = ring[iNext];
            if (prev.Equals(hip) || next.Equals(hip) || prev.Equals(next))
                throw new ArgumentException("degenerate ring (does not contain 3 different points)");

            // translate so that hip is at the origin.
            // This will not affect the area calculation, and will avoid
            // finite-accuracy errors (i.e very small vectors with very large coordinates)
            // This also simplifies the discriminant calculation.
            double prev2x = prev.X - hip.X;
            double prev2y = prev.Y - hip.Y;
            double next2x = next.X - hip.X;
            double next2y = next.Y - hip.Y;

            // compute cross-product of vectors hip->next and hip->prev
            // (e.g. area of parallelogram they enclose)
            double disc = next2x * prev2y - next2y * prev2x;

            /* If disc is exactly 0, lines are collinear.  There are two possible cases:
                    (1) the lines lie along the x axis in opposite directions
                    (2) the line lie on top of one another
                    
                    (2) should never happen, so we're going to ignore it!
                        (Might want to assert this)
            
                    (1) is handled by checking if next is left of prev ==> CCW
            */
            if (disc == 0.0)
                 return (prev.X > next.X); // poly is CCW if prev x is right of next x
            else return (disc > 0.0);      // if area is positive, points are ordered CCW                 
        }

        /// <summary>
        /// 
        /// </summary>
        /// <param name="p1"></param>
        /// <param name="p2"></param>
        /// <param name="q"></param>
        /// <returns></returns>
        public static int ComputeOrientation(ICoordinate p1, ICoordinate p2, ICoordinate q) 
        {
                double dx1 = p2.X - p1.X;
                double dy1 = p2.Y - p1.Y;
                double dx2 = q.X - p2.X;
                double dy2 = q.Y - p2.Y;
                double det = dx1 * dy2 - dx2 * dy1;

                if (det > 0.0) return  1;
                if (det < 0.0) return -1;
                return 0;
        }
    }
}
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