DYT/Tool/OpenSceneGraph-3.6.5/include/geos/noding/snapround/SnapRoundingIntersectionAdder.h
2024-12-25 07:49:36 +08:00

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/**********************************************************************
*
* GEOS - Geometry Engine Open Source
* http://geos.osgeo.org
*
* Copyright (C) 2020 Paul Ramsey <pramsey@cleverelephant.ca>
*
* This is free software; you can redistribute and/or modify it under
* the terms of the GNU Lesser General Public Licence as published
* by the Free Software Foundation.
* See the COPYING file for more information.
*
**********************************************************************/
#pragma once
#include <geos/export.h>
#include <vector>
#include <memory>
#include <geos/noding/Noder.h> // for inheritance
#include <geos/algorithm/LineIntersector.h> // for composition
#include <geos/geom/Coordinate.h> // for use in vector
#include <geos/geom/CoordinateSequence.h>
#include <geos/geom/PrecisionModel.h> // for inlines (should drop)
#include <geos/noding/SegmentIntersector.h>
// Forward declarations
namespace geos {
namespace geom {
class PrecisionModel;
}
namespace noding {
class SegmentString;
class NodedSegmentString;
namespace snapround {
class HotPixel;
}
}
}
namespace geos {
namespace noding { // geos::noding
namespace snapround { // geos::noding::snapround
/**
* Finds intersections between line segments which will be snap-rounded,
* and adds them as nodes to the segments.
*
* Intersections are detected and computed using full precision.
* Snapping takes place in a subsequent phase.
*
* The intersection points are recorded, so that HotPixels can be created for them.
*
* To avoid robustness issues with vertices which lie very close to line segments
* a heuristic is used:
* nodes are created if a vertex lies within a tolerance distance
* of the interior of a segment.
* The tolerance distance is chosen to be significantly below the snap-rounding grid size.
* This has empirically proven to eliminate noding failures.
*/
class GEOS_DLL SnapRoundingIntersectionAdder: public SegmentIntersector { // implements SegmentIntersector
private:
algorithm::LineIntersector li;
geom::CoordinateSequence intersections;
// const geom::PrecisionModel* pm;
double nearnessTol;
/**
* If an endpoint of one segment is near
* the interior of the other segment, add it as an intersection.
* EXCEPT if the endpoint is also close to a segment endpoint
* (since this can introduce "zigs" in the linework).
*
* This resolves situations where
* a segment A endpoint is extremely close to another segment B,
* but is not quite crossing. Due to robustness issues
* in orientation detection, this can
* result in the snapped segment A crossing segment B
* without a node being introduced.
*/
void processNearVertex(const geom::CoordinateSequence& seq0,
std::size_t ptIndex,
const geom::CoordinateSequence& seq1,
std::size_t segIndex,
SegmentString* edge);
bool isNearSegmentInterior(const geom::CoordinateXY& p, const geom::CoordinateXY& p0, const geom::CoordinateXY& p1) const;
public:
SnapRoundingIntersectionAdder(double p_nearnessTol)
: SegmentIntersector()
, intersections(geom::CoordinateSequence::XYZM(0))
, nearnessTol(p_nearnessTol)
{}
geom::CoordinateSequence getIntersections() { return std::move(intersections); };
/**
* This method is called by clients
* of the {@link SegmentIntersector} class to process
* intersections for two segments of the {@link SegmentString}s being intersected.
* Note that some clients (such as MonotoneChains) may optimize away
* this call for segment pairs which they have determined do not intersect
* (e.g. by an disjoint envelope test).
*/
void processIntersections(SegmentString* e0, std::size_t segIndex0, SegmentString* e1, std::size_t segIndex1) override;
/**
* Always process all intersections
*
*/
bool isDone() const override { return false; }
};
} // namespace geos::noding::snapround
} // namespace geos::noding
} // namespace geos