EVOLUTION-MANAGER
Edit File: polygon_ring_appender.h
/****************************************************************************** * * Project: Marching square algorithm * Purpose: Core algorithm implementation for contour line generation. * Author: Oslandia <infos at oslandia dot com> * ****************************************************************************** * Copyright (c) 2018, Oslandia <infos at oslandia dot com> * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef MARCHING_SQUARE_POLYGON_RING_APPENDER_H #define MARCHING_SQUARE_POLYGON_RING_APPENDER_H #include <vector> #include <list> #include <map> #include <cassert> #include "point.h" #include "ogr_geometry.h" namespace marching_squares { // Receive rings of different levels and organize them // into multi-polygons with possible interior rings when requested. template <typename PolygonWriter> class PolygonRingAppender { private: struct Ring { Ring() : points(), interiorRings() {} Ring( const Ring& other ) = default; Ring& operator=( const Ring& other ) = default; LineString points; mutable std::list<const Ring*> interiorRings; const Ring* closestExterior = nullptr; bool isIn( const Ring& other ) const { // FIXME // This could probably be optimized by avoiding copies // (and a dependency to OGR/GEOS) assert( other.points.size() >= 4 ); Point p = points.front(); OGRLinearRing r; for ( const auto& pt : other.points ) { r.addPoint( pt.x, pt.y ); } OGRPolygon poly; poly.addRing( &r ); OGRPoint toTest( p.x, p.y ); return toTest.Within( &poly ) != 0; } void checkInclusionWith( const Ring& other ) { if ( isIn( other ) ) { if ( closestExterior ) { if ( other.isIn( *closestExterior ) ) { closestExterior = &other; } } else { // no closest parent yet closestExterior = &other; } } } // recursive function to test if a ring is an inner ring bool isInnerRing() const { return (closestExterior != nullptr) && ( !closestExterior->isInnerRing() ); } #ifdef DEBUG size_t id() const { return size_t(static_cast<const void*>(this)) & 0xffff; } void print( std::ostream& ostr ) const { ostr << id() << ":"; for ( const auto& pt : points ) { ostr << pt.x << "," << pt.y << " "; } } #endif }; // level -> rings std::map<double, std::list<Ring>> rings_; PolygonWriter& writer_; public: const bool polygonize = true; PolygonRingAppender( PolygonWriter& writer ) : rings_() , writer_( writer ) {} void addLine( double level, LineString& ls, bool ) { Ring r; r.points.swap( ls ); rings_[level].push_back( std::move(r) ); } ~PolygonRingAppender() { // FIXME // This "ring sorting" algorithm could be optimized. There is no need to // wait for the completion of contour ring computation to sort them out. // For each new ring closed, we can determine which other rings are inside // it and do not consider them anymore. if ( rings_.size() == 0 ) return; // compute inner rings for ( auto& itLevel: rings_ ) { for ( auto& currentRing: itLevel.second ) { for ( const auto& otherRing: itLevel.second ) { currentRing.checkInclusionWith( otherRing ); } } // sort inner / outer rings for ( auto& currentRing: itLevel.second ) { if ( currentRing.isInnerRing() ) { currentRing.closestExterior->interiorRings.push_back( ¤tRing ); } } } // emit each polygon with its parts and interior rings for ( const auto& r: rings_ ) { writer_.startPolygon( r.first ); for ( const auto& part : r.second ) { if ( ! part.isInnerRing() ) { writer_.addPart( part.points ); for ( const Ring* interiorRing : part.interiorRings ) { writer_.addInteriorRing( interiorRing->points ); } } } writer_.endPolygon(); } } }; } #endif