/********************************************************************** * * GEOS - Geometry Engine Open Source * http://geos.osgeo.org * * Copyright (C) 2020 Paul Ramsey * * 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. * ********************************************************************** * * Last port: operation/overlayng/OverlayNGRobust.java 6ef89b09 * **********************************************************************/ #pragma once #include #include #include #include // Forward declarations namespace geos { namespace geom { class Geometry; } } namespace geos { // geos. namespace operation { // geos.operation namespace overlayng { // geos.operation.overlayng /** * Performs an overlay operation, increasing robustness by using a series of * increasingly aggressive (and slower) noding strategies. * * The noding strategies used are: * * - A simple, fast noder using FLOATING precision. * - A {@link noding::snap::SnappingNoder} using an automatically-determined snap tolerance * - First snapping each geometry to itself, * and then overlaying them using a SnappingNoder. * - The above two strategies are repeated with increasing snap tolerance, up to a limit. * * If the above heuristics still fail to compute a valid overlay, * the original {@link util::TopologyException} is thrown. * * This algorithm relies on each overlay operation execution * throwing a {@link util::TopologyException} if it is unable * to compute the overlay correctly. * Generally this occurs because the noding phase does * not produce a valid noding. * This requires the use of a {@link noding::ValidatingNoder} * in order to check the results of using a floating noder. * * @author Martin Davis */ class GEOS_DLL OverlayNGRobust { private: // Constants static constexpr int NUM_SNAP_TRIES = 5; /** * A factor for a snapping tolerance distance which * should allow noding to be computed robustly. */ static constexpr double SNAP_TOL_FACTOR = 1e12; static std::unique_ptr overlaySnapping( const Geometry* geom0, const Geometry* geom1, int opCode, double snapTol); static std::unique_ptr overlaySnapBoth( const Geometry* geom0, const Geometry* geom1, int opCode, double snapTol); static std::unique_ptr overlaySnapTol( const Geometry* geom0, const Geometry* geom1, int opCode, double snapTol); static double snapTolerance(const Geometry* geom); /** * Computes the largest magnitude of the ordinates of a geometry, * based on the geometry envelope. * * @param geom a geometry * @return the magnitude of the largest ordinate */ static double ordinateMagnitude(const Geometry* geom); /** * Overlay using Snap-Rounding with an automatically-determined * scale factor. * * NOTE: currently this strategy is not used, since all known * test cases work using one of the Snapping strategies. */ static std::unique_ptr overlaySR(const Geometry* geom0, const Geometry* geom1, int opCode); /** * Self-snaps a geometry by running a union operation with it as the only input. * This helps to remove narrow spike/gore artifacts to simplify the geometry, * which improves robustness. * Collapsed artifacts are removed from the result to allow using * it in further overlay operations. * * @param geom geometry to self-snap * @param snapTol snap tolerance * @return the snapped geometry (homogeneous) */ static std::unique_ptr snapSelf(const Geometry* geom, double snapTol); public: class SRUnionStrategy : public operation::geounion::UnionStrategy { std::unique_ptr Union(const geom::Geometry* g0, const geom::Geometry* g1) override { return OverlayNGRobust::Overlay(g0, g1, OverlayNG::UNION); }; bool isFloatingPrecision() const override { return true; }; }; static std::unique_ptr Intersection( const Geometry* g0, const Geometry* g1); static std::unique_ptr Union( const Geometry* g0, const Geometry* g1); static std::unique_ptr Difference( const Geometry* g0, const Geometry* g1); static std::unique_ptr SymDifference( const Geometry* g0, const Geometry* g1); static std::unique_ptr Union( const Geometry* a); static std::unique_ptr Overlay( const Geometry* geom0, const Geometry* geom1, int opCode); static std::unique_ptr overlaySnapTries( const Geometry* geom0, const Geometry* geom1, int opCode); /** * Computes a heuristic snap tolerance distance * for overlaying a pair of geometries using a {@link noding::snap::SnappingNoder}. */ static double snapTolerance(const Geometry* geom0, const Geometry* geom1); }; } // namespace geos.operation.overlayng } // namespace geos.operation } // namespace geos