tgChopPolygon() called a really simplistic polygon partitioner for large
polygons. This was to bail us out of the overwhelming memory requirments when using the default polygon clipping routines on really large polygons. However, the simplistic polygon partitioner did not handle holes. Unfortunately, several TG utilities were calling this function with polygons that did contain holes with potentially mixed results. I renamed this function tgChopBigSimplePolygon() and created a new tgChopNormalPolygon() which should be used by most utilities unless you really know what you are doing. This has some performance implications, but achieves more correct results.
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2 changed files with 88 additions and 6 deletions
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@ -149,8 +149,82 @@ static void clip_and_write_poly( string root, long int p_index, AreaType area,
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// process polygon shape (chop up along tile boundaries and write each
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// process polygon shape (chop up along tile boundaries and write each
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// polygon piece to a file)
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// polygon piece to a file)
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void tgChopPolygon( const string& path, AreaType area,
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void tgChopNormalPolygon( const string& path, AreaType area,
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const TGPolygon& shape, bool preserve3d )
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const TGPolygon& shape, bool preserve3d )
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{
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Point3D min, max, p;
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// point2d min, max;
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long int index;
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int i, j;
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// bail out immediately if polygon is empty
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if ( shape.contours() == 0 ) {
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return;
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}
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min = Point3D( 200.0 );
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max = Point3D( -200.0 );
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// find min/max of polygon
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for ( i = 0; i < shape.contours(); i++ ) {
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for ( j = 0; j < shape.contour_size(i); j++ ) {
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p = shape.get_pt( i, j );
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if ( p.x() < min.x() ) { min.setx( p.x() ); }
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if ( p.y() < min.y() ) { min.sety( p.y() ); }
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if ( p.x() > max.x() ) { max.setx( p.x() ); }
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if ( p.y() > max.y() ) { max.sety( p.y() ); }
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}
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}
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// get next polygon index
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index = poly_index_next();
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SG_LOG( SG_GENERAL, SG_DEBUG, " min = " << min << " max = " << max );
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// find buckets for min, and max points of convex hull.
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// note to self: self, you should think about checking for
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// polygons that span the date line
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SGBucket b_min( min.x(), min.y() );
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SGBucket b_max( max.x(), max.y() );
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SG_LOG( SG_GENERAL, SG_DEBUG, " Bucket min = " << b_min );
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SG_LOG( SG_GENERAL, SG_DEBUG, " Bucket max = " << b_max );
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if ( b_min == b_max ) {
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// shape entirely contained in a single bucket, write and bail
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clip_and_write_poly( path, index, area, b_min, shape, preserve3d );
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return;
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}
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SGBucket b_cur;
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int dx, dy;
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sgBucketDiff(b_min, b_max, &dx, &dy);
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SG_LOG( SG_GENERAL, SG_INFO,
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" polygon spans tile boundaries" );
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SG_LOG( SG_GENERAL, SG_DEBUG, " dx = " << dx
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<< " dy = " << dy );
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if ( (dx > 2880) || (dy > 1440) )
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throw sg_exception("something is really wrong in split_polygon()!!!!");
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// write each out polygon for each bucket
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for ( j = 0; j <= dy; ++j ) {
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for ( i = 0; i <= dx; ++i ) {
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b_cur = sgBucketOffset(min.x(), min.y(), i, j);
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clip_and_write_poly( path, index, area, b_cur, shape,
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preserve3d );
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}
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}
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}
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// process polygon shape (chop up along tile boundaries and write each
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// polygon piece to a file) This has a front end to a crude clipper
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// that doesn't handle holes so beware. This routine is appropriate
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// for breaking down really huge structures if needed.
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void tgChopBigSimplePolygon( const string& path, AreaType area,
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const TGPolygon& shape, bool preserve3d )
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{
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{
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Point3D min, max, p;
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Point3D min, max, p;
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// point2d min, max;
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// point2d min, max;
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@ -268,7 +342,7 @@ void tgChopPolygon( const string& path, AreaType area,
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bottom_clip = horizontal_clip( shape, clip_line, Below );
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bottom_clip = horizontal_clip( shape, clip_line, Below );
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}
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}
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tgChopPolygon( path, area, bottom_clip, preserve3d );
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tgChopBigSimplePolygon( path, area, bottom_clip, preserve3d );
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}
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}
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{
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{
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@ -297,6 +371,6 @@ void tgChopPolygon( const string& path, AreaType area,
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top_clip = horizontal_clip( shape, clip_line, Above );
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top_clip = horizontal_clip( shape, clip_line, Above );
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}
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}
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tgChopPolygon( path, area, top_clip, preserve3d );
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tgChopBigSimplePolygon( path, area, top_clip, preserve3d );
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}
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}
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}
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}
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@ -33,8 +33,16 @@
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// process polygon shape (chop up along tile boundaries and write each
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// process polygon shape (chop up along tile boundaries and write each
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// polygon piece to a file)
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// polygon piece to a file)
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void tgChopPolygon( const string& path, AreaType area,
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void tgChopNormalPolygon( const string& path, AreaType area,
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const TGPolygon& shape, bool preserve3d );
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const TGPolygon& shape, bool preserve3d );
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// process polygon shape (chop up along tile boundaries and write each
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// polygon piece to a file) This has a front end to a crude clipper
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// that doesn't handle holes so beware. This routine is appropriate
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// for breaking down really huge structures if needed.
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void tgChopBigSimplePolygon( const string& path, AreaType area,
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const TGPolygon& shape, bool preserve3d );
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#endif // _TG_CHOP_HXX
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#endif // _TG_CHOP_HXX
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