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    Class Polygon2dBoxTree

    tree of Oriented Boxes (OBB) for a Polygon2d. Construction is sequential, ie pairs of segments are merged into boxes, then pairs of boxes, and so on

    [TODO] is this the best strategy? is there maybe some kind of sorting/sweepline algo? [TODO] would it make more sense to have more than just 2 segments at lowest level?

    Inheritance
    Object
    Polygon2dBoxTree
    Inherited Members
    Object.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: g3
    Assembly: cs.temp.dll.dll
    Syntax
    public class Polygon2dBoxTree

    Constructors

    Polygon2dBoxTree(Polygon2d)

    Declaration
    public Polygon2dBoxTree(Polygon2d poly)
    Parameters
    Type Name Description
    Polygon2d poly

    Fields

    Polygon

    Declaration
    public Polygon2d Polygon
    Field Value
    Type Description
    Polygon2d

    Methods

    Distance(Vector2d)

    Declaration
    public double Distance(Vector2d pt)
    Parameters
    Type Name Description
    Vector2d pt
    Returns
    Type Description
    Double

    DistanceSquared(Vector2d)

    Declaration
    public double DistanceSquared(Vector2d pt)
    Parameters
    Type Name Description
    Vector2d pt
    Returns
    Type Description
    Double

    NearestPoint(Vector2d)

    Declaration
    public Vector2d NearestPoint(Vector2d pt)
    Parameters
    Type Name Description
    Vector2d pt
    Returns
    Type Description
    Vector2d

    SquaredDistance(Vector2d, out Int32, out Double, Double)

    Declaration
    public double SquaredDistance(Vector2d pt, out int iNearSeg, out double fNearSegT, double max_dist = 1.7976931348623157E+308)
    Parameters
    Type Name Description
    Vector2d pt
    Int32 iNearSeg
    Double fNearSegT
    Double max_dist
    Returns
    Type Description
    Double
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