
13 Nov
2009
13 Nov
'09
7:03 p.m.
Simonson, Lucanus J wrote:
Similarly I can fix the algorithmic weakness to large numbers of holes. My polygon formation algorithm is independent of line intersection and boolean operation stages, and should be compatible with floating point coordinates. In the case that the number of holes in the output is large you can opt to call my polygon formation algorithm on all the polygon edges to assocate holes to oute r shells in n log n time.
Upon reflection the polygon formation algorithm requires robust comparisions in the tree, which floating point arithmetic cannot provide, so the code cannot be adpated to solve the problem with holes in GGL. Regards, Luke