Hi Y'all, I have a single stand-alone C file for catching self-intersections in the coastline file. :-)
http://dev.x-plane.com/cgit/cgit.cgi/xptools.git/tree/src/OneOffs/shape2xon.cpp The input format is a single shape file of polygons, e.g. processed_p. The output is a shapefile of multipoints. For each input polygon, each self-intersection is a point in a multipoint (one multipoint for eac input polygon). Checking only within the polygons runs in about 10 seconds and seems to catch all of the self-intersections, because the tiler correctly partitions them. Checking every segment against every other segment is probably viable (it'd a "minutes" type operation) but the number of errors + segments is too much for a 32-bit machine. The intersection check is based on a vertical sweep, which helps perf. Could someone who works on "the" coastline checker integrate this into the process? I can't simulate the entire coastline pass myself..the perl script won't run. But I can change or modify the output format as desired to simplify things. cheers Ben Lennard wrote: > Ben Supnik wrote: > >> Perhaps one of the existing error checkers that finds intersecting ways >> could catch this. > > It was explained that it isn't checking for this at the moment, since > it's hard to check. Or so I was told. > >> If the coastline processor source code is available, I could at least >> take a look at it...depending on what toolset it's written on top of, I >> don't know if I am qualified to fix these problems. > > http://svn.openstreetmap.org/applications/utils/coastcheck/ > > -- Scenery Home Page: http://scenery.x-plane.com/ Scenery blog: http://xplanescenery.blogspot.com/ Plugin SDK: http://www.xsquawkbox.net/xpsdk/ X-Plane Wiki: http://wiki.x-plane.com/ Scenery mailing list: [email protected] Developer mailing list: [email protected] _______________________________________________ dev mailing list [email protected] http://lists.openstreetmap.org/listinfo/dev

