Hi,
I'm buffering some individual points into polygons. Then I need to cut
the polygons where they intersect such that polygons touch but do not
overlap.
At that moment, I'm doing this by:
1. buffer the points into polygon "circles"
2. for each polygon, iterate over the other polygons
3. if they intersect:
3a. get the intersection of the polygons
3.b take the intersection of the linear rings of the intersecting
polygons to find the two points where they intersect
3.c split the intersection polygon by using a LocationIndexedLine on
the exterior ring of the intersection polygon to get the indexes of
the coordinates of this exterior ring that match the intersecting
points in 3.b.
3.d using these points I can create two polygons for each half of the
intersection polygon.
3.e difference the original polygon with the "further" of the two
halves.
This works fine in some cases, although in others its a bit off. I'm
wondering is if there is a better or some canonical way of doing this?
thanks,
nick
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