Hi Martin and all, I've now had the chance to do some test runs of the "direction constrained nearest neighbour" routine on a multi-core machine and it seems to be working very well. The concurrent STRtree queries were fine.
I spent a bit of time tweaking the code involved in working out which geometries a given sector can "see" and then calculating distances to them. The code to test if a geometry is seen follows the logic that you suggested last month: run through segments testing if an end-point can be seen or, if not, testing for intersection with a sector ray. For each geometry that is visible, the routine then collects the visible segments and calculates a distance using the relevant CGAlgorithms method. I belatedly realized that a bit of caching to avoid doubling up between the "can see" and "get distance" tasks makes a big difference to the running time. Let me know if you still want to do a blog post on the algorithm Martin - I'd be happy to contribute text and/or pics. Michael ------------------------------------------------------------------------------ CenturyLink Cloud: The Leader in Enterprise Cloud Services. Learn Why More Businesses Are Choosing CenturyLink Cloud For Critical Workloads, Development Environments & Everything In Between. Get a Quote or Start a Free Trial Today. http://pubads.g.doubleclick.net/gampad/clk?id=119420431&iu=/4140/ostg.clktrk _______________________________________________ Jts-topo-suite-user mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/jts-topo-suite-user
