Re: [geos-devel] Buffering with obstacles

2023-10-13 Thread Graham Toal via geos-devel
OK, I have the solution now. 1) Starting at point X,Y draw a circle of radius B (B = buffering dist) 2) Construct the visibility polygon from X,Y limited by the circle. 3) The visibility polygon will be effectively a list of rays from X,Y to points on the obstacles. Collect the list of

Re: [geos-devel] Buffering with obstacles

2023-10-13 Thread Graham Toal via geos-devel
On Thu, Oct 12, 2023 at 4:25 AM Graham Toal wrote: > You need a variation of the shortest path algorithm; it's basically a > breadth-first flood fill, which is usually implemented by a raster > algorithm, however it *is* possible to come up with something less > expensive (but more complex to

Re: [geos-devel] Buffering with obstacles

2023-10-12 Thread Graham Toal via geos-devel
You need a variation of the shortest path algorithm; it's basically a breadth-first flood fill, which is usually implemented by a raster algorithm, however it *is* possible to come up with something less expensive (but more complex to code) by using a ray-tracing algorithm (or more specifically

Re: [geos-devel] Buffering with obstacles

2023-10-11 Thread Paul Ramsey via geos-devel
Feels like a raster problem… each cell in your picture is a fixed distance from the starting cell. > On Oct 11, 2023, at 3:49 PM, Nyall Dawson via geos-devel > wrote: > > Hi list! > > (Apologies in advance for the embedded image, I couldn't write this > post sensibly without it). > > I had