Class CascadedPolygonUnion
Polygonal geometries.
The geometries are indexed using a spatial index,
and unioned recursively in index order.
For geometries with a high degree of overlap,
this has the effect of reducing the number of vertices
early in the process, which increases speed
and robustness.
This algorithm is faster and more robust than the simple iterated approach of repeatedly unioning each polygon to a result geometry.
The buffer(0) trick is sometimes faster, but can be less robust and can sometimes take a long time to complete. This is particularly the case where there is a high degree of overlap between the polygons. In this case, buffer(0) is forced to compute with all line segments from the outset, whereas cascading can eliminate many segments at each stage of processing. The best situation for using buffer(0) is the trivial case where there is no overlap between the input geometries. However, this case is likely rare in practice.
- Author:
- Martin Davis
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Constructor Summary
ConstructorsConstructorDescriptionCascadedPolygonUnion(Collection polys) Creates a new instance to union the given collection ofGeometrys.CascadedPolygonUnion(Collection polys, UnionStrategy unionFun) Creates a new instance to union the given collection ofGeometrys. -
Method Summary
Modifier and TypeMethodDescriptionunion()Computes the union of the input geometries.static Geometryunion(Collection polys) static Geometryunion(Collection polys, UnionStrategy unionFun)
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Constructor Details
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Method Details
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union
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union
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union
Computes the union of the input geometries.This method discards the input geometries as they are processed. In many input cases this reduces the memory retained as the operation proceeds. Optimal memory usage is achieved by disposing of the original input collection before calling this method.
- Returns:
- the union of the input geometries or null if no input geometries were provided
- Throws:
IllegalStateException- if this method is called more than once
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