\( \newcommand{\E}{\mathrm{E}} \) \( \newcommand{\A}{\mathrm{A}} \) \( \newcommand{\R}{\mathrm{R}} \) \( \newcommand{\N}{\mathrm{N}} \) \( \newcommand{\Q}{\mathrm{Q}} \) \( \newcommand{\Z}{\mathrm{Z}} \) \( \def\ccSum #1#2#3{ \sum_{#1}^{#2}{#3} } \def\ccProd #1#2#3{ \sum_{#1}^{#2}{#3} }\)

CGAL 4.8 - 2D Arrangements

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Arrangement_on_surface_2/vertical_ray_shooting.cpp
// Answering vertical ray-shooting queries.
#include <CGAL/Cartesian.h>
#include <CGAL/MP_Float.h>
#include <CGAL/Arr_segment_traits_2.h>
#include <CGAL/Arrangement_2.h>
#include <CGAL/Arr_walk_along_line_point_location.h>
#include <CGAL/Arr_trapezoid_ric_point_location.h>
#include "point_location_utils.h"
typedef CGAL::MP_Float Number_type;
typedef CGAL::Cartesian<Number_type> Kernel;
typedef CGAL::Arr_segment_traits_2<Kernel> Traits_2;
typedef Traits_2::Point_2 Point_2;
typedef CGAL::Arrangement_2<Traits_2> Arrangement_2;
typedef CGAL::Arr_walk_along_line_point_location<Arrangement_2> Walk_pl;
typedef CGAL::Arr_trapezoid_ric_point_location<Arrangement_2> Trap_pl;
int main ()
{
// Construct the arrangement.
Arrangement_2 arr;
Walk_pl walk_pl (arr);
Trap_pl trap_pl;
construct_segments_arr (arr);
// Perform some vertical ray-shooting queries using the walk strategy.
Point_2 q1 (1, 4);
Point_2 q2 (4, 3);
Point_2 q3 (6, 3);
vertical_ray_shooting_query (walk_pl, q1);
vertical_ray_shooting_query (walk_pl, q2);
vertical_ray_shooting_query (walk_pl, q3);
// Attach the trapezoid-RIC object to the arrangement and perform queries.
Point_2 q4 (3, 2);
Point_2 q5 (5, 2);
Point_2 q6 (1, 0);
trap_pl.attach (arr);
vertical_ray_shooting_query (trap_pl, q4);
vertical_ray_shooting_query (trap_pl, q5);
vertical_ray_shooting_query (trap_pl, q6);
return 0;
}