I've spent the week porting the X-Plane scenery generation code back to
CGAL. I will describe the history of this code and its constant battle with robustness in another post, but for now I will just mention that credit goes (besides obviously to the authors of CGAL, who are geniuses of the Nth degree) to Andrew McGregor for a lot of the ideas on how to use CGAL with the scenery generation code - the final design is really just a refinement of his work.
The X-Plane scenery generation code (which we just call "the render farm") is the code that turns hundreds of GB of GIS data into scenery. At its heart is a topologically integrated planar map of all vector features in a given tile - every road, river, coastline, change of terrain type, etc. is baked into one map. A typical map might have half a million edges, covering a 1 x 1 degree area.
For X-Plane 8.20 and 9.0 we shipped using a planar map I wrote myself. While the planar map didn't work very well, it had a few special cases that were highly optimized. In particular, given two sub-regions of two maps, with an identical ring of half-edges identifying them (identical meaning identical coordinates) you could swap the interiors of the two regions in time proportional to only the number of elements inside the ring.
It turns out that this is a really useful trick for a few things:
- If you have a huge map you want to tile, you simply induce the cut lines, and swap each single tile with an empty map.
- If you want to "overlay" a polygon, or even a sub-map (destroying what is below) you simply induce a border ring in both polygons and swap.
- You can crop a map's interior or exterior by inducing a ring and swapping with a blank map.
This was an operation where the devil is in the details - because components are swapped "in-place" the swap doesn't have to copy, allocate, or deallocate the map, so it turns out to be fast in pracatice. In terms of time complexity, it's very fast for very small operations on a huge map, which turns out to be an important case for us.
Now CGAL's arrangement_2 gives me some power tools* that are very useful - in particular,
sweep-line algorithms. The link shows a good explanation. Basically the power of the link is to process a set of line segments in a lot less than O(N^2).
But there's a slight problem with sweep-line - it has to iterate over the entire set of edges in a map, including the ones already in the map. That means that inserting a small number of edges into a complex map is surprisingly slow.
So in some cases I now have two implementations of various map operations:
- Sweep-based implementations, which are good when we're inserting a lot of data at once.
- Incremental implementations - theoretically much worse, but acceptable to keep the size of our data set down.
So far, incremental operations are proving to be a big win when "burning airports" - that is, merging or overlaying very small airport boundary areas into a full map.
* Of course, the real advantage of CGAL is that it is robust and doesn't randomly blow up during operations!