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Comments and clarifications
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@ -306,7 +306,8 @@ private:
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*
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*
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* Basically it works like this:
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* Basically it works like this:
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* From the point, cast a horizontal ray to the right
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* From the point, cast a horizontal ray to the right
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* and count the number of intersections with polygon edges.
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* and count the number of intersections with polygon edges
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* (every edge is considered semi-closed, e.g. includes the first vertex and does not include the last)
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*
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*
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* Advantages:
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* Advantages:
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* - works regardless to the orientation;
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* - works regardless to the orientation;
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@ -320,7 +321,7 @@ private:
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*
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*
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* Why not to apply the same algorithm available in boost::geometry?
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* Why not to apply the same algorithm available in boost::geometry?
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* It will require to move data from columns to temporary containers.
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* It will require to move data from columns to temporary containers.
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* Despite the fact that the boost library is template based and allows arbitrary containers,
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* Despite the fact that the boost library is template based and allows arbitrary containers and points,
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* it's diffucult to use without data movement because
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* it's diffucult to use without data movement because
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* we use structure-of-arrays for coordinates instead of arrays-of-structures.
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* we use structure-of-arrays for coordinates instead of arrays-of-structures.
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*/
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*/
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