-
-
-// AltitudePoints anAltitudePoints = GetAltitudePoints();
-// if ( anAltitudePoints.IsEmpty() )
-// return aResAltitude;
-//
-// QPolygonF aBoundingRect;
-//
-// // Boundary plane
-// // [ 0 (top-left) ] [ 1 (top-right) ]
-// // thePoint
-// // [ 2 (bot-left) ] [ 3 (bot-right) ]
-// AltitudePoint aBounds[ 4 ] = { AltitudePoint( -DBL_MAX, -DBL_MAX, anInvalidAltitude ),
-// AltitudePoint( DBL_MAX, -DBL_MAX, anInvalidAltitude ),
-// AltitudePoint( -DBL_MAX, DBL_MAX, anInvalidAltitude ),
-// AltitudePoint( DBL_MAX, DBL_MAX, anInvalidAltitude ) };
-//
-// AltitudePoints::Iterator anIter( anAltitudePoints );
-// for ( ; anIter.More(); anIter.Next() )
-// {
-// const AltitudePoint& aPoint = anIter.Value();
-//
-// double aDeltaX = Abs( aPoint.X() ) - Abs( thePoint.X() );
-// double aDeltaY = Abs( aPoint.Y() ) - Abs( thePoint.Y() );
-//
-// if ( ValuesEquals( aDeltaX, 0.0 ) ) // Both left and right sides
-// {
-// if ( ValuesEquals( aDeltaY, 0.0 ) ) // Both top and bottom sides
-// {
-// aResAltitude = aPoint.Z();
-// return aResAltitude;
-// }
-// else if ( aDeltaY < 0 ) // top side
-// {
-// // top border
-// if ( ValuesMoreEquals( aPoint.X(), aBounds[ 0 ].X() ) && ValuesMoreEquals( aPoint.Y(), aBounds[ 0 ].Y() ) )
-// aBounds[ 0 ] = aPoint;
-// if ( ValuesLessEquals( aPoint.X(), aBounds[ 1 ].X() ) && ValuesMoreEquals( aPoint.Y(), aBounds[ 1 ].Y() ) )
-// aBounds[ 1 ] = aPoint;
-// }
-// else
-// {
-// // bottom border
-// if ( ValuesMoreEquals( aPoint.X(), aBounds[ 2 ].X() ) && ValuesLessEquals( aPoint.Y(), aBounds[ 2 ].Y() ) )
-// aBounds[ 2 ] = aPoint;
-// if ( ValuesLessEquals( aPoint.X(), aBounds[ 3 ].X() ) && ValuesLessEquals( aPoint.Y(), aBounds[ 3 ].Y() ) )
-// aBounds[ 3 ] = aPoint;
-// }
-// }
-// else if ( aDeltaX < 0 ) // left side
-// {
-// if ( ValuesEquals( aDeltaY, 0.0 ) )
-// {
-// // Left border
-// if ( ValuesMoreEquals( aPoint.X(), aBounds[ 0 ].X() ) && ValuesMoreEquals( aPoint.Y(), aBounds[ 0 ].Y() ) )
-// aBounds[ 0 ] = aPoint;
-// if ( ValuesMoreEquals( aPoint.X(), aBounds[ 2 ].X() ) && ValuesLessEquals( aPoint.Y(), aBounds[ 2 ].Y() ) )
-// aBounds[ 2 ] = aPoint;
-// }
-// else if ( aDeltaY < 0 )
-// {
-// // top left corner
-// if ( ValuesMoreEquals( aPoint.X(), aBounds[ 0 ].X() ) && ValuesMoreEquals( aPoint.Y(), aBounds[ 0 ].Y() ) )
-// aBounds[ 0 ] = aPoint;
-// }
-// else
-// {
-// // bottom left corner
-// if ( ValuesMoreEquals( aPoint.X(), aBounds[ 2 ].X() ) && ValuesLessEquals( aPoint.Y(), aBounds[ 2 ].Y() ) )
-// aBounds[ 2 ] = aPoint;
-// }
-// }
-// else // right side
-// {
-// if ( ValuesEquals( aDeltaY, 0.0 ) )
-// {
-// // Right border
-// if ( ValuesLessEquals( aPoint.X(), aBounds[ 1 ].X() ) && ValuesMoreEquals( aPoint.Y(), aBounds[ 1 ].Y() ) )
-// aBounds[ 1 ] = aPoint;
-// if ( ValuesLessEquals( aPoint.X(), aBounds[ 3 ].X() ) && ValuesLessEquals( aPoint.Y(), aBounds[ 3 ].Y() ) )
-// aBounds[ 3 ] = aPoint;
-// }
-// else if ( aDeltaY < 0 )
-// {
-// // top right corner
-// if ( ValuesLessEquals( aPoint.X(), aBounds[ 1 ].X() ) && ValuesMoreEquals( aPoint.Y(), aBounds[ 1 ].Y() ) )
-// aBounds[ 1 ] = aPoint;
-// }
-// else
-// {
-// // bottom right corner
-// if ( ValuesLessEquals( aPoint.X(), aBounds[ 3 ].X() ) && ValuesLessEquals( aPoint.Y(), aBounds[ 3 ].Y() ) )
-// aBounds[ 3 ] = aPoint;
-// }
-// }
-//
-// // Update bounding rectangle of our global grid
-// aBoundingRect << QPointF( aPoint.X(), aPoint.Y() );
-// }
-//
-// const double LIMIT = 1E300;
-// if( fabs( aBounds[ 0 ].X() ) > LIMIT || fabs( aBounds[ 0 ].Y() ) > LIMIT ||
-// fabs( aBounds[ 1 ].X() ) > LIMIT || fabs( aBounds[ 1 ].Y() ) > LIMIT ||
-// fabs( aBounds[ 2 ].X() ) > LIMIT || fabs( aBounds[ 2 ].Y() ) > LIMIT ||
-// fabs( aBounds[ 3 ].X() ) > LIMIT || fabs( aBounds[ 3 ].Y() ) > LIMIT )
-// return anInvalidAltitude;
-//
-//
-// // Check if requested point is inside of our bounding rectangle
-// if ( !aBoundingRect.boundingRect().contains( thePoint.X(), thePoint.Y() ) )
-// return aResAltitude;
-//
-// // Calculate result altitude for point
-// AltitudePoint aFirstPoint( aBounds[ 0 ] ), aSecPoint( aBounds[ 1 ] );
-//
-// // At first we merge top and bottom borders
-// if ( aBounds[ 0 ].Y() != aBounds[ 2 ].Y() || aBounds[ 0 ].X() != aBounds[ 2 ].X() )
-// interpolateAltitudeForPoints( thePoint, aBounds[ 0 ], aBounds[ 2 ], aFirstPoint, true );
-//
-// if ( aBounds[ 1 ].Y() != aBounds[ 3 ].Y() || aBounds[ 1 ].X() != aBounds[ 3 ].X() )
-// interpolateAltitudeForPoints( thePoint, aBounds[ 1 ], aBounds[ 3 ], aSecPoint, true );
-//
-// AltitudePoint aResPoint( aFirstPoint );
-//
-// // At last we merge left and right borders
-// if ( aFirstPoint.Y() != aSecPoint.Y() || aFirstPoint.X() != aSecPoint.X() )
-// interpolateAltitudeForPoints( thePoint, aFirstPoint, aSecPoint, aResPoint, false );
-//
-// aResAltitude = aResPoint.Z();
-//
-// return aResAltitude;