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Return the z-coordinate of the specified location using Natural Neighbor interpolation.
[Visual Basic .NET] Public Function GetNaturalNeighborZ ( _ ByVal X As Double, _ ByVal Y As Double _ ) As Double
[C#] public double GetNaturalNeighborZ ( double X, double Y );
[C++]
HRESULT GetNaturalNeighborZ(
double X,
double Y
);
[C++]
Parameters X [in]
X is a parameter of type double Y [in]
Y is a parameter of type double
The returned height is based on natural neighbor interpolation. This scheme finds the closest nodes in all directions, the ones that would be connected to if the query point were inserted in the triangulation, and applies an area based weighting scheme to them.
Hard breaklines and the TIN data area boundary constrain the neighbor search. Data on the opposite side of these boundaries, relative to the query point, are excluded from consideration. Therefore, the surface is continuously smooth except across hard breaklines and at the data area boundary. Hard breaklines constitute an abrupt change in slope.
The z value returned when the query point falls outside the interpolation zone is NODATA (or not-a-number, NaN). You can determine if this is the case by passing it to ITinAdvanced.IsVoidZ or ISurface.IsVoidZ.