Note that solutions which iterate through each entity in source and target set will lead to long run times when lots of entities are present.
The solution to this is first generate bounding boxes for each item, then sort the target boxes by starting X coord and ending X coord. Then use that to figure the set of items between that for a given source item.
That allows you to cut out many items for the expensive actual intersect step, which you must do eventually.
That is paraphrasing, it takes time to set up such programs.
I do TIN surface programs, and you do a similar thing with tri bounding boxes, but you make a "tree" structure called a k-d tree. Then you can use that for certain things. This is all computational geometry and speeds things up to almost instant. Its fun but very detailed.
thx
internal protected virtual unsafe Human() : mostlyHarmless
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