Example #1
0
        /// <summary>
        /// Gets a list of node pairs that represent unique edges in the graph
        /// </summary>
        /// <returns>List of unordered pairs containing boundary nodes</returns>
        public List <UnorderedPair <BoundaryGraphNode, BoundaryGraphNode> > getEdgesAsUniquePairs()
        {
            // Find each unique edge as a pair of nodes using hashset
            HashSet <UnorderedPair <BoundaryGraphNode, BoundaryGraphNode> > edges = new HashSet <UnorderedPair <BoundaryGraphNode, BoundaryGraphNode> >();

            foreach (BoundaryGraphNode node1 in this)
            {
                foreach (BoundaryGraphNode node2 in this)
                {
                    // If they are equal skip
                    if (node1 == node2)
                    {
                        continue;
                    }
                    // If they are not neighbors, skip
                    if (!node1.HasNeighbor(node2))
                    {
                        continue;
                    }

                    UnorderedPair <BoundaryGraphNode, BoundaryGraphNode> temp = new UnorderedPair <BoundaryGraphNode, BoundaryGraphNode>(node1, node2);
                    edges.Add(temp);
                }
            }

            // Convert to list and return
            return(new List <UnorderedPair <BoundaryGraphNode, BoundaryGraphNode> >(edges));
        }
Example #2
0
        // Follows MSDN spec
        public override bool Equals(object obj)
        {
            // If null or non castable, return false
            if (obj == null)
            {
                return(false);
            }
            UnorderedPair <T1, T2> other = obj as UnorderedPair <T1, T2>;

            if (other == null)
            {
                return(false);
            }

            return((item1.Equals(other.item1) && item2.Equals(other.item2)) || (item2.Equals(other.item1) && item1.Equals(other.item2)));
        }
Example #3
0
        // Checks existing graph for any intersections, then splits the edges that intersect
        // By a node with a parent to each boundary that caused the intersection
        public void Unify()
        {
            List <UnorderedPair <BoundaryGraphNode, BoundaryGraphNode> > edges = getEdgesAsUniquePairs();
            // Intersect each edge using Line2D and split the edges
            int i, j;

            for (i = 0; i < edges.Count; i++)
            {
                UnorderedPair <BoundaryGraphNode, BoundaryGraphNode> edge1 = edges[i];

                // Build the first line
                Line2D line1 = new Line2D(edge1.item1.position, edge1.item2.position);

                for (j = i; j < edges.Count; j++)
                {
                    UnorderedPair <BoundaryGraphNode, BoundaryGraphNode> edge2 = edges[j];

                    // Skip if they are the same edge
                    if (i == j)
                    {
                        continue;
                    }

                    // Skip if these edges are already neighbors (share a common vertex)
                    // because they already intersect at that common vertex
                    if (edge1.item1 == edge2.item1 || edge1.item1 == edge2.item2 || edge1.item2 == edge2.item1 || edge1.item2 == edge2.item2)
                    {
                        continue;
                    }

                    // NOTE: no need to equals test since this is a set of unique unordered pairs
                    Line2D line2 = new Line2D(edge2.item1.position, edge2.item2.position);

                    // test for intersection
                    Vector2 intersection;
                    if (line1.Intersect(line2, out intersection))
                    {
                        // Create intersection node and split edges
                        BoundaryGraphNode intersectionNode = new BoundaryGraphNode(intersection);
                        intersectionNode.AddParentBoundary(edge1.item1.GetParentBoundaries()[0]);
                        intersectionNode.AddParentBoundary(edge2.item1.GetParentBoundaries()[0]);
                        AddNode(intersectionNode);
                        // Remove neighbors
                        edge1.item1.RemoveNeighbor(edge1.item2); // Method auto removes the reciprical relation too
                        edge2.item1.RemoveNeighbor(edge2.item2);
                        // Rejoin the verticies to intersection
                        intersectionNode.AddNeighbor(edge1.item1);
                        intersectionNode.AddNeighbor(edge1.item2);
                        intersectionNode.AddNeighbor(edge2.item1);
                        intersectionNode.AddNeighbor(edge2.item2);
                        // Now we need to update our edges list so future runs of the loop interact with the new edges not the old ones
                        edges.Remove(edge1);
                        edges.Remove(edge2);
                        // Decrement outter loop because we are removing the current index
                        i--;
                        // Add in the new edges we just formed.
                        edges.Add(new UnorderedPair <BoundaryGraphNode, BoundaryGraphNode>(edge1.item1, intersectionNode));
                        edges.Add(new UnorderedPair <BoundaryGraphNode, BoundaryGraphNode>(edge1.item2, intersectionNode));
                        edges.Add(new UnorderedPair <BoundaryGraphNode, BoundaryGraphNode>(edge2.item1, intersectionNode));
                        edges.Add(new UnorderedPair <BoundaryGraphNode, BoundaryGraphNode>(edge2.item2, intersectionNode));

                        /* Deeper explanation:
                         * We are removing the edge at index i, meaning that i+1 will become i. In order to not skip over i+1,
                         * we decrement i by 1 so when the loop restarts, new i = i + 1 = old i
                         * then we must immediately break the current inner loop since we are no longer matching intersections
                         * against edge i, since we just found one and removed that edge from the list
                         */
                        break;
                    }
                }
            }
        }