Site RightRegion(HalfEdge hE, Site lowestSite) { Edge e = hE.e; if (e == null) { return(lowestSite); } return(e.Site(LR.Other(hE.lr))); }
private Site RightRegion(Halfedge he, Site bottomMostSite) { Edge edge = he.edge; if (edge == null) { return(bottomMostSite); } return(edge.Site(LR.Other(he.leftRight))); }
private List <Vector2f> ClipToBounds(Rectf bounds) { List <Vector2f> points = new List <Vector2f>(); int n = this.edges.Count; int i = 0; Edge edge; // Linear search for an initial visible edge. while (i < n && !this.edges[i].Visible) { i++; } // Reached end of edge list without encountering a visible edge. if (i == n) { // No edges visible return(new List <Vector2f>()); } edge = this.edges[i]; LR orientation = this.edgeOrientations[i]; points.Add(edge.ClippedVertices[orientation]); points.Add(edge.ClippedVertices[LR.Other(orientation)]); // Continue to process any additional visible edges. for (int j = i + 1; j < n; j++) { edge = this.edges[j]; if (!edge.Visible) { continue; } this.Connect(ref points, j, bounds); } // Close up the polygon by adding another corner point of the bounds if needed: this.Connect(ref points, i, bounds, true); return(points); }
private List <Vector2f> ClipToBounds(Rectf bounds) { List <Vector2f> points = new List <Vector2f>(); int n = edges.Count; int i = 0; Edge edge; while (i < n && !edges[i].Visible()) { i++; } if (i == n) { // No edges visible return(new List <Vector2f>()); } edge = edges[i]; LR orientation = edgeOrientations[i]; points.Add(edge.ClippedEnds[orientation]); points.Add(edge.ClippedEnds[LR.Other(orientation)]); for (int j = i + 1; j < n; j++) { edge = edges[j]; if (!edge.Visible()) { continue; } Connect(ref points, j, bounds); } // Close up the polygon by adding another corner point of the bounds if needed: Connect(ref points, i, bounds, true); return(points); }
private List <Point> ClipToBounds(Rectangle bounds) { List <Point> points = new List <Point>(); int n = edges.Count; int i = 0; Edge e; while (i < n && (edges[i].GetVisible() == false)) { i++; } if (i == n) { return(new List <Point>()); } e = edges[i]; LR orient = edgeOrientations[i]; points.Add(e.GetClippedEnds()[orient]); points.Add(e.GetClippedEnds()[LR.Other(orient)]); for (int j = i + 1; j < n; j++) { e = edges[j]; if (e.GetVisible() == false) { continue; } Connect(points, j, bounds, false); } Connect(points, i, bounds, true); return(points); }
private void FortunesAlgorithm() { Site newSite, bottomSite, topSite, tempSite; Vertex v, vertex; Vector2f newIntStar = Vector2f.zero; LR leftRight; Halfedge lbnd, rbnd, llbnd, rrbnd, bisector; Edge edge; Rectf dataBounds = sites.GetSitesBounds(); int sqrtSitesNb = (int)Math.Sqrt(sites.Count() + 4); HalfedgePriorityQueue heap = new HalfedgePriorityQueue(dataBounds.y, dataBounds.height, sqrtSitesNb); EdgeList edgeList = new EdgeList(dataBounds.x, dataBounds.width, sqrtSitesNb); List <Halfedge> halfEdges = new List <Halfedge>(); List <Vertex> vertices = new List <Vertex>(); Site bottomMostSite = sites.Next(); newSite = sites.Next(); while (true) { if (!heap.Empty()) { newIntStar = heap.Min(); } if (newSite != null && (heap.Empty() || CompareByYThenX(newSite, newIntStar) < 0)) { // New site is smallest //Debug.Log("smallest: new site " + newSite); // Step 8: lbnd = edgeList.EdgeListLeftNeighbor(newSite.Coord); // The halfedge just to the left of newSite //UnityEngine.Debug.Log("lbnd: " + lbnd); rbnd = lbnd.edgeListRightNeighbor; // The halfedge just to the right //UnityEngine.Debug.Log("rbnd: " + rbnd); bottomSite = RightRegion(lbnd, bottomMostSite); // This is the same as leftRegion(rbnd) // This Site determines the region containing the new site //UnityEngine.Debug.Log("new Site is in region of existing site: " + bottomSite); // Step 9 edge = Edge.CreateBisectingEdge(bottomSite, newSite); //UnityEngine.Debug.Log("new edge: " + edge); edges.Add(edge); bisector = Halfedge.Create(edge, LR.LEFT); halfEdges.Add(bisector); // Inserting two halfedges into edgelist constitutes Step 10: // Insert bisector to the right of lbnd: edgeList.Insert(lbnd, bisector); // First half of Step 11: if ((vertex = Vertex.Intersect(lbnd, bisector)) != null) { vertices.Add(vertex); heap.Remove(lbnd); lbnd.vertex = vertex; lbnd.ystar = vertex.y + newSite.Dist(vertex); heap.Insert(lbnd); } lbnd = bisector; bisector = Halfedge.Create(edge, LR.RIGHT); halfEdges.Add(bisector); // Second halfedge for Step 10:: // Insert bisector to the right of lbnd: edgeList.Insert(lbnd, bisector); // Second half of Step 11: if ((vertex = Vertex.Intersect(bisector, rbnd)) != null) { vertices.Add(vertex); bisector.vertex = vertex; bisector.ystar = vertex.y + newSite.Dist(vertex); heap.Insert(bisector); } newSite = sites.Next(); } else if (!heap.Empty()) { // Intersection is smallest lbnd = heap.ExtractMin(); llbnd = lbnd.edgeListLeftNeighbor; rbnd = lbnd.edgeListRightNeighbor; rrbnd = rbnd.edgeListRightNeighbor; bottomSite = LeftRegion(lbnd, bottomMostSite); topSite = RightRegion(rbnd, bottomMostSite); // These three sites define a Delaunay triangle // (not actually using these for anything...) // triangles.Add(new Triangle(bottomSite, topSite, RightRegion(lbnd, bottomMostSite))); v = lbnd.vertex; v.SetIndex(); lbnd.edge.SetVertex(lbnd.leftRight, v); rbnd.edge.SetVertex(rbnd.leftRight, v); edgeList.Remove(lbnd); heap.Remove(rbnd); edgeList.Remove(rbnd); leftRight = LR.LEFT; if (bottomSite.y > topSite.y) { tempSite = bottomSite; bottomSite = topSite; topSite = tempSite; leftRight = LR.RIGHT; } edge = Edge.CreateBisectingEdge(bottomSite, topSite); edges.Add(edge); bisector = Halfedge.Create(edge, leftRight); halfEdges.Add(bisector); edgeList.Insert(llbnd, bisector); edge.SetVertex(LR.Other(leftRight), v); if ((vertex = Vertex.Intersect(llbnd, bisector)) != null) { vertices.Add(vertex); heap.Remove(llbnd); llbnd.vertex = vertex; llbnd.ystar = vertex.y + bottomSite.Dist(vertex); heap.Insert(llbnd); } if ((vertex = Vertex.Intersect(bisector, rrbnd)) != null) { vertices.Add(vertex); bisector.vertex = vertex; bisector.ystar = vertex.y + bottomSite.Dist(vertex); heap.Insert(bisector); } } else { break; } } // Heap should be empty now heap.Dispose(); edgeList.Dispose(); foreach (Halfedge halfedge in halfEdges) { halfedge.ReallyDispose(); } halfEdges.Clear(); // we need the vertices to clip the edges foreach (Edge e in edges) { e.ClipVertices(plotBounds); } // But we don't actually ever use them again! foreach (Vertex ve in vertices) { ve.Dispose(); } vertices.Clear(); }
private void Connect(ref List <Vector2f> points, int j, Rectf bounds, bool closingUp = false) { Vector2f rightPoint = points[points.Count - 1]; Edge newEdge = edges[j]; LR newOrientation = edgeOrientations[j]; // The point that must be conected to rightPoint: Vector2f newPoint = newEdge.ClippedEnds[newOrientation]; if (!CloseEnough(rightPoint, newPoint)) { // The points do not coincide, so they must have been clipped at the bounds; // see if they are on the same border of the bounds: if (rightPoint.x != newPoint.x && rightPoint.y != newPoint.y) { // They are on different borders of the bounds; // insert one or two corners of bounds as needed to hook them up: // (NOTE this will not be correct if the region should take up more than // half of the bounds rect, for then we will have gone the wrong way // around the bounds and included the smaller part rather than the larger) int rightCheck = BoundsCheck.Check(rightPoint, bounds); int newCheck = BoundsCheck.Check(newPoint, bounds); float px, py; if ((rightCheck & BoundsCheck.RIGHT) != 0) { px = bounds.right; if ((newCheck & BoundsCheck.BOTTOM) != 0) { py = bounds.bottom; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.TOP) != 0) { py = bounds.top; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.LEFT) != 0) { if (rightPoint.y - bounds.y + newPoint.y - bounds.y < bounds.height) { py = bounds.top; } else { py = bounds.bottom; } points.Add(new Vector2f(px, py)); points.Add(new Vector2f(bounds.left, py)); } } else if ((rightCheck & BoundsCheck.LEFT) != 0) { px = bounds.left; if ((newCheck & BoundsCheck.BOTTOM) != 0) { py = bounds.bottom; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.TOP) != 0) { py = bounds.top; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.RIGHT) != 0) { if (rightPoint.y - bounds.y + newPoint.y - bounds.y < bounds.height) { py = bounds.top; } else { py = bounds.bottom; } points.Add(new Vector2f(px, py)); points.Add(new Vector2f(bounds.right, py)); } } else if ((rightCheck & BoundsCheck.TOP) != 0) { py = bounds.top; if ((newCheck & BoundsCheck.RIGHT) != 0) { px = bounds.right; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.LEFT) != 0) { px = bounds.left; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.BOTTOM) != 0) { if (rightPoint.x - bounds.x + newPoint.x - bounds.x < bounds.width) { px = bounds.left; } else { px = bounds.right; } points.Add(new Vector2f(px, py)); points.Add(new Vector2f(px, bounds.bottom)); } } else if ((rightCheck & BoundsCheck.BOTTOM) != 0) { py = bounds.bottom; if ((newCheck & BoundsCheck.RIGHT) != 0) { px = bounds.right; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.LEFT) != 0) { px = bounds.left; points.Add(new Vector2f(px, py)); } else if ((newCheck & BoundsCheck.TOP) != 0) { if (rightPoint.x - bounds.x + newPoint.x - bounds.x < bounds.width) { px = bounds.left; } else { px = bounds.right; } points.Add(new Vector2f(px, py)); points.Add(new Vector2f(px, bounds.top)); } } } if (closingUp) { // newEdge's ends have already been added return; } points.Add(newPoint); } Vector2f newRightPoint = newEdge.ClippedEnds[LR.Other(newOrientation)]; if (!CloseEnough(points[0], newRightPoint)) { points.Add(newRightPoint); } }
private void Fortunes() { Site nSite; Site bottomSite; Site topSite; Site tSite; Vertex v1; Vertex v2; Point newIntStar = null; LR lr; HalfEdge lBnd; HalfEdge rBnd; HalfEdge llBnd; HalfEdge rrBnd; HalfEdge bisector; Edge e; Rectangle dataBounds = sites.GetSitesBounds(); int sqrtNSites = (int)Math.Sqrt(sites.GetLength() + 4); HalfEdgePriorityQueue heap = new HalfEdgePriorityQueue(dataBounds.y, dataBounds.height, sqrtNSites); EdgeList edgeList = new EdgeList(dataBounds.x, dataBounds.width, sqrtNSites); List <HalfEdge> halfEdges = new List <HalfEdge>(); List <Vertex> vertices = new List <Vertex>(); Site lowestSite = this.sites.Next(); nSite = sites.Next(); for (;;) { if (heap.Empty() == false) { newIntStar = heap.Min(); } if (nSite != null && (heap.Empty() || CompareByYThenX(nSite, newIntStar) < 0)) { lBnd = edgeList.EdgeListLeftNeighbor(nSite.coord); rBnd = lBnd.edgeListRightNeighbor; bottomSite = RightRegion(lBnd, lowestSite); e = Edge.CreateBisectingEdge(bottomSite, nSite); this.edges.Add(e); bisector = HalfEdge.Create(e, LR.LEFT); halfEdges.Add(bisector); //Console.WriteLine(lBnd.edgeListLeftNeighbor); //Console.WriteLine(lBnd.edgeListRightNeighbor); edgeList.Insert(lBnd, bisector); if ((v2 = Vertex.Intersect(lBnd, bisector)) != null) { vertices.Add(v2); heap.Remove(lBnd); lBnd.v = v2; lBnd.yStar = v2.GetCoord().y + nSite.Dist(v2); heap.Insert(lBnd); } lBnd = bisector; bisector = HalfEdge.Create(e, LR.RIGHT); halfEdges.Add(bisector); edgeList.Insert(lBnd, bisector); if ((v2 = Vertex.Intersect(bisector, rBnd)) != null) { vertices.Add(v2); bisector.v = v2; bisector.yStar = v2.GetCoord().y + nSite.Dist(v2); heap.Insert(bisector); } nSite = this.sites.Next(); } else if (heap.Empty() == false) { lBnd = heap.ExtractMin(); llBnd = lBnd.edgeListLeftNeighbor; rBnd = lBnd.edgeListRightNeighbor; rrBnd = rBnd.edgeListRightNeighbor; bottomSite = LeftRegion(lBnd, lowestSite); topSite = RightRegion(rBnd, lowestSite); v1 = lBnd.v; v1.SetIndex(); lBnd.e.SetVertex(lBnd.lr, v1); rBnd.e.SetVertex(rBnd.lr, v1); edgeList.Remove(lBnd); heap.Remove(rBnd); edgeList.Remove(rBnd); lr = LR.LEFT; if (bottomSite.coord.y > topSite.coord.y) { tSite = bottomSite; bottomSite = topSite; topSite = tSite; lr = LR.RIGHT; } e = Edge.CreateBisectingEdge(bottomSite, topSite); this.edges.Add(e); bisector = HalfEdge.Create(e, lr); halfEdges.Add(bisector); edgeList.Insert(llBnd, bisector); e.SetVertex(LR.Other(lr), v1); if ((v2 = Vertex.Intersect(llBnd, bisector)) != null) { vertices.Add(v2); heap.Remove(llBnd); llBnd.v = v2; llBnd.yStar = v2.GetCoord().y + bottomSite.Dist(v2); heap.Insert(llBnd); } if ((v2 = Vertex.Intersect(bisector, rrBnd)) != null) { vertices.Add(v2); bisector.v = v2; bisector.yStar = v2.GetCoord().y + bottomSite.Dist(v2); heap.Insert(bisector); } } else { break; } } heap.Dispose(); edgeList.Dispose(); foreach (HalfEdge hE in halfEdges) { hE.Kill(); } halfEdges.Clear(); foreach (Edge tE in this.edges) { tE.ClipVertices(bounds); } foreach (Vertex v0 in vertices) { v0.Dispose(); } vertices.Clear(); }
private void Connect(List <Point> points, int j, Rectangle bounds, bool Closing) { Point rightPoint = points[points.Count - 1]; Edge nEdge = edges[j]; LR nOrient = edgeOrientations[j]; Point nPoint = nEdge.GetClippedEnds()[nOrient]; if (CloseEnough(rightPoint, nPoint)) { if ((rightPoint.x != nPoint.x) && (rightPoint.y != nPoint.y)) { int rightCheck = BoundsCheck.Check(rightPoint, bounds); int nCheck = BoundsCheck.Check(nPoint, bounds); double pX; double pY; if ((rightCheck & BoundsCheck.RIGHT) != 0) { pX = bounds.right; if ((nCheck & BoundsCheck.BOTTOM) != 0) { pY = bounds.bottom; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.TOP) != 0) { pY = bounds.top; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.LEFT) != 0) { if (((rightPoint.y - bounds.y + nPoint.y) - bounds.y) < bounds.height) { pY = bounds.top; } else { pY = bounds.bottom; } points.Add(new Point(pX, pY)); points.Add(new Point(bounds.left, pY)); } } else if ((rightCheck & BoundsCheck.LEFT) != 0) { pX = bounds.left; if ((nCheck & BoundsCheck.BOTTOM) != 0) { pY = bounds.bottom; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.TOP) != 0) { pY = bounds.top; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.RIGHT) != 0) { if (((rightPoint.y - bounds.y + nPoint.y) - bounds.y) < bounds.height) { pY = bounds.top; } else { pY = bounds.bottom; } points.Add(new Point(pX, pY)); points.Add(new Point(bounds.right, pY)); } } else if ((rightCheck & BoundsCheck.TOP) != 0) { pY = bounds.top; if ((nCheck & BoundsCheck.RIGHT) != 0) { pX = bounds.right; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.LEFT) != 0) { pX = bounds.left; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.BOTTOM) != 0) { if (((rightPoint.x - bounds.x + nPoint.x) - bounds.x) < bounds.width) { pX = bounds.left; } else { pX = bounds.right; } points.Add(new Point(pX, pY)); points.Add(new Point(pX, bounds.bottom)); } } else if ((rightCheck & BoundsCheck.BOTTOM) != 0) { pY = bounds.bottom; if ((nCheck & BoundsCheck.RIGHT) != 0) { pX = bounds.right; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.LEFT) != 0) { pX = bounds.left; points.Add(new Point(pX, pY)); } else if ((nCheck & BoundsCheck.TOP) != 0) { if (((rightPoint.x - bounds.x + nPoint.x) - bounds.x) < bounds.width) { pX = bounds.left; } else { pX = bounds.right; } points.Add(new Point(pX, pY)); points.Add(new Point(pX, bounds.top)); } } } if (Closing) { return; } points.Add(nPoint); } Point nRightPoint = nEdge.GetClippedEnds()[LR.Other(nOrient)]; if (!CloseEnough(points[0], nRightPoint)) { points.Add(nRightPoint); } }