private double dist(PointFortune s, PointFortune t) { double dx, dy; dx = s.X - t.X; dy = s.Y - t.Y; return(Convert.ToSingle(Math.Sqrt(dx * dx + dy * dy))); }
// create a new site where the HalfEdges el1 and el2 intersect - note that // the Point in the argument list is not used, don't know why it's there private PointFortune intersect(Halfedge el1, Halfedge el2) { EdgeF e1, e2, e; Halfedge el; double d, xint, yint; bool right_of_site; PointFortune v; // vertex e1 = el1.ELedge; e2 = el2.ELedge; if (e1 == null || e2 == null) { return(null); } // if the two edges bisect the same parent, return null if (e1.reg[1] == e2.reg[1]) { return(null); } d = e1.a * e2.b - e1.b * e2.a; if (-1.0e-10 < d && d < 1.0e-10) { return(null); } xint = (e1.c * e2.b - e2.c * e1.b) / d; yint = (e2.c * e1.a - e1.c * e2.a) / d; if ((e1.reg[1].Y < e2.reg[1].Y) || (e1.reg[1].Y == e2.reg[1].Y && e1.reg[1].X < e2.reg[1].X)) { el = el1; e = e1; } else { el = el2; e = e2; } right_of_site = xint >= e.reg[1].X; if ((right_of_site && el.ELpm == LE) || (!right_of_site && el.ELpm == RE)) { return(null); } // create a new site at the point of intersection - this is a new vector // event waiting to happen v = new PointFortune(); v.X = xint; v.Y = yint; return(v); }
private void endpoint(EdgeF e, int lr, PointFortune s) { e.ep[lr] = s; if (e.ep[RE - lr] == null) { return; } clip_line(e); }
List <EdgeFortune> MakeVoronoiGraph(List <PointF> myListPoints, int width, int height) { List <PointFortune> listPointsFortune = new List <PointFortune>(); for (int i = 0; i < myListPoints.Count; i++) { listPointsFortune.Add(new PointFortune(myListPoints[i].X, myListPoints[i].Y, i)); } PointFortune max = new PointFortune(0, 0, 0); PointFortune min = new PointFortune(width, height, 0); return(voronoi.GenerateVoronoi(listPointsFortune)); }
private PointFortune PQ_min() { PointFortune answer = new PointFortune(); while (PQhash[PQmin].PQnext == null) { PQmin++; } answer.X = PQhash[PQmin].PQnext.vertex.X; answer.Y = PQhash[PQmin].PQnext.ystar; return(answer); }
private void pushGraphEdge(PointFortune leftPointFortune, PointFortune rightPointFortune, double x1, double y1, double x2, double y2) { EdgeFortune newEdge = new EdgeFortune(); allEdges.Add(newEdge); newEdge.x1 = x1; newEdge.y1 = y1; newEdge.x2 = x2; newEdge.y2 = y2; newEdge.PointIndex1 = leftPointFortune.IndexInList; newEdge.PointIndex2 = rightPointFortune.IndexInList; }
// push the HalfEdge into the ordered linked list of pointCloud private void PQinsert(Halfedge he, PointFortune v, double offset) { Halfedge last, next; he.vertex = v; he.ystar = (double)(v.Y + offset); last = PQhash[PQbucket(he)]; while ( (next = last.PQnext) != null && (he.ystar > next.ystar || (he.ystar == next.ystar && v.X > next.vertex.X)) ) { last = next; } he.PQnext = last.PQnext; last.PQnext = he; PQcount++; }
private EdgeF bisect(PointFortune s1, PointFortune s2) { double dx, dy, adx, ady; EdgeF newedge; newedge = new EdgeF(); newedge.reg[0] = s1; newedge.reg[1] = s2; newedge.ep[0] = null; newedge.ep[1] = null; dx = s2.X - s1.X; dy = s2.Y - s1.Y; adx = dx > 0 ? dx : -dx; ady = dy > 0 ? dy : -dy; newedge.c = (double)(s1.X * dx + s1.Y * dy + (dx * dx + dy * dy) * 0.5); if (adx > ady) { newedge.a = 1.0f; newedge.b = dy / dx; newedge.c /= dx; } else { newedge.a = dx / dy; newedge.b = 1.0f; newedge.c /= dy; } newedge.edgenbr = nedges; nedges++; return(newedge); }
private void CalculateMinMax(ref PointFortune max, ref PointFortune min) { if (points.Count < 1) { return; } double xMax = points[0].X; double yMax = points[0].Y; double xMin = points[0].X; double yMin = points[0].Y; foreach (PointFortune ver in points) { if (ver.X > xMax) { xMax = ver.X; } if (ver.Y > yMax) { yMax = ver.Y; } if (ver.X < xMin) { xMin = ver.X; } if (ver.Y < yMin) { yMin = ver.Y; } } max.X = xMax; max.Y = yMax; min.X = xMin; min.Y = yMin; }
private void sortNode() { numberPointsStart = points.Count; xmin = points[0].X; ymin = points[0].Y; xmax = points[0].X; ymax = points[0].Y; for (int i = 0; i < numberPointsStart; i++) { PointFortune p = points[i]; if (p.X < xmin) { xmin = p.X; } else if (p.X > xmax) { xmax = p.X; } if (p.Y < ymin) { ymin = p.Y; } else if (p.Y > ymax) { ymax = p.Y; } } points.Sort(new PointFortuneSorterYX()); deltax = xmax - xmin; deltay = ymax - ymin; }
/// <summary> /// Generate a Voronoi List of Edges /// </summary> /// <param name="mypoints"></param> /// <param name="minX: The minimum X of the bounding box around the voronoi"></param> /// <param name="maxX: The maximum X of the bounding box around the voronoi"></param> /// <param name="minY: The minimum Y of the bounding box around the voronoi"></param> /// <param name="maxY: The maximum Y of the bounding box around the voronoi"></param> /// <returns></returns> public List <EdgeFortune> GenerateVoronoi(List <PointFortune> mypoints) { this.points = mypoints; PointFortune max = new PointFortune(); PointFortune min = new PointFortune(); CalculateMinMax(ref max, ref min); sort(); //SwapValues(ref minX, ref maxX, ref minY, ref maxY); borderMinX = min.X; borderMinY = min.Y; borderMaxX = max.X; borderMaxY = max.Y; siteidx = 0; calculateVoronoi(); return(allEdges); }
/* * implicit parameters: nsites, sqrt_nsites, xmin, xmax, ymin, ymax, deltax, * deltay (can all be estimates). Performance suffers if they are wrong; * better to make nsites, deltax, and deltay too big than too small. (?) */ private bool calculateVoronoi() { PointFortune newsite, bot, top, temp, p; PointFortune v; PointFortune newintstar = null; int pm; Halfedge leftEdge, rightEdge, llHalfedge, rrHalfedge, bisector; EdgeF e; PQinitialize(); ELinitialize(); bottomsite = nextone(); newsite = nextone(); while (true) { if (!PQempty()) { newintstar = PQ_min(); } // if the lowest site has a smaller y value than the lowest vector // intersection, // process the site otherwise process the vector intersection if (newsite != null && (PQempty() || newsite.Y < newintstar.Y || (newsite.Y == newintstar.Y && newsite.X < newintstar.X))) { /* new site is smallest -this is a site event */ // get the first HalfEdge to the LEFT of the new site leftEdge = ELleftbnd((newsite)); // get the first HalfEdge to the RIGHT of the new site rightEdge = ELright(leftEdge); // if this halfedge has no edge,bot =bottom site (whatever that // is) bot = rightreg(leftEdge); // create a new edge that bisects e = bisect(bot, newsite); // create a new HalfEdge, setting its ELpm field to 0 bisector = HEcreate(e, LE); // insert this new bisector edge between the left and right // vectors in a linked list ELinsert(leftEdge, bisector); // if the new bisector intersects with the left edge, // remove the left edge's vertex, and put in the new one if ((p = intersect(leftEdge, bisector)) != null) { PQdelete(leftEdge); PQinsert(leftEdge, p, dist(p, newsite)); } leftEdge = bisector; // create a new HalfEdge, setting its ELpm field to 1 bisector = HEcreate(e, RE); // insert the new HE to the right of the original bisector // earlier in the IF stmt ELinsert(leftEdge, bisector); // if this new bisector intersects with the new HalfEdge if ((p = intersect(bisector, rightEdge)) != null) { // push the HE into the ordered linked list of pointCloud PQinsert(bisector, p, dist(p, newsite)); } newsite = nextone(); } else if (!PQempty()) /* intersection is smallest - this is a vector event */ { // pop the HalfEdge with the lowest vector off the ordered list // of vectors leftEdge = PQextractmin(); // get the HalfEdge to the left of the above HE llHalfedge = ELleft(leftEdge); // get the HalfEdge to the right of the above HE rightEdge = ELright(leftEdge); // get the HalfEdge to the right of the HE to the right of the // lowest HE rrHalfedge = ELright(rightEdge); // get the PointFortune to the left of the left HE which it bisects bot = leftreg(leftEdge); // get the PointFortune to the right of the right HE which it bisects top = rightreg(rightEdge); v = leftEdge.vertex; // get the vertex that caused this event makevertex(v); // set the vertex number - couldn't do this // earlier since we didn't know when it would be processed endpoint(leftEdge.ELedge, leftEdge.ELpm, v); // set the endpoint of // the left HalfEdge to be this vector endpoint(rightEdge.ELedge, rightEdge.ELpm, v); // set the endpoint of the right HalfEdge to // be this vector ELdelete(leftEdge); // mark the lowest HE for // deletion - can't delete yet because there might be pointers // to it in Hash Map PQdelete(rightEdge); // remove all vertex events to do with the right HE ELdelete(rightEdge); // mark the right HE for // deletion - can't delete yet because there might be pointers // to it in Hash Map pm = LE; // set the pm variable to zero if (bot.Y > top.Y) // if the site to the left of the event is higher than the // PointFortune { // to the right of it, then swap them and set the 'pm' // variable to 1 temp = bot; bot = top; top = temp; pm = RE; } e = bisect(bot, top); // create an Edge (or line) // that is between the two PointFortunes. This creates the formula of // the line, and assigns a line number to it bisector = HEcreate(e, pm); // create a HE from the Edge 'e', // and make it point to that edge // with its ELedge field ELinsert(llHalfedge, bisector); // insert the new bisector to the // right of the left HE endpoint(e, RE - pm, v); // set one endpoint to the new edge // to be the vector point 'v'. // If the site to the left of this bisector is higher than the // right PointFortune, then this endpoint // is put in position 0; otherwise in pos 1 // if left HE and the new bisector intersect, then delete // the left HE, and reinsert it if ((p = intersect(llHalfedge, bisector)) != null) { PQdelete(llHalfedge); PQinsert(llHalfedge, p, dist(p, bot)); } // if right HE and the new bisector intersect, then // reinsert it if ((p = intersect(bisector, rrHalfedge)) != null) { PQinsert(bisector, p, dist(p, bot)); } } else { break; } } for (leftEdge = ELright(ELleftend); leftEdge != ELrightend; leftEdge = ELright(leftEdge)) { e = leftEdge.ELedge; clip_line(e); } return(true); }
/* returns true if p is to right of halfedge e */ private bool right_of(Halfedge el, PointFortune p) { EdgeF e; PointFortune topsite; bool right_of_site; bool above, fast; double dxp, dyp, dxs, t1, t2, t3, yl; e = el.ELedge; topsite = e.reg[1]; if (p.X > topsite.X) { right_of_site = true; } else { right_of_site = false; } if (right_of_site && el.ELpm == LE) { return(true); } if (!right_of_site && el.ELpm == RE) { return(false); } if (e.a == 1) { dxp = p.X - topsite.X; dyp = p.Y - topsite.Y; fast = false; if ((!right_of_site & (e.b < 0)) | (right_of_site & (e.b >= 0))) { above = dyp >= e.b * dxp; fast = above; } else { above = p.X + p.Y * e.b > e.c; if (e.b < 0) { above = !above; } if (!above) { fast = true; } } if (!fast) { dxs = topsite.X - (e.reg[0]).X; above = e.b * (dxp * dxp - dyp * dyp) < dxs * dyp * (1 + 2 * dxp / dxs + e.b * e.b); if (e.b < 0) { above = !above; } } } else // e.b == 1.0 { yl = e.c - e.a * p.X; t1 = p.Y - yl; t2 = p.X - topsite.X; t3 = yl - topsite.Y; above = t1 * t1 > t2 * t2 + t3 * t3; } return(el.ELpm == LE ? above : !above); }
private Halfedge ELleftbnd(PointFortune p) { int bucket; Halfedge he; /* Use hash table to get close to desired halfedge */ // use the hash function to find the place in the hash map that this // HalfEdge should be bucket = (int)((p.X - xmin) / deltax * ELhashsize); // make sure that the bucket position is within the range of the hash // array if (bucket < 0) { bucket = 0; } if (bucket >= ELhashsize) { bucket = ELhashsize - 1; } he = ELgethash(bucket); // if the HE isn't found, search backwards and forwards in the hash map // for the first non-null entry if (he == null) { for (int i = 1; i < ELhashsize; i++) { if ((he = ELgethash(bucket - i)) != null) { break; } if ((he = ELgethash(bucket + i)) != null) { break; } } } /* Now search linear list of halfedges for the correct one */ if (he == ELleftend || (he != ELrightend && right_of(he, p))) { // keep going right on the list until either the end is reached, or // you find the 1st edge which the point isn't to the right of do { he = he.ELright; }while (he != ELrightend && right_of(he, p)); he = he.ELleft; } else // if the point is to the left of the HalfEdge, then search left for // the HE just to the left of the point { do { he = he.ELleft; }while (he != ELleftend && !right_of(he, p)); } /* Update hash table and reference counts */ if (bucket > 0 && bucket < ELhashsize - 1) { ELhash[bucket] = he; } return(he); }
private void makevertex(PointFortune v) { v.IndexInList = numberPoints; numberPoints++; }