private void ConstructBvdCell(Vertex vertex) { VoronoiRegion region = new VoronoiRegion(vertex); regions.Add(region); Otri f = default(Otri); Otri f_init = default(Otri); Otri f_next = default(Otri); Osub sf = default(Osub); Osub sfn = default(Osub); Point cc_f, cc_f_next, p; int n = mesh.triangles.Count; // Call P the polygon (cell) in construction List <Point> vpoints = new List <Point>(); // Call f_init a triangle incident to x vertex.tri.Copy(ref f_init); if (f_init.Org() != vertex) { throw new Exception("ConstructBvdCell: inconsistent topology."); } // Let f be initialized to f_init f_init.Copy(ref f); // Call f_next the next triangle counterclockwise around x f_init.Onext(ref f_next); // repeat ... until f = f_init do { // Call Lffnext the line going through the circumcenters of f and f_next cc_f = this.points[f.triangle.id]; cc_f_next = this.points[f_next.triangle.id]; // if f is tagged non-blind then if (!f.triangle.infected) { // Insert the circumcenter of f into P vpoints.Add(cc_f); if (f_next.triangle.infected) { // Call S_fnext the constrained edge blinding f_next sfn.seg = subsegMap[f_next.triangle.hash]; // Insert point Lf,f_next /\ Sf_next into P if (SegmentsIntersect(sfn.SegOrg(), sfn.SegDest(), cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } } else { // Call Sf the constrained edge blinding f sf.seg = subsegMap[f.triangle.hash]; // if f_next is tagged non-blind then if (!f_next.triangle.infected) { // Insert point Lf,f_next /\ Sf into P if (SegmentsIntersect(sf.SegOrg(), sf.SegDest(), cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } else { // Call Sf_next the constrained edge blinding f_next sfn.seg = subsegMap[f_next.triangle.hash]; // if Sf != Sf_next then if (!sf.Equal(sfn)) { // Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P if (SegmentsIntersect(sf.SegOrg(), sf.SegDest(), cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } if (SegmentsIntersect(sfn.SegOrg(), sfn.SegDest(), cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } } } // f <- f_next f_next.Copy(ref f); // Call f_next the next triangle counterclockwise around x f_next.OnextSelf(); }while (!f.Equal(f_init)); // Output: Bounded Voronoi cell of x in counterclockwise order. region.Add(vpoints); }
private void ConstructBoundaryBvdCell(Vertex vertex) { VoronoiRegion region = new VoronoiRegion(vertex); regions.Add(region); Otri f = default(Otri); Otri f_init = default(Otri); Otri f_next = default(Otri); Otri f_prev = default(Otri); Osub sf = default(Osub); Osub sfn = default(Osub); Vertex torg, tdest, tapex, sorg, sdest; Point cc_f, cc_f_next, p; int n = mesh.triangles.Count; // Call P the polygon (cell) in construction List <Point> vpoints = new List <Point>(); // Call f_init a triangle incident to x vertex.tri.Copy(ref f_init); if (f_init.Org() != vertex) { throw new Exception("ConstructBoundaryBvdCell: inconsistent topology."); } // Let f be initialized to f_init f_init.Copy(ref f); // Call f_next the next triangle counterclockwise around x f_init.Onext(ref f_next); f_init.Oprev(ref f_prev); // Is the border to the left? if (f_prev.triangle != Mesh.dummytri) { // Go clockwise until we reach the border (or the initial triangle) while (f_prev.triangle != Mesh.dummytri && !f_prev.Equal(f_init)) { f_prev.Copy(ref f); f_prev.OprevSelf(); } f.Copy(ref f_init); f.Onext(ref f_next); } if (f_prev.triangle == Mesh.dummytri) { // For vertices on the domain boundaray, add the vertex. For // internal boundaries don't add it. p = new Point(vertex.x, vertex.y); p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } // Add midpoint of start triangles' edge. torg = f.Org(); tdest = f.Dest(); p = new Point((torg.X + tdest.X) / 2, (torg.Y + tdest.Y) / 2); p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); // repeat ... until f = f_init do { // Call Lffnext the line going through the circumcenters of f and f_next cc_f = this.points[f.triangle.id]; if (f_next.triangle == Mesh.dummytri) { if (!f.triangle.infected) { // Add last circumcenter vpoints.Add(cc_f); } // Add midpoint of last triangles' edge (chances are it has already // been added, so post process cell to remove duplicates???) torg = f.Org(); tapex = f.Apex(); p = new Point((torg.X + tapex.X) / 2, (torg.Y + tapex.Y) / 2); p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); break; } cc_f_next = this.points[f_next.triangle.id]; // if f is tagged non-blind then if (!f.triangle.infected) { // Insert the circumcenter of f into P vpoints.Add(cc_f); if (f_next.triangle.infected) { // Call S_fnext the constrained edge blinding f_next sfn.seg = subsegMap[f_next.triangle.hash]; // Insert point Lf,f_next /\ Sf_next into P if (SegmentsIntersect(sfn.SegOrg(), sfn.SegDest(), cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } } else { // Call Sf the constrained edge blinding f sf.seg = subsegMap[f.triangle.hash]; sorg = sf.SegOrg(); sdest = sf.SegDest(); // if f_next is tagged non-blind then if (!f_next.triangle.infected) { tdest = f.Dest(); tapex = f.Apex(); // Both circumcenters lie on the blinded side, but we // have to add the intersection with the segment. // Center of f edge dest->apex Point bisec = new Point((tdest.X + tapex.X) / 2, (tdest.Y + tapex.Y) / 2); // Find intersection of seg with line through f's bisector and circumcenter if (SegmentsIntersect(sorg, sdest, bisec, cc_f, out p, false)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } // Insert point Lf,f_next /\ Sf into P if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } else { // Call Sf_next the constrained edge blinding f_next sfn.seg = subsegMap[f_next.triangle.hash]; // if Sf != Sf_next then if (!sf.Equal(sfn)) { // Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } if (SegmentsIntersect(sfn.SegOrg(), sfn.SegDest(), cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } else { // Both circumcenters lie on the blinded side, but we // have to add the intersection with the segment. // Center of f_next edge org->dest Point bisec = new Point((torg.X + tdest.X) / 2, (torg.Y + tdest.Y) / 2); // Find intersection of seg with line through f_next's bisector and circumcenter if (SegmentsIntersect(sorg, sdest, bisec, cc_f_next, out p, false)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } } } // f <- f_next f_next.Copy(ref f); // Call f_next the next triangle counterclockwise around x f_next.OnextSelf(); }while (!f.Equal(f_init)); // Output: Bounded Voronoi cell of x in counterclockwise order. region.Add(vpoints); }
/// <summary> /// Construct Voronoi region for given vertex. /// </summary> /// <param name="vertex"></param> /// <returns>The circumcenter indices which make up the cell.</returns> private void ConstructVoronoiRegion(Vertex vertex) { VoronoiRegion region = new VoronoiRegion(vertex); regions.Add(region); List <Point> vpoints = new List <Point>(); Otri f = default(Otri); Otri f_init = default(Otri); Otri f_next = default(Otri); Otri f_prev = default(Otri); Osub sub = default(Osub); // Call f_init a triangle incident to x vertex.tri.Copy(ref f_init); f_init.Copy(ref f); f_init.Onext(ref f_next); // Check if f_init lies on the boundary of the triangulation. if (f_next.triangle == Mesh.dummytri) { f_init.Oprev(ref f_prev); if (f_prev.triangle != Mesh.dummytri) { f_init.Copy(ref f_next); // Move one triangle clockwise f_init.OprevSelf(); f_init.Copy(ref f); } } // Go counterclockwise until we reach the border or the initial triangle. while (f_next.triangle != Mesh.dummytri) { // Add circumcenter of current triangle vpoints.Add(points[f.triangle.id]); if (f_next.Equal(f_init)) { // Voronoi cell is complete (bounded case). region.Add(vpoints); return; } f_next.Copy(ref f); f_next.OnextSelf(); } // Voronoi cell is unbounded region.Bounded = false; Vertex torg, tdest, tapex, intersection; int sid, n = mesh.triangles.Count; // Find the boundary segment id. f.Lprev(ref f_next); f_next.SegPivot(ref sub); sid = sub.seg.hash; // Last valid f lies at the boundary. Add the circumcenter. vpoints.Add(points[f.triangle.id]); // Check if the intersection with the bounding box has already been computed. if (rayPoints.ContainsKey(sid)) { vpoints.Add(rayPoints[sid]); } else { torg = f.Org(); tapex = f.Apex(); BoxRayIntersection(points[f.triangle.id], torg.y - tapex.y, tapex.x - torg.x, out intersection); // Set the correct id for the vertex intersection.id = n + rayIndex; points[n + rayIndex] = intersection; rayIndex++; vpoints.Add(intersection); rayPoints.Add(sid, intersection); } // Now walk from f_init clockwise till we reach the boundary. vpoints.Reverse(); f_init.Copy(ref f); f.Oprev(ref f_prev); while (f_prev.triangle != Mesh.dummytri) { vpoints.Add(points[f_prev.triangle.id]); f_prev.Copy(ref f); f_prev.OprevSelf(); } // Find the boundary segment id. f.SegPivot(ref sub); sid = sub.seg.hash; if (rayPoints.ContainsKey(sid)) { vpoints.Add(rayPoints[sid]); } else { // Intersection has not been computed yet. torg = f.Org(); tdest = f.Dest(); BoxRayIntersection(points[f.triangle.id], tdest.y - torg.y, torg.x - tdest.x, out intersection); // Set the correct id for the vertex intersection.id = n + rayIndex; points[n + rayIndex] = intersection; rayIndex++; vpoints.Add(intersection); rayPoints.Add(sid, intersection); } // Add the new points to the region (in counter-clockwise order) vpoints.Reverse(); region.Add(vpoints); }