Other() публичный статический Метод

public static Other ( LR leftRight ) : LR
leftRight LR
Результат LR
Пример #1
0
        Site RightRegion(Halfedge he, Site bottomMostSite)
        {
            Edge edge = he.edge;

            if (edge == null)
            {
                return(bottomMostSite);
            }
            return(edge.GetSite(LR.Other(he.leftRight)));
        }
Пример #2
0
        private List <Vector2> ClipToBounds(Rect bounds)
        {
            List <Vector2> Vector2s = new List <Vector2>();
            int            n        = _edges.Count;
            int            i        = 0;
            Edge           edge;

            while (i < n && ((_edges[i] as Edge).Visible == false))
            {
                ++i;
            }

            if (i == n)
            {
                // no edges visible
                return(new List <Vector2>());
            }
            edge = _edges[i];
            LR orientation = _edgeOrientations[i];

            Vector2s.Add(edge.ClippedEnds[orientation]);
            Vector2s.Add(edge.ClippedEnds[LR.Other(orientation)]);

            for (int j = i + 1; j < n; ++j)
            {
                edge = _edges[j];
                if (edge.Visible == false)
                {
                    continue;
                }
                Connect(Vector2s, j, bounds);
            }
            // close up the polygon by adding another corner Vector2 of the bounds if needed:
            Connect(Vector2s, i, bounds, true);

            return(Vector2s);
        }
Пример #3
0
        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);
        }
Пример #4
0
        private void FortunesAlgorithm()
        {
            Site     newSite, bottomSite, topSite, tempSite;
            Vertex   v, vertex;
            PointF   newintstar = PointF.Empty;
            LR       leftRight;
            Halfedge lbnd, rbnd, llbnd, rrbnd, bisector;
            Edge     edge;

            RectangleF dataBounds = _sites.GetSitesBounds();

            int sqrt_nsites            = (int)(Math.Sqrt(_sites.Length + 4));
            HalfedgePriorityQueue heap = new HalfedgePriorityQueue(dataBounds.Y, dataBounds.Height, sqrt_nsites);
            EdgeList        edgeList   = new EdgeList(dataBounds.X, dataBounds.Width, sqrt_nsites);
            List <Halfedge> halfEdges  = new List <Halfedge>();
            List <Vertex>   vertices   = new List <Vertex>();

            Site bottomMostSite = _sites.Next();

            newSite = _sites.Next();

            for (; ;)
            {
                if (heap.Empty() == false)
                {
                    newintstar = heap.Min();
                }

                if (newSite != null &&
                    (heap.Empty() || CompareByYThenX(newSite, newintstar) < 0))
                {
                    /* new site is smallest */
                    //trace("smallest: new site " + newSite);

                    // Step 8:
                    lbnd = edgeList.EdgeListLeftNeighbor(newSite.Coord()); // the Halfedge just to the left of newSite
                    //trace("lbnd: " + lbnd);
                    rbnd = lbnd.edgeListRightNeighbor;                     // the Halfedge just to the right
                    //trace("rbnd: " + rbnd);
                    bottomSite = RightRegion(lbnd, bottomMostSite);        // this is the same as leftRegion(rbnd)
                    // this Site determines the region containing the new site
                    //trace("new Site is in region of existing site: " + bottomSite);

                    // Step 9:
                    edge = Edge.CreateBisectingEdge(bottomSite, newSite);
                    //trace("new edge: " + edge);
                    _edges.Add(edge);

                    bisector = Halfedge.Create(edge, LR.LEFT);
                    halfEdges.Add(bisector);
                    // inserting two Halfedges into edgeList static readonlyitutes 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() == false)
                {
                    /* 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)));

                    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 edge2 in _edges)
            {
                edge2.ClipVertices(_plotBounds);
            }
            // but we don't actually ever use them again!
            foreach (Vertex vertex2 in vertices)
            {
                vertex2.Dispose();
            }
            vertices.Clear();
        }
Пример #5
0
        private void Connect(List <Vector2> Vector2s, int j, Rect bounds, bool closingUp)
        {
            Vector2 rightVector2   = Vector2s[Vector2s.Count - 1];
            Edge    newEdge        = _edges[j] as Edge;
            LR      newOrientation = _edgeOrientations[j];
            // the Vector2 that  must be connected to rightVector2:
            Vector2 newVector2 = newEdge.ClippedEnds[newOrientation];

            if (!CloseEnough(rightVector2, newVector2))
            {
                // The Vector2s do not coincide, so they must have been clipped at the bounds;
                // see if they are on the same border of the bounds:
                if (rightVector2.x != newVector2.x &&
                    rightVector2.y != newVector2.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(rightVector2, bounds);
                    int   newCheck = BoundsCheck.Check(newVector2, bounds);
                    float px, py;
                    //throw new NotImplementedException("Modified, might not work");
                    if (rightCheck == BoundsCheck.RIGHT)
                    {
                        px = bounds.right;
                        if (newCheck == BoundsCheck.BOTTOM)
                        {
                            py = bounds.bottom;
                            Vector2s.Add(new Vector2(px, py));
                        }
                        else if (newCheck == BoundsCheck.TOP)
                        {
                            py = bounds.top;
                            Vector2s.Add(new Vector2(px, py));
                        }
                        else if (newCheck == BoundsCheck.LEFT)
                        {
                            if (rightVector2.y - bounds.y + newVector2.y - bounds.y < bounds.height)
                            {
                                py = bounds.top;
                            }
                            else
                            {
                                py = bounds.bottom;
                            }
                            Vector2s.Add(new Vector2(px, py));
                            Vector2s.Add(new Vector2(bounds.left, py));
                        }
                    }
                    else if (rightCheck == BoundsCheck.LEFT)
                    {
                        px = bounds.left;
                        if (newCheck == BoundsCheck.BOTTOM)
                        {
                            py = bounds.bottom;
                            Vector2s.Add(new Vector2(px, py));
                        }
                        else if (newCheck == BoundsCheck.TOP)
                        {
                            py = bounds.top;
                            Vector2s.Add(new Vector2(px, py));
                        }
                        else if (newCheck == BoundsCheck.RIGHT)
                        {
                            if (rightVector2.y - bounds.y + newVector2.y - bounds.y < bounds.height)
                            {
                                py = bounds.top;
                            }
                            else
                            {
                                py = bounds.bottom;
                            }
                            Vector2s.Add(new Vector2(px, py));
                            Vector2s.Add(new Vector2(bounds.right, py));
                        }
                    }
                    else if (rightCheck == BoundsCheck.TOP)
                    {
                        py = bounds.top;
                        if (newCheck == BoundsCheck.RIGHT)
                        {
                            px = bounds.right;
                            Vector2s.Add(new Vector2(px, py));
                        }
                        else if (newCheck == BoundsCheck.LEFT)
                        {
                            px = bounds.left;
                            Vector2s.Add(new Vector2(px, py));
                        }
                        else if (newCheck == BoundsCheck.BOTTOM)
                        {
                            if (rightVector2.x - bounds.x + newVector2.x - bounds.x < bounds.width)
                            {
                                px = bounds.left;
                            }
                            else
                            {
                                px = bounds.right;
                            }
                            Vector2s.Add(new Vector2(px, py));
                            Vector2s.Add(new Vector2(px, bounds.bottom));
                        }
                    }
                    else if (rightCheck == BoundsCheck.BOTTOM)
                    {
                        py = bounds.bottom;
                        if (newCheck == BoundsCheck.RIGHT)
                        {
                            px = bounds.right;
                            Vector2s.Add(new Vector2(px, py));
                        }
                        else if (newCheck == BoundsCheck.LEFT)
                        {
                            px = bounds.left;
                            Vector2s.Add(new Vector2(px, py));
                        }
                        else if (newCheck == BoundsCheck.TOP)
                        {
                            if (rightVector2.x - bounds.x + newVector2.x - bounds.x < bounds.width)
                            {
                                px = bounds.left;
                            }
                            else
                            {
                                px = bounds.right;
                            }
                            Vector2s.Add(new Vector2(px, py));
                            Vector2s.Add(new Vector2(px, bounds.top));
                        }
                    }
                }
                if (closingUp)
                {
                    // newEdge's ends have already been added
                    return;
                }
                Vector2s.Add(newVector2);
            }
            Vector2 newRightVector2 = newEdge.ClippedEnds[LR.Other(newOrientation)];

            if (!CloseEnough(Vector2s[0], newRightVector2))
            {
                Vector2s.Add(newRightVector2);
            }
        }
Пример #6
0
        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();
        }
Пример #7
0
        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);
            }
        }
Пример #8
0
        private void Connect(List <PointF> PointFs, int j, RectangleF bounds, bool closingUp)
        {
            PointF rightPointF    = PointFs[PointFs.Count - 1];
            Edge   newEdge        = _edges[j] as Edge;
            LR     newOrientation = _edgeOrientations[j];
            // the PointF that  must be connected to rightPointF:
            PointF newPointF = newEdge.ClippedEnds[newOrientation];

            if (!CloseEnough(rightPointF, newPointF))
            {
                // The PointFs do not coincide, so they must have been clipped at the bounds;
                // see if they are on the same border of the bounds:
                if (rightPointF.X != newPointF.X &&
                    rightPointF.Y != newPointF.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 corRectangleF if the region should take up more than
                    // half of the bounds RectangleF, 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(rightPointF, bounds);
                    int   newCheck = BoundsCheck.Check(newPointF, bounds);
                    float px, py;
                    //throw new NotImplementedException("Modified, might not work");
                    if (rightCheck == BoundsCheck.RIGHT)
                    {
                        px = bounds.Right;
                        if (newCheck == BoundsCheck.BOTTOM)
                        {
                            py = bounds.Bottom;
                            PointFs.Add(new PointF(px, py));
                        }
                        else if (newCheck == BoundsCheck.TOP)
                        {
                            py = bounds.Top;
                            PointFs.Add(new PointF(px, py));
                        }
                        else if (newCheck == BoundsCheck.LEFT)
                        {
                            if (rightPointF.Y - bounds.Y + newPointF.Y - bounds.Y < bounds.Height)
                            {
                                py = bounds.Top;
                            }
                            else
                            {
                                py = bounds.Bottom;
                            }
                            PointFs.Add(new PointF(px, py));
                            PointFs.Add(new PointF(bounds.Left, py));
                        }
                    }
                    else if (rightCheck == BoundsCheck.LEFT)
                    {
                        px = bounds.Left;
                        if (newCheck == BoundsCheck.BOTTOM)
                        {
                            py = bounds.Bottom;
                            PointFs.Add(new PointF(px, py));
                        }
                        else if (newCheck == BoundsCheck.TOP)
                        {
                            py = bounds.Top;
                            PointFs.Add(new PointF(px, py));
                        }
                        else if (newCheck == BoundsCheck.RIGHT)
                        {
                            if (rightPointF.Y - bounds.Y + newPointF.Y - bounds.Y < bounds.Height)
                            {
                                py = bounds.Top;
                            }
                            else
                            {
                                py = bounds.Bottom;
                            }
                            PointFs.Add(new PointF(px, py));
                            PointFs.Add(new PointF(bounds.Right, py));
                        }
                    }
                    else if (rightCheck == BoundsCheck.TOP)
                    {
                        py = bounds.Top;
                        if (newCheck == BoundsCheck.RIGHT)
                        {
                            px = bounds.Right;
                            PointFs.Add(new PointF(px, py));
                        }
                        else if (newCheck == BoundsCheck.LEFT)
                        {
                            px = bounds.Left;
                            PointFs.Add(new PointF(px, py));
                        }
                        else if (newCheck == BoundsCheck.BOTTOM)
                        {
                            if (rightPointF.X - bounds.X + newPointF.X - bounds.X < bounds.Width)
                            {
                                px = bounds.Left;
                            }
                            else
                            {
                                px = bounds.Right;
                            }
                            PointFs.Add(new PointF(px, py));
                            PointFs.Add(new PointF(px, bounds.Bottom));
                        }
                    }
                    else if (rightCheck == BoundsCheck.BOTTOM)
                    {
                        py = bounds.Bottom;
                        if (newCheck == BoundsCheck.RIGHT)
                        {
                            px = bounds.Right;
                            PointFs.Add(new PointF(px, py));
                        }
                        else if (newCheck == BoundsCheck.LEFT)
                        {
                            px = bounds.Left;
                            PointFs.Add(new PointF(px, py));
                        }
                        else if (newCheck == BoundsCheck.TOP)
                        {
                            if (rightPointF.X - bounds.X + newPointF.X - bounds.X < bounds.Width)
                            {
                                px = bounds.Left;
                            }
                            else
                            {
                                px = bounds.Right;
                            }
                            PointFs.Add(new PointF(px, py));
                            PointFs.Add(new PointF(px, bounds.Top));
                        }
                    }
                }
                if (closingUp)
                {
                    // newEdge's ends have already been added
                    return;
                }
                PointFs.Add(newPointF);
            }
            PointF newRightPointF = newEdge.ClippedEnds[LR.Other(newOrientation)];

            if (!CloseEnough(PointFs[0], newRightPointF))
            {
                PointFs.Add(newRightPointF);
            }
        }