/* Turns segments into beziers. */
        private List <Bezier2> makeBeziers(List <ushort> netSegmentsIds)
        {
            List <Bezier2> beziers = new List <Bezier2>();

            for (int i = 0; i < netSegmentsIds.Count; i++)
            {
                NetSegment netSegment  = NetUtil.Segment(netSegmentsIds[i]);
                bool       smoothStart = (NetUtil.Node(netSegment.m_startNode).m_flags & NetNode.Flags.Middle) != NetNode.Flags.None;
                bool       smoothEnd   = (NetUtil.Node(netSegment.m_endNode).m_flags & NetNode.Flags.Middle) != NetNode.Flags.None;
                Bezier3    bezier      = new Bezier3();
                bezier.a = NetUtil.Node(netSegment.m_startNode).m_position;
                bezier.d = NetUtil.Node(netSegment.m_endNode).m_position;
                NetSegment.CalculateMiddlePoints(bezier.a, netSegment.m_startDirection, bezier.d, netSegment.m_endDirection, smoothStart, smoothEnd, out bezier.b, out bezier.c);
                beziers.Add(Bezier2.XZ(bezier));
            }
            return(beziers);
        }
        public EdgeIntersections2(GraphTraveller2 traveller, ushort centerNodeId, Ellipse ellipse)
        {
            CenterNodeId   = centerNodeId;
            CenterNode     = NetUtil.Node(centerNodeId);
            this.traveller = traveller;
            this.ellipse   = ellipse;

            if (RoundAboutBuilder.UseOldSnappingAlgorithm.value)
            {
                SnappingAlgorithmOld();
            }
            else
            {
                SnappingAlgorithmNew();
            }

            ReleaseNodesAndSegments(traveller);
        }
        private void SnappingAlgorithmNew()
        {
            //Debug
            //EllipseTool.Instance.debugDraw = segmentBeziers;

            List <Bezier2> segmentBeziers    = makeBeziers(traveller.OuterSegments);
            List <Bezier2> ellipseBeziers    = traveller.Ellipse.Beziers;
            List <ushort>  processedSegments = new List <ushort>();

            /* We find all intersections between roads and ellipse beziers */
            for (int i = 0; i < segmentBeziers.Count; i++)
            {
                for (int j = 0; j < ellipseBeziers.Count; j++)
                {
                    if (ellipseBeziers[j].Intersect(segmentBeziers[i], out float t1, out float t2, ITERATIONS))
                    {
                        if (processedSegments.Contains(traveller.OuterSegments[i]))
                        {
                            continue;
                        }
                        else
                        {
                            processedSegments.Add(traveller.OuterSegments[i]);
                        }

                        //Debug.Log("Segment " + i.ToString() + " intersects ellipse bezier " + j.ToString());
                        Vector3 intersection = new Vector3(ellipseBeziers[j].Position(t1).x, CenterNode.m_position.y, ellipseBeziers[j].Position(t1).y);
                        segmentBeziers[i].Divide(out Bezier2 segementBezier1, out Bezier2 segementBezier2, t2);
                        Bezier2 outerBezier;
                        Vector2 outerNodePos = new Vector2(NetUtil.Node(traveller.OuterNodes[i]).m_position.x, NetUtil.Node(traveller.OuterNodes[i]).m_position.z);
                        bool    invert       = false;
                        // outerBezier - the bezier outside the ellipse (not the one inside)
                        if (segementBezier1.Position(0f) == outerNodePos || segementBezier1.Position(1f) == outerNodePos)
                        {
                            //Debug.Log("first is outer");
                            outerBezier = segementBezier1.Invert();
                            invert      = true;
                        }
                        else if (segementBezier2.Position(0f) == outerNodePos || segementBezier2.Position(1f) == outerNodePos)
                        {
                            //Debug.Log("second is probably outer");
                            outerBezier = segementBezier2;
                            invert      = false;
                        }
                        else
                        {
                            throw new Exception("Error - Failed to determine segment geometry.");
                        }

                        //debug:
                        //EllipseTool.Instance.debugDraw.Add(outerBezier);

                        /* We create a node at the intersection. */
                        WrappedNode newNode = new WrappedNode();
                        newNode.Position = intersection;
                        newNode.NetInfo  = CenterNode.Info;
                        RoundaboutNode raNode = new RoundaboutNode(newNode);
                        raNode.Create(ActionGroupRoads);
                        Intersections.Add(raNode);

                        WrappedNode    outerNode    = networkDictionary.RegisterNode(traveller.OuterNodes[i]);
                        WrappedSegment outerSegment = networkDictionary.RegisterSegment(traveller.OuterSegments[i]);

                        BezierToSegment(outerBezier, outerSegment, newNode, outerNode, invert);
                    }
                }
            }
        }
        /* Old algorithm. Originally intended only for circles. From older documentation: */

        /* "For now, the intersection isn't created at the exact point where the segment crosses the circle, but rather on the intersection of
         * the circle and straight line, which goes from origin and ends at outer node of that segment. That could be unfortunately very
         * inaccurate, as the first note outside the circle could be quite far away". */
        private void SnappingAlgorithmOld()
        {
            float centerX = CenterNode.m_position.x;
            float centerY = CenterNode.m_position.y;
            float centerZ = CenterNode.m_position.z;

            for (int i = 0; i < traveller.OuterNodes.Count; i++)
            {
                NetNode curNode            = NetUtil.Node(traveller.OuterNodes[i]);
                Vector3 circleIntersection = new Vector3();

                float directionX = (curNode.m_position.x - centerX) / VectorDistance(CenterNode.m_position, curNode.m_position);
                float directionZ = (curNode.m_position.z - centerZ) / VectorDistance(CenterNode.m_position, curNode.m_position);

                float radius = (float)ellipse.RadiusAtAbsoluteAngle(Math.Abs(Ellipse.VectorsAngle(curNode.m_position - ellipse.Center)));
                if (radius > 10000)
                {
                    throw new Exception("Algortithm error");
                }

                circleIntersection.x = (directionX * radius + centerX);
                circleIntersection.y = centerY;
                circleIntersection.z = (directionZ * radius + centerZ);

                WrappedNode    newNode;
                WrappedSegment newSegment;

                newNode          = new WrappedNode();
                newNode.NetInfo  = CenterNode.Info;
                newNode.Position = circleIntersection;
                RoundaboutNode raNode = new RoundaboutNode(newNode);
                raNode.Create(ActionGroupRoads);
                Intersections.Add(raNode);
                //EllipseTool.Instance.debugDrawPositions.Add(Intersections.Last().vector);

                NetSegment curSegment = NetUtil.Segment(traveller.OuterSegments[i]);

                /* For now ignoring anything regarding Y coordinate */
                //float directionY2 = (GetNode(newNodeId).m_position.y - curNode.m_position.z) / NodeDistance(GetNode(newNodeId), curNode);
                float directionY2 = 0f;

                Vector3 startDirection = new Vector3();
                startDirection.x = (directionX /** NodeDistance( GetNode( newNodeId ), curNode ) / 2*/);
                startDirection.y = directionY2;
                startDirection.z = (directionZ /** NodeDistance(GetNode(newNodeId), curNode) / 2*/);
                Vector3 endDirection = new Vector3();
                endDirection.x = -startDirection.x;
                endDirection.y = -startDirection.y;
                endDirection.z = -startDirection.z;

                bool invert;
                //Debug.Log(string.Format("same node: {0}, invert: {1}", curSegment.m_startNode == traveller.OuterNodes[i], curSegment.m_flags.IsFlagSet(NetSegment.Flags.Invert)));
                if (curSegment.m_startNode == traveller.OuterNodes[i] ^ curSegment.m_flags.IsFlagSet(NetSegment.Flags.Invert))
                {
                    invert = true;
                }
                else
                {
                    invert = false;
                }

                newSegment                = new WrappedSegment();
                newSegment.StartNode      = newNode;
                newSegment.EndNode        = networkDictionary.RegisterNode(traveller.OuterNodes[i]);
                newSegment.StartDirection = startDirection;
                newSegment.EndDirection   = endDirection;
                newSegment.NetInfo        = curSegment.Info;
                newSegment.Invert         = invert;
                ActionGroupRoads.Actions.Add(newSegment);

                ActionGroupTMPE.Actions.Add(new EnteringBlockedJunctionAllowedAction(newSegment, true, true));
                ActionGroupTMPE.Actions.Add(new YieldSignAction(newSegment, true));
                //Debug.Log(string.Format("Segment and node created... "));
            }
        }