示例#1
0
文件: Graph.cs 项目: WilliamChao/nmap
        private void BuildGraph(IEnumerable<Vector2> points, Delaunay.Voronoi voronoi)
        {
            // Build graph data structure in 'edges', 'centers', 'corners',
            // based on information in the Voronoi results: point.neighbors
            // will be a list of neighboring points of the same type (corner
            // or center); point.edges will be a list of edges that include
            // that point. Each edge connects to four points: the Voronoi edge
            // edge.{v0,v1} and its dual Delaunay triangle edge edge.{d0,d1}.
            // For boundary polygons, the Delaunay edge will have one null
            // point, and the Voronoi edge may be null.
            var libedges = voronoi.Edges();

            var centerLookup = new Dictionary<Vector2?, Center>();

            // Build Center objects for each of the points, and a lookup map
            // to find those Center objects again as we build the graph
            foreach (var point in points)
            {
                var p = new Center { index = centers.Count, point = point };
                centers.Add(p);
                centerLookup[point] = p;
            }

            // Workaround for Voronoi lib bug: we need to call region()
            // before Edges or neighboringSites are available
            foreach (var p in centers)
            {
                voronoi.Region(p.point);
            }

            foreach (var libedge in libedges)
            {
                var dedge = libedge.DelaunayLine();
                var vedge = libedge.VoronoiEdge();

                // Fill the graph data. Make an Edge object corresponding to
                // the edge from the voronoi library.
                var edge = new Edge
                {
                    index = edges.Count,
                    river = 0,

                    // Edges point to corners. Edges point to centers. 
                    v0 = MakeCorner(vedge.p0),
                    v1 = MakeCorner(vedge.p1),
                    d0 = centerLookup[dedge.p0],
                    d1 = centerLookup[dedge.p1]
                };
                if (vedge.p0.HasValue && vedge.p1.HasValue)
                    edge.midpoint = Vector2Extensions.Interpolate(vedge.p0.Value, vedge.p1.Value, 0.5f);

                edges.Add(edge);

                // Centers point to edges. Corners point to edges.
                if (edge.d0 != null) { edge.d0.borders.Add(edge); }
                if (edge.d1 != null) { edge.d1.borders.Add(edge); }
                if (edge.v0 != null) { edge.v0.protrudes.Add(edge); }
                if (edge.v1 != null) { edge.v1.protrudes.Add(edge); }

                // Centers point to centers.
                if (edge.d0 != null && edge.d1 != null)
                {
                    AddToCenterList(edge.d0.neighbors, edge.d1);
                    AddToCenterList(edge.d1.neighbors, edge.d0);
                }

                // Corners point to corners
                if (edge.v0 != null && edge.v1 != null)
                {
                    AddToCornerList(edge.v0.adjacent, edge.v1);
                    AddToCornerList(edge.v1.adjacent, edge.v0);
                }

                // Centers point to corners
                if (edge.d0 != null)
                {
                    AddToCornerList(edge.d0.corners, edge.v0);
                    AddToCornerList(edge.d0.corners, edge.v1);
                }
                if (edge.d1 != null)
                {
                    AddToCornerList(edge.d1.corners, edge.v0);
                    AddToCornerList(edge.d1.corners, edge.v1);
                }

                // Corners point to centers
                if (edge.v0 != null)
                {
                    AddToCenterList(edge.v0.touches, edge.d0);
                    AddToCenterList(edge.v0.touches, edge.d1);
                }
                if (edge.v1 != null)
                {
                    AddToCenterList(edge.v1.touches, edge.d0);
                    AddToCenterList(edge.v1.touches, edge.d1);
                }
            }

            // TODO: use edges to determine these
            var topLeft = centers.OrderBy(p => p.point.x + p.point.y).First();
            AddCorner(topLeft, 0, 0);

            var bottomRight = centers.OrderByDescending(p => p.point.x + p.point.y).First();
            AddCorner(bottomRight, Width, Height);

            var topRight = centers.OrderByDescending(p => Width - p.point.x + p.point.y).First();
            AddCorner(topRight, 0, Height);

            var bottomLeft = centers.OrderByDescending(p => p.point.x + Height - p.point.y).First();
            AddCorner(bottomLeft, Width, 0);

            // required for polygon fill
            foreach (var center in centers)
            {
                center.corners.Sort(ClockwiseComparison(center));
            }
        }