//
        // Is a point intersecting with a circle?
        //
        //Is a point d inside, outside or on the same circle where a, b, c are all on the circle's edge
        public static IntersectionCases PointCircle(MyVector2 a, MyVector2 b, MyVector2 c, MyVector2 testPoint)
        {
            //Center of circle
            MyVector2 circleCenter = Geometry.CalculateCircleCenter(a, b, c);

            //The radius sqr of the circle
            float radiusSqr = MyVector2.SqrDistance(a, circleCenter);

            //The distance sqr from the point to the circle center
            float distPointCenterSqr = MyVector2.SqrDistance(testPoint, circleCenter);

            //Add/remove a small value becuse we will never be exactly on the edge because of floating point precision issues
            //Mutiply epsilon by two because we are using sqr root???
            if (distPointCenterSqr < radiusSqr - MathUtility.EPSILON * 2f)
            {
                return(IntersectionCases.IsInside);
            }
            else if (distPointCenterSqr > radiusSqr + MathUtility.EPSILON * 2f)
            {
                return(IntersectionCases.NoIntersection);
            }
            else
            {
                return(IntersectionCases.IsOnEdge);
            }
        }
        //Try to add a voronoi edge. Not all edges have a neighboring triangle, and if it hasnt we cant add a voronoi edge
        private static void TryAddVoronoiEdgeFromTriangleEdge(HalfEdge2 e, MyVector2 voronoiVertex, List <VoronoiEdge2> allEdges)
        {
            //Ignore if this edge has no neighboring triangle
            if (e.oppositeEdge == null)
            {
                return;
            }

            //Calculate the circumcenter of the neighbor
            HalfEdge2 eNeighbor = e.oppositeEdge;

            MyVector2 v1 = eNeighbor.v.position;
            MyVector2 v2 = eNeighbor.nextEdge.v.position;
            MyVector2 v3 = eNeighbor.nextEdge.nextEdge.v.position;

            MyVector2 voronoiVertexNeighbor = Geometry.CalculateCircleCenter(v1, v2, v3);

            //Create a new vornoi edge between the voronoi vertices
            VoronoiEdge2 edge = new VoronoiEdge2(voronoiVertex, voronoiVertexNeighbor, sitePos: e.prevEdge.v.position);

            allEdges.Add(edge);
        }
        public static List <VoronoiCell2> GenerateVoronoiDiagram(HashSet <MyVector2> sites)
        {
            //First generate the delaunay triangulation
            HalfEdgeData2 data = _Delaunay.FlippingEdges(sites, new HalfEdgeData2());


            //Generate the voronoi diagram

            //Step 1. For every delaunay edge, compute a voronoi edge
            //The voronoi edge is the edge connecting the circumcenters of two neighboring delaunay triangles
            List <VoronoiEdge2> voronoiEdges = new List <VoronoiEdge2>();

            HashSet <HalfEdgeFace2> triangles = data.faces;

            foreach (HalfEdgeFace2 t in triangles)
            {
                //Each triangle consists of these edges
                HalfEdge2 e1 = t.edge;
                HalfEdge2 e2 = e1.nextEdge;
                HalfEdge2 e3 = e2.nextEdge;

                //Calculate the circumcenter for this triangle
                MyVector2 v1 = e1.v.position;
                MyVector2 v2 = e2.v.position;
                MyVector2 v3 = e3.v.position;

                //The circumcenter is the center of a circle where the triangles corners is on the circumference of that circle
                //The circumcenter is also known as a voronoi vertex, which is a position in the diagram where we are equally
                //close to the surrounding sites
                MyVector2 voronoiVertex = Geometry.CalculateCircleCenter(v1, v2, v3);

                //This will generate double edges - one belonging to each site, and could maybe be improved in the future
                //by using the half-edge data structure
                TryAddVoronoiEdgeFromTriangleEdge(e1, voronoiVertex, voronoiEdges);
                TryAddVoronoiEdgeFromTriangleEdge(e2, voronoiVertex, voronoiEdges);
                TryAddVoronoiEdgeFromTriangleEdge(e3, voronoiVertex, voronoiEdges);
            }


            //Step 2. Find the voronoi cells where each cell is a list of all edges belonging to a site
            List <VoronoiCell2> voronoiCells = new List <VoronoiCell2>();

            for (int i = 0; i < voronoiEdges.Count; i++)
            {
                VoronoiEdge2 e = voronoiEdges[i];

                //Find the position in the list of all cells that includes this site
                int cellPos = TryFindCellPos(e, voronoiCells);

                //No cell was found so we need to create a new cell
                if (cellPos == -1)
                {
                    VoronoiCell2 newCell = new VoronoiCell2(e.sitePos);

                    voronoiCells.Add(newCell);

                    newCell.edges.Add(e);
                }
                else
                {
                    voronoiCells[cellPos].edges.Add(e);
                }
            }


            return(voronoiCells);
        }