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Site.cs
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using System;
using System.Collections;
using System.Collections.Generic;
namespace csDelaunay {
public class Site : ICoord {
private static Queue<Site> pool = new Queue<Site>();
public static Site Create(Vector2f p, int index, float weigth) {
if (pool.Count > 0) {
return pool.Dequeue().Init(p, index, weigth);
} else {
return new Site(p, index, weigth);
}
}
public static void SortSites(List<Site> sites) {
sites.Sort(delegate(Site s0, Site s1) {
int returnValue = Voronoi.CompareByYThenX(s0,s1);
int tempIndex;
if (returnValue == -1) {
if (s0.siteIndex > s1.SiteIndex) {
tempIndex = s0.SiteIndex;
s0.SiteIndex = s1.SiteIndex;
s1.SiteIndex = tempIndex;
}
} else if (returnValue == 1) {
if (s1.SiteIndex > s0.SiteIndex) {
tempIndex = s1.SiteIndex;
s1.SiteIndex = s0.SiteIndex;
s0.SiteIndex = tempIndex;
}
}
return returnValue;
});
}
public int Compare(Site s1, Site s2) {
return s1.CompareTo(s2);
}
public int CompareTo(Site s1) {
int returnValue = Voronoi.CompareByYThenX(this,s1);
int tempIndex;
if (returnValue == -1) {
if (this.siteIndex > s1.SiteIndex) {
tempIndex = this.SiteIndex;
this.SiteIndex = s1.SiteIndex;
s1.SiteIndex = tempIndex;
}
} else if (returnValue == 1) {
if (s1.SiteIndex > this.SiteIndex) {
tempIndex = s1.SiteIndex;
s1.SiteIndex = this.SiteIndex;
this.SiteIndex = tempIndex;
}
}
return returnValue;
}
private const float EPSILON = 0.005f;
private static bool CloseEnough(Vector2f p0, Vector2f p1) {
return (p0-p1).magnitude < EPSILON;
}
private int siteIndex;
public int SiteIndex {get{return siteIndex;} set{siteIndex=value;}}
private Vector2f coord;
public Vector2f Coord {get{return coord;}set{coord=value;}}
public float x {get{return coord.x;}}
public float y {get{return coord.y;}}
private float weigth;
public float Weigth {get{return weigth;}}
// The edges that define this Site's Voronoi region:
private List<Edge> edges;
public List<Edge> Edges {get{return edges;}}
// which end of each edge hooks up with the previous edge in edges:
private List<LR> edgeOrientations;
// ordered list of points that define the region clipped to bounds:
private List<Vector2f> region;
public Site(Vector2f p, int index, float weigth) {
Init(p, index, weigth);
}
private Site Init(Vector2f p, int index, float weigth) {
coord = p;
siteIndex = index;
this.weigth = weigth;
edges = new List<Edge>();
region = null;
return this;
}
public override string ToString() {
return "Site " + siteIndex + ": " + coord;
}
private void Move(Vector2f p) {
Clear();
coord = p;
}
public void Dispose() {
Clear();
pool.Enqueue(this);
}
private void Clear() {
if (edges != null) {
edges.Clear();
edges = null;
}
if (edgeOrientations != null) {
edgeOrientations.Clear();
edgeOrientations = null;
}
if (region != null) {
region.Clear();
region = null;
}
}
public void AddEdge(Edge edge) {
edges.Add(edge);
}
public Edge NearestEdge() {
edges.Sort(Edge.CompareSitesDistances);
return edges[0];
}
public List<Site> NeighborSites() {
if (edges == null || edges.Count == 0) {
return new List<Site>();
}
if (edgeOrientations == null) {
ReorderEdges();
}
List<Site> list = new List<Site>();
foreach (Edge edge in edges) {
list.Add(NeighborSite(edge));
}
return list;
}
private Site NeighborSite(Edge edge) {
if (this == edge.LeftSite) {
return edge.RightSite;
}
if (this == edge.RightSite) {
return edge.LeftSite;
}
return null;
}
public List<Vector2f> Region(Rectf clippingBounds) {
if (edges == null || edges.Count == 0) {
return new List<Vector2f>();
}
if (edgeOrientations == null) {
ReorderEdges();
}
if (region == null) {
region = ClipToBounds(clippingBounds);
if ((new Polygon(region)).PolyWinding() == Winding.CLOCKWISE) {
region.Reverse();
}
}
return region;
}
private void ReorderEdges() {
EdgeReorderer reorderer = new EdgeReorderer(edges, typeof(Vertex));
edges = reorderer.Edges;
edgeOrientations = reorderer.EdgeOrientations;
reorderer.Dispose();
}
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;
}
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);
}
}
public float Dist(ICoord p) {
return (this.Coord - p.Coord).magnitude;
}
}
public class BoundsCheck {
public const int TOP = 1;
public const int BOTTOM = 2;
public const int LEFT = 4;
public const int RIGHT = 8;
/*
*
* @param point
* @param bounds
* @return an int with the appropriate bits set if the Point lies on the corresponding bounds lines
*/
public static int Check(Vector2f point, Rectf bounds) {
int value = 0;
if (point.x == bounds.left) {
value |= LEFT;
}
if (point.x == bounds.right) {
value |= RIGHT;
}
if (point.y == bounds.top) {
value |= TOP;
}
if (point.y == bounds.bottom) {
value |= BOTTOM;
}
return value;
}
}
}