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Site.cs
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using csDelaunay.Geometries;
namespace csDelaunay.Delaunay;
public class Site : ICoord
{
private const float EPSILON = 0.005f;
private static readonly Queue<Site> pool = new();
private int siteIndex;
private Vector2 coord;
private float weigth;
// The edges that define this Site's Voronoi region:
private List<Edge> 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<Vector2> region;
public Site(Vector2 p, int index, float weigth)
{
Init(p, index, weigth);
}
public int SiteIndex
{ get { return siteIndex; } set { siteIndex = value; } }
public Vector2 Coord
{ get { return coord; } set { coord = value; } }
public float x
{ get { return coord.X; } }
public float y
{ get { return coord.Y; } }
public float Weigth
{ get { return weigth; } }
public List<Edge> Edges
{ get { return edges; } }
public static Site Create(Vector2 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)
{
var 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)
{
var returnValue = Voronoi.CompareByYThenX(this, s1);
int tempIndex;
if (returnValue == -1)
{
if (siteIndex > s1.SiteIndex)
{
tempIndex = SiteIndex;
SiteIndex = s1.SiteIndex;
s1.SiteIndex = tempIndex;
}
}
else if (returnValue == 1)
{
if (s1.SiteIndex > SiteIndex)
{
tempIndex = s1.SiteIndex;
s1.SiteIndex = SiteIndex;
SiteIndex = tempIndex;
}
}
return returnValue;
}
public override string ToString()
{
return "Site " + siteIndex + ": " + coord;
}
public void Dispose()
{
Clear();
pool.Enqueue(this);
}
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();
}
var list = new List<Site>();
foreach (var edge in edges)
{
list.Add(NeighborSite(edge));
}
return list;
}
public List<Vector2> Region(RectangleF clippingBounds)
{
if (edges == null || edges.Count == 0)
{
return new List<Vector2>();
}
if (edgeOrientations == null)
{
ReorderEdges();
}
if (region == null)
{
region = ClipToBounds(clippingBounds);
if (new Polygon(region).PolyWinding() == Winding.CLOCKWISE)
{
region.Reverse();
}
}
return region;
}
public float Dist(ICoord p)
{
return (Coord - p.Coord).Length();
}
private static bool CloseEnough(Vector2 p0, Vector2 p1)
{
return (p0 - p1).LengthSquared() < EPSILON;
}
private Site Init(Vector2 p, int index, float weigth)
{
coord = p;
siteIndex = index;
this.weigth = weigth;
edges = new List<Edge>();
region = null;
return this;
}
private void Move(Vector2 p)
{
Clear();
coord = p;
}
private void Clear()
{
if (edges != null)
{
edges.Clear();
edges = null;
}
if (edgeOrientations != null)
{
edgeOrientations.Clear();
edgeOrientations = null;
}
if (region != null)
{
region.Clear();
region = null;
}
}
private Site NeighborSite(Edge edge)
{
if (this == edge.LeftSite)
{
return edge.RightSite;
}
if (this == edge.RightSite)
{
return edge.LeftSite;
}
return null;
}
private void ReorderEdges()
{
var reorderer = new EdgeReorderer(edges, typeof(Vertex));
if (edges == null)
{
edges = new();
}
else
{
edges.Clear();
}
edges.AddRange(reorderer.Edges);
if (edgeOrientations == null)
{
edgeOrientations = new();
}
else
{
edgeOrientations.Clear();
}
edgeOrientations.AddRange(reorderer.EdgeOrientations);
reorderer.Dispose();
}
private List<Vector2> ClipToBounds(RectangleF bounds)
{
var points = new List<Vector2>();
var n = edges.Count;
var i = 0;
Edge edge;
while (i < n && !edges[i].Visible())
{
i++;
}
if (i == n)
{
// No edges visible
return new List<Vector2>();
}
edge = edges[i];
var orientation = edgeOrientations[i];
points.Add(edge.ClippedEnds[orientation]);
points.Add(edge.ClippedEnds[LR.Other(orientation)]);
for (var 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<Vector2> points, int j, RectangleF bounds, bool closingUp = false)
{
var rightPoint = points[points.Count - 1];
var newEdge = edges[j];
var newOrientation = edgeOrientations[j];
// The point that must be conected to rightPoint:
var 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 != newPoint)
{
// 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)
var rightCheck = BoundsCheck.Check(rightPoint, bounds);
var 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 Vector2(px, py));
}
else if ((newCheck & BoundsCheck.TOP) != 0)
{
py = bounds.Top;
points.Add(new Vector2(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 Vector2(px, py));
points.Add(new Vector2(bounds.Left, py));
}
}
else if ((rightCheck & BoundsCheck.LEFT) != 0)
{
px = bounds.Left;
if ((newCheck & BoundsCheck.BOTTOM) != 0)
{
py = bounds.Bottom;
points.Add(new Vector2(px, py));
}
else if ((newCheck & BoundsCheck.TOP) != 0)
{
py = bounds.Top;
points.Add(new Vector2(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 Vector2(px, py));
points.Add(new Vector2(bounds.Right, py));
}
}
else if ((rightCheck & BoundsCheck.TOP) != 0)
{
py = bounds.Top;
if ((newCheck & BoundsCheck.RIGHT) != 0)
{
px = bounds.Right;
points.Add(new Vector2(px, py));
}
else if ((newCheck & BoundsCheck.LEFT) != 0)
{
px = bounds.Left;
points.Add(new Vector2(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 Vector2(px, py));
points.Add(new Vector2(px, bounds.Bottom));
}
}
else if ((rightCheck & BoundsCheck.BOTTOM) != 0)
{
py = bounds.Bottom;
if ((newCheck & BoundsCheck.RIGHT) != 0)
{
px = bounds.Right;
points.Add(new Vector2(px, py));
}
else if ((newCheck & BoundsCheck.LEFT) != 0)
{
px = bounds.Left;
points.Add(new Vector2(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 Vector2(px, py));
points.Add(new Vector2(px, bounds.Top));
}
}
}
if (closingUp)
{
// newEdge's ends have already been added
return;
}
points.Add(newPoint);
}
var newRightPoint = newEdge.ClippedEnds[LR.Other(newOrientation)];
if (!CloseEnough(points[0], newRightPoint))
{
points.Add(newRightPoint);
}
}
}
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(Vector2 point, RectangleF bounds)
{
var 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;
}
}