// -----------------------------------------------------------------------
//
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
//
// -----------------------------------------------------------------------
namespace UnityEngine.U2D.Animation.TriangleNet
.Voronoi
{
using System.Collections.Generic;
using Animation.TriangleNet.Geometry;
using Animation.TriangleNet.Tools;
using Animation.TriangleNet.Topology.DCEL;
using HVertex = Animation.TriangleNet.Topology.DCEL.Vertex;
using TVertex = Animation.TriangleNet.Geometry.Vertex;
internal class BoundedVoronoi : VoronoiBase
{
int offset;
public BoundedVoronoi(Mesh mesh)
: this(mesh, new DefaultVoronoiFactory(), RobustPredicates.Default)
{
}
public BoundedVoronoi(Mesh mesh, IVoronoiFactory factory, IPredicates predicates)
: base(mesh, factory, predicates, true)
{
// We explicitly told the base constructor to call the Generate method, so
// at this point the basic Voronoi diagram is already created.
offset = base.vertices.Count;
// Each vertex of the hull will be part of a Voronoi cell.
base.vertices.Capacity = offset + mesh.hullsize;
// Create bounded Voronoi diagram.
PostProcess();
ResolveBoundaryEdges();
}
///
/// Computes edge intersections with mesh boundary edges.
///
private void PostProcess()
{
foreach (var edge in rays)
{
var twin = edge.twin;
var v1 = (TVertex)edge.face.generator;
var v2 = (TVertex)twin.face.generator;
double dir = predicates.CounterClockwise(v1, v2, edge.origin);
if (dir <= 0)
{
HandleCase1(edge, v1, v2);
}
else
{
HandleCase2(edge, v1, v2);
}
}
}
///
/// Case 1: edge origin lies inside the domain.
///
private void HandleCase1(HalfEdge edge, TVertex v1, TVertex v2)
{
//int mark = GetBoundaryMark(v1);
// The infinite vertex.
var v = (Point)edge.twin.origin;
// The half-edge is the bisector of v1 and v2, so the projection onto the
// boundary segment is actually its midpoint.
v.x = (v1.x + v2.x) / 2.0;
v.y = (v1.y + v2.y) / 2.0;
// Close the cell connected to edge.
var gen = factory.CreateVertex(v1.x, v1.y);
var h1 = factory.CreateHalfEdge(edge.twin.origin, edge.face);
var h2 = factory.CreateHalfEdge(gen, edge.face);
edge.next = h1;
h1.next = h2;
h2.next = edge.face.edge;
gen.leaving = h2;
// Let the face edge point to the edge leaving at generator.
edge.face.edge = h2;
base.edges.Add(h1);
base.edges.Add(h2);
int count = base.edges.Count;
h1.id = count;
h2.id = count + 1;
gen.id = offset++;
base.vertices.Add(gen);
}
///
/// Case 2: edge origin lies outside the domain.
///
private void HandleCase2(HalfEdge edge, TVertex v1, TVertex v2)
{
// The vertices of the infinite edge.
var p1 = (Point)edge.origin;
var p2 = (Point)edge.twin.origin;
// The two edges leaving p1, pointing into the mesh.
var e1 = edge.twin.next;
var e2 = e1.twin.next;
// Find the two intersections with boundary edge.
IntersectionHelper.IntersectSegments(v1, v2, e1.origin, e1.twin.origin, ref p2);
IntersectionHelper.IntersectSegments(v1, v2, e2.origin, e2.twin.origin, ref p1);
// The infinite edge will now lie on the boundary. Update pointers:
e1.twin.next = edge.twin;
edge.twin.next = e2;
edge.twin.face = e2.face;
e1.origin = edge.twin.origin;
edge.twin.twin = null;
edge.twin = null;
// Close the cell.
var gen = factory.CreateVertex(v1.x, v1.y);
var he = factory.CreateHalfEdge(gen, edge.face);
edge.next = he;
he.next = edge.face.edge;
// Let the face edge point to the edge leaving at generator.
edge.face.edge = he;
base.edges.Add(he);
he.id = base.edges.Count;
gen.id = offset++;
base.vertices.Add(gen);
}
/*
private int GetBoundaryMark(Vertex v)
{
Otri tri = default(Otri);
Otri next = default(Otri);
Osub seg = default(Osub);
// Get triangle connected to generator.
v.tri.Copy(ref tri);
v.tri.Copy(ref next);
// Find boundary triangle.
while (next.triangle.id != -1)
{
next.Copy(ref tri);
next.OnextSelf();
}
// Find edge dual to current half-edge.
tri.LnextSelf();
tri.LnextSelf();
tri.SegPivot(ref seg);
return seg.seg.boundary;
}
//*/
}
}