// -----------------------------------------------------------------------
//
// 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;
internal class StandardVoronoi : VoronoiBase
{
public StandardVoronoi(Mesh mesh)
: this(mesh, mesh.bounds, new DefaultVoronoiFactory(), RobustPredicates.Default)
{
}
public StandardVoronoi(Mesh mesh, Rectangle box)
: this(mesh, box, new DefaultVoronoiFactory(), RobustPredicates.Default)
{
}
public StandardVoronoi(Mesh mesh, Rectangle box, IVoronoiFactory factory, IPredicates predicates)
: base(mesh, factory, predicates, true)
{
// We assume the box to be at least as large as the mesh.
box.Expand(mesh.bounds);
// We explicitly told the base constructor to call the Generate method, so
// at this point the basic Voronoi diagram is already created.
PostProcess(box);
}
///
/// Compute edge intersections with bounding box.
///
private void PostProcess(Rectangle box)
{
foreach (var edge in rays)
{
// The vertices of the infinite edge.
var v1 = (Point)edge.origin;
var v2 = (Point)edge.twin.origin;
if (box.Contains(v1) || box.Contains(v2))
{
// Move infinite vertex v2 onto the box boundary.
IntersectionHelper.BoxRayIntersection(box, v1, v2, ref v2);
}
else
{
// There is actually no easy way to handle the second case. The two edges
// leaving v1, pointing towards the mesh, don't have to intersect the box
// (the could join with edges of other cells outside the box).
// A general intersection algorithm (DCEL <-> Rectangle) is needed, which
// computes intersections with all edges and discards objects outside the
// box.
}
}
}
}
}