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Voronoi.m
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Voronoi.m
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//
// Voronoi.m
// objcvoronoi
//
#import "VoronoiConstants.h"
#import "Voronoi.h"
#import "RBTree.h"
#import "Beachsection.h"
#import "CircleEvent.h"
#import "Site.h"
#import "Cell.h"
#import "VoronoiResult.h"
#import "Edge.h"
#import "Vertex.h"
#import "Halfedge.h"
@implementation Voronoi
@synthesize firstCircleEvent, boundingBox;
- (id)init
{
self = [super init];
if (self) {
sites = [[NSMutableArray alloc] init];
edges = [[NSMutableArray alloc] init];
cells = [[NSMutableArray alloc] init];
beachsectionJunkyard = [[NSMutableArray alloc] init];
circleEventJunkyard = [[NSMutableArray alloc] init];
}
return self;
}
- (VoronoiResult *)computeWithSites:(NSMutableArray *)siteList andBoundingBox:(NSRect)bbox
{
/////////////////////////////////////////////////////////////////////////////
// siteList comes in as an array of NSPoints stored as NSValues. //
// Convert them to Site class and then make sites an array of Site objects //
/////////////////////////////////////////////////////////////////////////////
[self reset];
for (NSValue *v in siteList) {
Site *s = [[Site alloc] initWithValue:v];
[sites addObject:s];
}
[self setBoundingBox:bbox];
NSMutableArray *siteEvents = [[NSMutableArray alloc] initWithArray:sites];
[Site sortSites:siteEvents];
Site *site = [siteEvents lastObject];
[siteEvents removeLastObject];
int siteid = 0;
float xsitex = FLT_MIN; // To avoid duplicate sites
float xsitey = FLT_MIN;
CircleEvent *circle;
///////////////
// Main Loop //
///////////////
for (;;) {
////////////////////////////////////////////////////////////////////
// We need to figure out whether we handle a site or circle event //
// For this we find out if there is a site event and it is //
// 'earlier' than the circle event //
////////////////////////////////////////////////////////////////////
circle = [self firstCircleEvent];
// Add Beach Section
if (site && (!circle || site.y < circle.y || (site.y == circle.y && site.x < circle.x))) {
// Only if site is not a duplicate
if (site.x != xsitex || site.y != xsitey) {
// First, create cell for the new site
[cells addObject:[[Cell alloc] initWithSite:site]];
[site setVoronoiId:siteid];
siteid += 1;
// Then create a beachsection for that site
[self addBeachsection:site];
// Remember last site coords to detect duplicates
xsitey = [site y];
xsitex = [site x];
}
site = [siteEvents lastObject];
[siteEvents removeLastObject];
} else if (circle) {
// remove beach section
[self removeBeachsection:[circle arc]];
} else {
// all done, quit
break;
}
}
////////////////////////////////////////////////////////////////////
// Wrapping up: //
// - connect dangling edges to bounding box //
// - cut edges as per bounding box //
// - discard edges completely outside bounding box //
// - discard edges which are point-like //
////////////////////////////////////////////////////////////////////
[self clipEdges:[self boundingBox]];
// - add missing edges in order to close opened cells
[self closeCells:[self boundingBox]];
// - prepare return values
VoronoiResult *result = [[VoronoiResult alloc] init];
[result setCells:cells];
[result setEdges:edges];
return result;
}
- (void)reset
{
if (!beachline) {
beachline = [[RBTree alloc] init];
}
// Move leftover beachsections to the beachsection junkyard.
if ([beachline root]) {
Beachsection *beachsection = [beachline getFirst:[beachline root]];
while (beachsection) {
[beachsectionJunkyard addObject:beachsection]; // mark for reuse
beachsection = [beachsection rbNext];
}
}
[beachline setRoot:nil];
if (!circleEvents) {
circleEvents = [[RBTree alloc] init];
}
[circleEvents setRoot:nil];
[self setFirstCircleEvent:nil];
[edges removeAllObjects];
[cells removeAllObjects];
[sites removeAllObjects];
}
// Probably unnecessary but created to have parity with the javascript version
// Could just call to Beachsection directly...
- (Beachsection *)createBeachsection:(Site *)site
{
return [Beachsection createBeachSectionFromJunkyard:beachsectionJunkyard withSite:site];
}
- (void)addBeachsection:(Site *)site
{
float x = site.x;
float directrix = site.y;
//////////////////////////////////////////////////////////////////////////
// Find the left and right beach sections which will surround the newly //
// created beach section. //
//////////////////////////////////////////////////////////////////////////
Beachsection *node = [beachline root];
Beachsection *lArc, *rArc;
float dxl, dxr;
while (node) {
dxl = [self leftBreakPointWithArc:node andDirectrix:directrix] - x;
if (dxl > VORONOI_EPSILON) {
node = node.rbLeft;
} else {
dxr = x - [self rightBreakPointWithArc:node andDirectrix:directrix];
if (dxr > VORONOI_EPSILON) {
if (![node rbRight]) {
lArc = node;
break;
}
node = [node rbRight];
} else {
if (dxl > -VORONOI_EPSILON) {
lArc = [node rbPrevious];
rArc = node;
} else if (dxr > -VORONOI_EPSILON) {
lArc = node;
rArc = [node rbNext];
} else {
rArc = node;
lArc = node;
}
break;
}
}
}
//////////////////////////////////////////////////////////////////////////
// At this point, keep in mind that lArc and/or rArc could be undefined //
// or nil. //
//////////////////////////////////////////////////////////////////////////
// Create a new beach section object for the site and add it to RB-tree
Beachsection *newArc = [self createBeachsection:site];
[beachline rbInsertSuccessorForNode:lArc withSuccessor:newArc];
// Cases:
// [null, null]
// Least likely case: new beach section is the first beach section on the beachline.
// This case means:
// No new transition appears
// No collapsing beach section
// New beachsection becomes root of the RB-tree
if (!lArc && !rArc) {
return;
}
// [lArc, rArc] where larc == rArc
// Most likely case: new beach section split an existing beach section
// This case means:
// One new transition appears
// The left and right beach section might be collapsing as a result
// Two new nodes added to the RB-tree
if (lArc == rArc) {
// Invalidate the circle event of split beach section
[self detachCircleEvent:lArc];
// Split the beach section into two separate beach sections
rArc = [self createBeachsection:[lArc site]];
[beachline rbInsertSuccessorForNode:newArc withSuccessor:rArc];
// since we have a new transition between two beach sections, a new edge is born
Edge *e = [self createEdgeWithSite:[lArc site] andSite:[newArc site] andVertex:nil andVertex:nil];
[rArc setEdge:e];
[newArc setEdge:e];
// Check whether the left and right beach sections are collapsing
// and if so, create circle events, to be notified when the point of
// collapse is reached.
[self attachCircleEvent:lArc];
[self attachCircleEvent:rArc];
return;
}
// [lArc, null]
// Even less likely case: new beach section is the *last* beach section on the beachline
// This can happen *only* if *all* the previous beach sections currently on the beachline
// share the same y value as the new beach section.
// This case means:
// One new transition appears
// No collapsing beach section as a result
// New beach section becomes right-most node of the RB-tree
if (lArc && !rArc) {
Edge *e2 = [self createEdgeWithSite:[lArc site] andSite:[newArc site] andVertex:nil andVertex:nil];
[newArc setEdge:e2];
return;
}
// [null, rArc]
// Impossible case: because sites are strictly processed from top to bottom,
// and left to right, which guarantees that there will always be a beach section
// on the left -- except of course when there are no beach sections at all on the beachline,
// which case was handled above.
// NOT IMPLEMENTED HERE -- SEE ORIGINAL JAVASCRIPT WHERE IT IS COMMENTED OUT
// [lArc, rArc] where lArc != rArc
// Somewhat less likely case: new beach section falls *exactly* in between two existing sections
// This case means:
// One transition disappears
// Two new transitions appear
// The left and right beach section might be collapsing as a result
// Only one new node added to the RB-tree
if (lArc != rArc) {
// invalidate circle events of left and right sites
[self detachCircleEvent:lArc];
[self detachCircleEvent:rArc];
// An existing transition disappears, meaning a vertex is defined at the disappearance point.
// Since the disappearance is caused by the new beachsection, the
// vertex is at the center of the circumscribed circle of the left,
// new and right beachsections.
// http://mathforum.org/library/drmath/view/55002.html
// Except that I bring the origin at A to simplify calculation
Site *lSite = [lArc site];
float ax = lSite.x;
float ay = lSite.y;
float bx = site.x - ax;
float by = site.y - ay;
Site *rSite = [rArc site];
float cx = rSite.x - ax;
float cy = rSite.y - ay;
float d = 2 * (bx * cy - by * cx);
float hb = bx * bx + by * by;
float hc = cx * cx + cy * cy;
Vertex *vertex = [[Vertex alloc] initWithCoord:NSMakePoint((cy*hb - by*hc)/d+ax,(bx*hc - cx*hb)/d+ay)];
// One transition disappears
[self setEdgeStartPointWithEdge:[rArc edge]
lSite:lSite
rSite:rSite
andVertex:vertex];
// Two new transitions appear at the new vertex location
[newArc setEdge:[self createEdgeWithSite:lSite
andSite:site
andVertex:nil
andVertex:vertex]];
[rArc setEdge:[self createEdgeWithSite:site
andSite:rSite
andVertex:nil
andVertex:vertex]];
// Check whether the left and right beach sections are collapsing
// and if so create circle events, to handle the point of collapse
[self attachCircleEvent:lArc];
[self attachCircleEvent:rArc];
return;
}
}
- (void)removeBeachsection:(Beachsection *)bs
{
CircleEvent *circle = [bs circleEvent];
float x = [circle x];
float y = [circle ycenter];
Vertex *vertex = [[Vertex alloc] initWithCoord:NSMakePoint(x, y)];
Beachsection *previous = [bs rbPrevious];
Beachsection *next = [bs rbNext];
NSMutableArray *disappearingTransitions = [[NSMutableArray alloc] initWithObjects:bs, nil];
// Remove collapsed beachsection from beachline
[self detachBeachsection:bs];
// There could be more than one empty arc at the deletion point, this
// happens when more than two edges are linked by the same vertex,
// so we will collect all those edges by looking up both sides of
// the deletion point.
// By the way, there is *always* a predecessor/successor to any collapsed
// beach section, it's just impossible to have a collapsing first/last
// beach section on the beachline, since they obviously are unconstrained
// on their left/right side.
// look left
Beachsection *lArc = previous;
while ([lArc circleEvent] && fabsf(x - [[lArc circleEvent] x]) < VORONOI_EPSILON && fabsf(y - [[lArc circleEvent] ycenter]) < VORONOI_EPSILON) {
previous = [lArc rbPrevious];
[disappearingTransitions insertObject:lArc atIndex:0];
[self detachBeachsection:lArc]; // Mark for reuse
lArc = previous;
}
// Even thought it is not disappearing, I will also add the beach section
// immediately to the left of the left-most collapsed beach section, for
// convenience, since we need to reer to it later as this beach section
// is the 'left' site of an edge for which a start point is set
[disappearingTransitions insertObject:lArc atIndex:0];
[self detachCircleEvent:lArc];
// look right
Beachsection *rArc = next;
while ([rArc circleEvent] && fabsf(x - [[rArc circleEvent] x]) < VORONOI_EPSILON && fabsf(y - [[rArc circleEvent] ycenter]) < VORONOI_EPSILON) {
next = [rArc rbNext];
[disappearingTransitions addObject:rArc];
[self detachBeachsection:rArc]; // mark for reuse
rArc = next;
}
// We also have to add the beach section immediately to the right of the
// right-most collapsed beach section, since there is also a disappearing
// transition representing an edge's start point on its left
[disappearingTransitions addObject:rArc];
[self detachCircleEvent:rArc];
// Walk through all the disappearing transitions between beach sections and
// set the start point of their (implied) edge
int nArcs = (int)[disappearingTransitions count];
for (int iArc = 1; iArc < nArcs; iArc++) {
rArc = [disappearingTransitions objectAtIndex:iArc];
lArc = [disappearingTransitions objectAtIndex:(iArc - 1)];
[self setEdgeStartPointWithEdge:[rArc edge] lSite:[lArc site] rSite:[rArc site] andVertex:vertex];
}
// Create a new edge as we have now a new transition between
// two beach sections which were previously not adjacent.
// Since this edge appears as a new vertex is defined, the vertex
// actually define an end point of the edge (relative to the site
// on the left)
lArc = [disappearingTransitions objectAtIndex:0];
rArc = [disappearingTransitions objectAtIndex:(nArcs - 1)];
[rArc setEdge:[self createEdgeWithSite:[lArc site] andSite:[rArc site] andVertex:nil andVertex:vertex]];
// Create circle events if any foor beach sections nleft in the beachline
// adjacent to collapsed sections
[self attachCircleEvent:lArc];
[self attachCircleEvent:rArc];
}
- (void)detachBeachsection:(Beachsection *)bs
{
// Detach potentially attached circle event
[self detachCircleEvent:bs];
[beachline rbRemoveNode:bs];
[beachsectionJunkyard addObject:bs];
}
- (float)rightBreakPointWithArc:(Beachsection *)arc
andDirectrix:(float)directrix
{
Beachsection *rArc = [arc rbNext];
if (rArc) {
return [self leftBreakPointWithArc:rArc andDirectrix:directrix];
}
Site *site = [arc site];
return [site y] == directrix ? [site x] : INFINITY;
}
// Calculate the left break point of a particular beach section, given a particular sweep line
- (float)leftBreakPointWithArc:(Beachsection *)arc
andDirectrix:(float)directrix
{
// http://en.wikipedia.org/wiki/Parabola
// http://en.wikipedia.org/wiki/Quadratic_equation
// h1 = x1,
// k1 = (y1+directrix)/2,
// h2 = x2,
// k2 = (y2+directrix)/2,
// p1 = k1-directrix,
// a1 = 1/(4*p1),
// b1 = -h1/(2*p1),
// c1 = h1*h1/(4*p1)+k1,
// p2 = k2-directrix,
// a2 = 1/(4*p2),
// b2 = -h2/(2*p2),
// c2 = h2*h2/(4*p2)+k2,
// x = (-(b2-b1) + Math.sqrt((b2-b1)*(b2-b1) - 4*(a2-a1)*(c2-c1))) / (2*(a2-a1))
// When x1 become the x-origin:
// h1 = 0,
// k1 = (y1+directrix)/2,
// h2 = x2-x1,
// k2 = (y2+directrix)/2,
// p1 = k1-directrix,
// a1 = 1/(4*p1),
// b1 = 0,
// c1 = k1,
// p2 = k2-directrix,
// a2 = 1/(4*p2),
// b2 = -h2/(2*p2),
// c2 = h2*h2/(4*p2)+k2,
// x = (-b2 + Math.sqrt(b2*b2 - 4*(a2-a1)*(c2-k1))) / (2*(a2-a1)) + x1
// Change the code below at your own risk: care has been taken to reduce errors due to
// computers' finite arithmetic precision.
// Maybe can still be improved, will see if any more of this
// kind of errors pop up again.
Site *site = [arc site];
float rfocx = [site x];
float rfocy = [site y];
float pby2 = rfocy - directrix;
// Parabola in degenerate case where focus is on directrix
if (!pby2) {
return rfocx;
}
Beachsection *lArc = [arc rbPrevious];
if (!lArc) {
return -INFINITY;
}
site = [lArc site];
float lfocx = [site x];
float lfocy = [site y];
float plby2 = lfocy - directrix;
// Parabola in degenerate case where focus is on directrix
if (!plby2) {
return lfocx;
}
float hl = lfocx - rfocx;
float aby2 = 1/pby2 - 1/plby2;
float b = hl/plby2;
if (aby2) {
return (-b + sqrtf(b*b-2*aby2*(hl*hl/(-2*plby2)-lfocy+plby2/2+rfocy-pby2/2)))/aby2+rfocx;
}
// Both parabolas have same distance to directrix, thus break point is midway
return (rfocx+lfocx)/2;
}
- (void)setEdgeStartPointWithEdge:(Edge *)tempEdge
lSite:(Site *)tempLSite
rSite:(Site *)tempRSite
andVertex:(Vertex *)tempVertex
{
if (![tempEdge va] && ![tempEdge vb]) {
[tempEdge setVa:tempVertex];
[tempEdge setLSite:tempLSite];
[tempEdge setRSite:tempRSite];
} else if ([tempEdge lSite] == tempRSite) {
[tempEdge setVb:tempVertex];
} else {
[tempEdge setVa:tempVertex];
}
}
- (void)setEdgeEndPointWithEdge:(Edge *)tempEdge
lSite:(Site *)tempLSite
rSite:(Site *)tempRSite
andVertex:(Vertex *)tempVertex
{
[self setEdgeStartPointWithEdge:tempEdge lSite:tempRSite rSite:tempLSite andVertex:tempVertex];
}
- (void)attachCircleEvent:(Beachsection *)arc
{
Beachsection *lArc = [arc rbPrevious];
Beachsection *rArc = [arc rbNext];
if (!lArc || !rArc) {
return; // This might never happen...
}
Site *lSite = [lArc site];
Site *cSite = [arc site];
Site *rSite = [rArc site];
// If site of left beachsection is same as site of right beachsection, there can't be convergence
if (lSite == rSite) {
return;
}
// Find the circumscribed circle for the three sites associated
// with the beachsection triplet.
// It is more efficient to calculate in-place
// rather than getting the resulting circumscribed circle from an
// object returned by calling Voronoi.circumcircle()
// http://mathforum.org/library/drmath/view/55002.html
// Except that I bring the origin at cSite to simplify calculations.
// The bottom-most part of the circumcircle is our Fortune 'circle event'
// and its center is a vertex potentially part of the final Voronoi diagram
float bx = cSite.x;
float by = cSite.y;
float ax = lSite.x - bx;
float ay = lSite.y - by;
float cx = rSite.x - bx;
float cy = rSite.y - by;
// If points l -> c -> r are clockwise, then center beach section does not
// collapse, hence it can't end up as a vertex (we reuse 'd' here, which
// sign is reverse of the orientation, hence we reverse the test.
// http://en.wikipedia.org/wiki/Curve_orientation#Orientation_of_a_simple_polygon
// Nasty finite precision error which caused circumcircle() to return infinites.
// 1e-12 seems to fix the problem.
float d = 2 * (ax*cy - ay*cx);
if (d >= -2e-12) {
return;
}
float ha = ax*ax + ay*ay;
float hc = cx*cx + cy*cy;
float x = (cy*ha - ay*hc) / d;
float y = (ax*hc - cx*ha) / d;
float ycenter = y + by;
// Important: ybottom should always be under or at sweep, so no need to waste CPU cycles by checking
// recycle circle event object if possible
CircleEvent *circleEvent;
if ([circleEventJunkyard count] > 0) {
circleEvent = [circleEventJunkyard lastObject];
[circleEventJunkyard removeLastObject];
} else {
circleEvent = [[CircleEvent alloc] init];
}
[circleEvent setArc:arc];
[circleEvent setSite:cSite];
[circleEvent setX:(x+bx)];
[circleEvent setY:(ycenter + sqrtf(x*x+y*y))];
[circleEvent setYcenter:ycenter];
[arc setCircleEvent:circleEvent];
// Find insertion point in RB-tree: circle events are ordered from smallest to largest
CircleEvent *predecessor;
CircleEvent *node = [circleEvents root];
while (node) {
if ([circleEvent y] < [node y] || ([circleEvent y] == [node y] && [circleEvent x] <= [node x])) {
if ([node rbLeft]) {
node = [node rbLeft];
} else {
predecessor = [node rbPrevious];
break;
}
} else {
if ([node rbRight]) {
node = [node rbRight];
} else {
predecessor = node;
break;
}
}
}
[circleEvents rbInsertSuccessorForNode:predecessor withSuccessor:circleEvent];
if (!predecessor) {
[self setFirstCircleEvent:circleEvent];
}
}
- (void)detachCircleEvent:(Beachsection *)arc
{
CircleEvent *circle = [arc circleEvent];
if (circle) {
if (![circle rbPrevious]) {
firstCircleEvent = [circle rbNext];
}
[circleEvents rbRemoveNode:circle]; // Remove from RB-tree
[circleEventJunkyard addObject:circle];
[arc setCircleEvent:nil];
}
}
- (Edge *)edgeWithSite:(Site *)lSite andSite:(Site *)rSite
{
return [[Edge alloc] initWithLSite:lSite andRSite:rSite];
}
- (Edge *)createEdgeWithSite:(Site *)lSite andSite:(Site *)rSite andVertex:(Vertex *)va andVertex:(Vertex *)vb
{
// This creates and adds an edge to the internal collection, and also creates
// two halfedges which are added to each site's counterclockwise array
// of halfedges
Edge *edge = [self edgeWithSite:lSite andSite:rSite];
[edges addObject:edge];
if (va) {
[self setEdgeStartPointWithEdge:edge lSite:lSite rSite:rSite andVertex:va];
}
if (vb) {
[self setEdgeEndPointWithEdge:edge lSite:lSite rSite:rSite andVertex:vb];
}
Cell *lCell = [cells objectAtIndex:[lSite voronoiId]];
[lCell addHalfedgeToArray:[[Halfedge alloc] initWithEdge:edge lSite:lSite andRSite:rSite]];
Cell *rCell = [cells objectAtIndex:[rSite voronoiId]];
[rCell addHalfedgeToArray:[[Halfedge alloc] initWithEdge:edge lSite:rSite andRSite:lSite]];
return edge;
}
- (Edge *)createBorderEdgeWithSite:(Site *)lSite andVertex:(Vertex *)va andVertex:(Vertex *)vb
{
Edge *edge = [self edgeWithSite:lSite andSite:nil];
[edge setVa:va];
[edge setVb:vb];
[edges addObject:edge];
return edge;
}
#pragma mark Diagram completion methods
- (BOOL)connectEdge:(Edge *)edge withBoundingBox:(NSRect)bbox
{
// Skip if end point already connected
Vertex *vb = [edge vb];
if (!!vb) {
return YES;
}
Vertex *va = [edge va];
float xl = bbox.origin.x;
float xr = bbox.origin.x + bbox.size.width;
float yt = bbox.origin.y;
float yb = bbox.origin.y + bbox.size.height;
Site *lSite = [edge lSite];
Site *rSite = [edge rSite];
float lx = [lSite x];
float ly = [lSite y];
float rx = [rSite x];
float ry = [rSite y];
float fx = (lx + rx)/2;
float fy = (ly + ry)/2;
float fm, fb;
BOOL fmFbAssigned = NO;
// Get the line equation of the bisector if line is not vertical
if (ry != ly) {
fm = (lx-rx)/(ry-ly);
fb = fy-fm*fx;
fmFbAssigned = YES;
}
// remember, direction of line (relative to left site):
// upward: left.x < right.x
// downward: left.x > right.x
// horizontal: left.x == right.x
// upward: left.x < right.x
// rightward: left.y < right.y
// leftward: left.y > right.y
// vertical: left.y == right.y
// Depending on the direction, find the best side of the
// bounding box to use to determine a reasonable start point
// special case: vertial line
if (!fmFbAssigned ) {
// doesn't intersect with viewport
if (fx < xl || fx >= xr) {
return NO;
}
// downward
if (lx > rx) {
if (!va) {
va = [[Vertex alloc] initWithCoord:NSMakePoint(fx, yt)];
} else if ([va y] >= yb) {
return NO;
}
vb = [[Vertex alloc] initWithCoord:NSMakePoint(fx, yb)];
} else {
// upward
if (!va) {
va = [[Vertex alloc] initWithCoord:NSMakePoint(fx, yb)];
} else if ([va y] < yt) {
return NO;
}
vb = [[Vertex alloc] initWithCoord:NSMakePoint(fx, yt)];
}
} else if (fm < -1 || fm > 1) {
// Closer to vertical than horizontal, connect start point to the
// top or bottom side of the bounding box
//downward
if (lx > rx) {
if (!va) {
va = [[Vertex alloc] initWithCoord:NSMakePoint((yt-fb)/fm, yt)];
} else if ([va y] >= yb) {
return NO;
}
vb = [[Vertex alloc] initWithCoord:NSMakePoint((yb-fb)/fm, yb)];
} else {
// upward
if (!va) {
va = [[Vertex alloc] initWithCoord:NSMakePoint((yb-fb)/fm, yb)];
} else if ([va y] < yt) {
return NO;
}
vb = [[Vertex alloc] initWithCoord:NSMakePoint((yt-fb)/fm, yt)];
}
} else {
// Closer to horizontal than vertical, connect start point to the
// left or right side of the bounding box
// rightward
if (ly < ry) {
if (!va) {
va = [[Vertex alloc] initWithCoord:NSMakePoint(xl, fm*xl+fb)];
} else if ([va x] >= xr) {
return NO;
}
vb = [[Vertex alloc] initWithCoord:NSMakePoint(xr, fm*xr+fb)];
} else {
// leftward
if (!va) {
va = [[Vertex alloc] initWithCoord:NSMakePoint(xr, fm*xr+fb)];
} else if ([va x] < xl) {
return NO;
}
vb = [[Vertex alloc] initWithCoord:NSMakePoint(xl, fm*xl+fb)];
}
}
[edge setVa:va];
[edge setVb:vb];
return YES;
}
- (BOOL)clipEdge:(Edge *)edge withBoundingBox:(NSRect)bbox
{
// line-clipping code taken from:
// Liang-Barsky function by Daniel White
// http://www.skytopia.com/project/articles/compsci/clipping.html
// Thanks! - modified to minimize code paths
float ax = [[edge va] x];
float ay = [[edge va] y];
float bx = [[edge vb] x];
float by = [[edge vb] y];
float t0 = 0;
float t1 = 1;
float dx = bx - ax;
float dy = by - ay;
// left
float q = ax - bbox.origin.x;
if (dx == 0 && q < 0) {
return NO;
}
float r = -q/dx;
if (dx < 0) {
if (r < t0) {
return NO;
} else if (r < t1) {
t1 = r;
}
} else if (dx > 0) {
if (r > t1) {
return NO;
} else if (r > t0) {
t0 = r;
}
}
// right
q = (bbox.origin.x + bbox.size.width) - ax;
if (dx == 0 && q < 0) {
return NO;
}
r = q/dx;
if (dx < 0) {
if (r > t1) {
return NO;
} else if (r > t0) {
t0 = r;
}
} else if (dx > 0) {
if (r < t0) {
return NO;
} else if (r < t1) {
t1 = r;
}
}
// top
q = ay - bbox.origin.y;
if (dy == 0 && q < 0) {
return NO;
}
r = -q/dy;
if (dy < 0) {
if (r < t0) {
return NO;
} else if (r < t1) {
t1 = r;
}
} else if (dy > 0) {
if (r > t1) {
return NO;
} else if (r > t0) {
t0 = r;
}
}
// bottom
q = (bbox.origin.y + bbox.size.height) - ay;
if (dy == 0 && q < 0) {
return NO;
}
r = q/dy;
if (dy < 0) {
if (r > t1) {
return NO;
} else if (r > t0) {
t0 = r;
}
} else if (dy > 0) {
if (r < t0) {
return NO;
} else if (r < t1) {
t1 = r;
}
}
// if we reach this point Voronoi edge is within box;
// if t0 > 0, va needs to change
// We need to create a new vertex rather than modifying
// the existing one, since the existing one is likely
// shared with at least another edge
if (t0 > 0) {
[edge setVa:[[Vertex alloc] initWithCoord:NSMakePoint(ax+t0*dx, ay+t0*dy)]];
}
// if t1 < 1, vb needs to change
// We need to create a new vertex rather than modifying
// the existing one, since the existing one is likely
// shared with at least another edge
if (t1 < 1) {
[edge setVb:[[Vertex alloc] initWithCoord:NSMakePoint(ax+t1*dx, ay+t1*dy)]];
}
return YES;
}
// Clip/cut edges at the bounding box
- (void)clipEdges:(NSRect)bbox
{
int iEdge = (int)[edges count];
Edge *edge;
// iterate backward so we can splice safely
while (iEdge--) {
edge = [edges objectAtIndex:iEdge];
// edge is removed if:
// it is wholly outside the bounding box
// it is actually a point rather than a line
if (![self connectEdge:edge withBoundingBox:bbox]
|| ![self clipEdge:edge withBoundingBox:bbox]
|| (fabsf([[edge va] x] - [[edge vb] x]) < VORONOI_EPSILON && fabsf([[edge va] y] - [[edge vb] y]) < VORONOI_EPSILON)) {
[edge setVb:nil];
[edge setVa:nil];
[edges removeObjectAtIndex:iEdge];
}
}
}
// Close the cells.
// The cells are bound by the supplied bounding box.
// Each cell refers to its associated site, and a list of halfedges ordered counterclockwise
- (void)closeCells:(NSRect)bbox
{
float xl = bbox.origin.x;
float xr = bbox.origin.x + bbox.size.width;
float yt = bbox.origin.y;
float yb = bbox.origin.y + bbox.size.height;
int iCell = (int)[cells count];
Cell *cell;
NSMutableArray *halfedges;
int iLeft, iRight, nHalfedges;
Edge *edge;
Vertex *startpoint;
Vertex *endpoint;
Vertex *va;
Vertex *vb;
while (iCell--) {
cell = [cells objectAtIndex:iCell];
// Trim non full-defined halfedges and sort them counterclockwise
if (![cell prepare]) {
continue;
}
// close open cells
// step 1: find first 'unclosed' point, if any.
// An 'unclosed' point will be the end point of a halfedge which
// does not match the start point of the following halfedge
halfedges = [cell halfedges];
nHalfedges = (int)[halfedges count];