162 lines
3.5 KiB
C#
162 lines
3.5 KiB
C#
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using UnityEngine;
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using System;
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using System.Collections.Generic;
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using Delaunay.Geo;
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using Delaunay.Utils;
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namespace Delaunay
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{
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public sealed class SiteList: Utils.IDisposable
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{
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public List<Site> _sites;
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private int _currentIndex;
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private bool _sorted;
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public SiteList ()
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{
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_sites = new List<Site> ();
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_sorted = false;
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}
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public void Dispose ()
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{
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if (_sites != null) {
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for (int i = 0; i < _sites.Count; i++) {
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Site site = _sites [i];
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site.Dispose ();
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}
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_sites.Clear ();
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_sites = null;
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}
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}
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public int Add (Site site)
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{
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_sorted = false;
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_sites.Add (site);
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return _sites.Count;
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}
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public int Count {
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get { return _sites.Count;}
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}
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public Site Next ()
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{
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if (_sorted == false) {
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UnityEngine.Debug.LogError ("SiteList::next(): sites have not been sorted");
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}
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if (_currentIndex < _sites.Count) {
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return _sites [_currentIndex++];
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} else {
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return null;
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}
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}
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internal Rect GetSitesBounds ()
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{
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if (_sorted == false) {
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Site.SortSites (_sites);
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_currentIndex = 0;
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_sorted = true;
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}
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float xmin, xmax, ymin, ymax;
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if (_sites.Count == 0) {
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return new Rect (0, 0, 0, 0);
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}
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xmin = float.MaxValue;
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xmax = float.MinValue;
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for (int i = 0; i<_sites.Count; i++) {
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Site site = _sites [i];
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if (site.x < xmin) {
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xmin = site.x;
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}
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if (site.x > xmax) {
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xmax = site.x;
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}
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}
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// here's where we assume that the sites have been sorted on y:
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ymin = _sites [0].y;
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ymax = _sites [_sites.Count - 1].y;
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return new Rect (xmin, ymin, xmax - xmin, ymax - ymin);
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}
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public List<uint> SiteColors (/*BitmapData referenceImage = null*/)
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{
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List<uint> colors = new List<uint> ();
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Site site;
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for (int i = 0; i< _sites.Count; i++) {
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site = _sites [i];
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colors.Add (/*referenceImage ? referenceImage.getPixel(site.x, site.y) :*/site.color);
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}
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return colors;
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}
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public List<Vector2> SiteCoords ()
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{
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List<Vector2> coords = new List<Vector2> ();
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Site site;
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for (int i = 0; i<_sites.Count; i++) {
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site = _sites [i];
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coords.Add (site.Coord);
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}
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return coords;
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}
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/**
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*
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* @return the largest circle centered at each site that fits in its region;
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* if the region is infinite, return a circle of radius 0.
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*
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*/
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public List<Circle> Circles ()
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{
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List<Circle> circles = new List<Circle> ();
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Site site;
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for (int i = 0; i<_sites.Count; i++) {
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site = _sites [i];
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float radius = 0f;
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Edge nearestEdge = site.NearestEdge ();
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if (!nearestEdge.IsPartOfConvexHull ()) {
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radius = nearestEdge.SitesDistance () * 0.5f;
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}
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circles.Add (new Circle (site.x, site.y, radius));
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}
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return circles;
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}
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public List<List<Vector2>> Regions (Rect plotBounds)
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{
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List<List<Vector2>> regions = new List<List<Vector2>> ();
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Site site;
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for (int i = 0; i< _sites.Count; i++) {
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site = _sites [i];
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regions.Add (site.Region (plotBounds));
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}
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return regions;
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}
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/**
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*
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* @param proximityMap a BitmapData whose regions are filled with the site index values; see PlanePointsCanvas::fillRegions()
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* @param x
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* @param y
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* @return coordinates of nearest Site to (x, y)
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*
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*/
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public Nullable<Vector2> NearestSitePoint (/*proximityMap:BitmapData,*/float x, float y)
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{
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// uint index = proximityMap.getPixel(x, y);
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// if (index > _sites.length - 1)
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// {
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return null;
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// }
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// return _sites[index].coord;
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}
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}
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}
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