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Commit 71ff81a

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author
Oleksandr Glagoliev
committed
Minor code cleanup
1 parent 11b13d9 commit 71ff81a

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2 files changed

+39
-51
lines changed

2 files changed

+39
-51
lines changed

Sources/FortunesAlgorithm/Beachline.swift

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -9,7 +9,7 @@ final class Arc {
99

1010
var leftHalfEdge: HalfEdge?
1111
var rightHalfEdge: HalfEdge?
12-
unowned var cell: Cell!
12+
weak var cell: Cell!
1313

1414
var right: Arc?
1515
var left: Arc?

SpriteKitDemo/SpriteKitDemo/GameScene.swift

Lines changed: 38 additions & 50 deletions
Original file line numberDiff line numberDiff line change
@@ -24,62 +24,51 @@ class GameScene: SKScene {
2424
}
2525

2626
private func redraw(_ sites: Set<Site>) {
27-
// removeAllChildren()
2827
let totalPath = UIBezierPath()
2928

30-
// DispatchQueue.global(qos: .userInteractive).async { [unowned self] in
31-
self.diagram.clear()
32-
self.fs.compute(
33-
sites: sites,
34-
diagram: &self.diagram,
35-
clippingRect: self.clippingRect
36-
)
29+
diagram.clear()
30+
fs.compute(
31+
sites: sites,
32+
diagram: &self.diagram,
33+
clippingRect: self.clippingRect
34+
)
35+
36+
self.diagram.cells.forEach { cell in
37+
var points: [Site] = []
38+
var he = cell.outerComponent
3739

38-
self.diagram.cells.forEach { cell in
39-
var points: [Site] = []
40-
var he = cell.outerComponent
40+
var finish = false
41+
while !finish {
42+
43+
let o = he!.origin!
44+
points.append(o)
4145

42-
var finish = false
43-
while !finish {
44-
45-
// if he!.toSegment()!.length() < 1.0 {
46-
// he = he?.next
47-
// finish = he === cell.outerComponent
48-
// continue
49-
// }
50-
51-
let o = he!.origin!
52-
points.append(o)
53-
54-
55-
he = he?.next
56-
finish = he === cell.outerComponent
57-
}
5846

47+
he = he?.next
48+
finish = he === cell.outerComponent
49+
}
50+
5951
// let hullVertices = points.map { $0.cgPoint }
6052
// for i in 0..<hullVertices.count {
6153
// if i == 0 {
6254
// totalPath.move(to: hullVertices[i])
6355
// } else { totalPath.addLine(to: hullVertices[i])}
6456
// }
6557
// totalPath.close()
66-
67-
let hullVertices = points.map { $0.cgPoint }
68-
69-
for i in 0..<1 {
70-
let paddedHull = paddedPolygon(hullVertices, padding: CGFloat(-i) * 10)
71-
if let path = UIBezierPath.roundedCornersPath(paddedHull, 10) {
72-
totalPath.append(path)
73-
}
58+
59+
let hullVertices = points.map { $0.cgPoint }
60+
61+
for i in 0..<1 {
62+
let paddedHull = paddedPolygon(hullVertices, padding: CGFloat(-i) * 10)
63+
if let path = UIBezierPath.roundedCornersPath(paddedHull, 10) {
64+
totalPath.append(path)
7465
}
7566
}
76-
77-
// DispatchQueue.main.async {
78-
self.diagramNode.path = totalPath.cgPath
79-
self.diagramNode.strokeColor = UIColor.black
80-
self.diagramNode.fillColor = .clear
81-
// }
82-
// }
67+
}
68+
69+
diagramNode.path = totalPath.cgPath
70+
diagramNode.strokeColor = UIColor.black
71+
diagramNode.fillColor = .clear
8372
}
8473

8574
override func didMove(to view: SKView) {
@@ -90,19 +79,19 @@ class GameScene: SKScene {
9079
let lby = offset
9180
let ubx = Double(view.bounds.width) - 2 * offset
9281
let uby = Double(view.bounds.height) - 2 * offset
93-
let randomPoints = hexLike//randomSites(50, xRange: lbx..<ubx, yRange: lby..<uby)
82+
let randomPoints = randomSites(50, xRange: lbx..<ubx, yRange: lby..<uby)
9483
let r: CGFloat = 20
9584
balls = randomPoints.map {
9685
let point = SKShapeNode(circleOfRadius: r)
9786
point.position = $0.cgPoint
9887
point.fillColor = .red
9988

100-
// let body = SKPhysicsBody(circleOfRadius: r)
101-
// body.affectedByGravity = false
102-
// body.linearDamping = 0
103-
// body.mass = 0.0
104-
//
105-
// point.physicsBody = body
89+
let body = SKPhysicsBody(circleOfRadius: r)
90+
body.affectedByGravity = false
91+
body.linearDamping = 0
92+
body.mass = 0.0
93+
94+
point.physicsBody = body
10695
point.isHidden = false
10796

10897
addChild(point)
@@ -148,7 +137,6 @@ class GameScene: SKScene {
148137
y:Double(j) * step + 200
149138
)
150139
)
151-
print(res.last!)
152140
}
153141
}
154142
return res

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