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Following the half-plane method, you'll have found the line segments to every other point and the perpendicular bisectors of each of those which you then intersected to find potential vertices of the Voronoi cell. Now, you want to exclude the ones that intersect any of the "distant" half-planes formed by the bisectors. I coloured the "distant" ...


3

You may simply iterate over edges and filter out all vertices that are not in same half-plane with point of interest. As optimisation, iterate from nearest edges to farthest. I think you may even filter vertices while generating slices. It is like slicing pie with endless knife, until only small piece left with cherry on it. If you like analogies. Just cut ...


0

You can't do that with physics very easily (if at all). A much simpler solution would be to use a second camera and calculate the viewport. The psuedocode would be something like: if(magnificationCameraGO.IsVisible) magnificationCamera.enable; magnificationCamera.pixelRect.x = ...



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