private void Demo()
    {
        List <uint> colors = new List <uint> ();

        m_points = new List <Vector2> ();

        for (int i = 0; i < m_pointCount; i++)
        {
            colors.Add(0);
            m_points.Add(new Vector2(
                             UnityEngine.Random.Range(2, m_mapWidth - 2),
                             UnityEngine.Random.Range(2, m_mapHeight - 2))
                         );
        }
        v       = new Delaunay.Voronoi(m_points, colors, new Rect(0, 0, m_mapWidth, m_mapHeight));
        m_edges = v.VoronoiDiagram();

        m_spanningTree          = v.SpanningTree(KruskalType.MINIMUM);
        m_delaunayTriangulation = v.DelaunayTriangulation();

        m_regions = v.Regions();

//		m_test = v.VoronoiBoundaryForSite(m_points[0]);
//		m_vector2 = v.HullPointsInOrder();
//		m_test = v.HullEdgesTest();
        m_test = v.Hull();

//		render();
        generateData();
        renderMapData();

//		var p = m_points[0];
//		var list_point = v.VoronoiBoundaryForSite(p);
//		foreach (var lineSegment in list_point)
//		{
//			Debug.Log($"({lineSegment.p0.Value.x},{lineSegment.p0.Value.y})({lineSegment.p1.Value.x},{lineSegment.p1.Value.y})");
//		}
//
//		var center = getMapCenter(p);
//		var list_vec = center.edges;
//		foreach (var mapEdge in list_vec)
//		{
//			Debug.Log($"e({mapEdge.p0.x},{mapEdge.p0.y})({mapEdge.p1.x},{mapEdge.p1.y})");
//
//		}
//
//		var list_p =sortBound(list_vec);
//		foreach (var vector2 in list_p)
//		{
//			Debug.Log(vector2);
//		}
    }