public Renderer(IForceDirected iForceDirected) : base(iForceDirected) { Transform graphHolder = GameObject.FindWithTag("Graph").transform; GameObject nodePrefab = Resources.Load("Node") as GameObject; GameObject edgePrefab = Resources.Load("Edge") as GameObject; foreach (Node n in iForceDirected.graph.nodes) { //GameObject nodeObj = Instantiate(Resources.Load("Node") as GameObject, new Vector3(n.Data.initialPostion.x, n.Data.initialPostion.y, n.Data.initialPostion.z), Quaternion.identity, graphHolder); GameObject nodeObj = Instantiate(nodePrefab, graphHolder); nodeObj.name = n.Data.label; // Passing the value of the underlying node to the 'Interface' between the GameObject and the actual FDG object var na = nodeObj.GetComponent <NodeAssociation>(); na._associatedNode = n; n.associatedNodeObject = na; n.Data.gameObject = nodeObj; gameObjects.Add(nodeObj); } foreach (Edge e in iForceDirected.graph.edges) { GameObject edgeObj = Instantiate(edgePrefab, graphHolder); edgeObj.name = e.Data.label; NodeEdge nodeEdge = edgeObj.GetComponent <NodeEdge>(); nodeEdge.node1 = e.Source.Data.gameObject; nodeEdge.node2 = e.Target.Data.gameObject; gameObjects.Add(edgeObj); } }
public Renderer(IForceDirected iForceDirected, int height, int width) : base(iForceDirected) { Boxes = new Dictionary <City, GridBox>(); Lines = new Dictionary <Connection, GridLine>(); Height = height; Width = width; }
public AbstractRenderer(IForceDirected iForceDirected) { forceDirected = iForceDirected; }
public FDRenderer(IForceDirected iForceDirected) : base(iForceDirected) { // Your initialization to draw }
public Renderer(ForceDirectedGraphForm iForm, IForceDirected iForceDirected) : base(iForceDirected) { form = iForm; }
public GraphRenderer(GraphController controller, IForceDirected forceDirected) : base(forceDirected) { this.controller = controller; }
public Renderer(ForceDirectedGraphForm iForm,IForceDirected iForceDirected) : base(iForceDirected) { form = iForm; }