internal void OnDelaunayTriangleCheck(Adjacency adjacency, int triangle) { Bitmap img = new Bitmap(800, 800); Random random = new Random(); float scale = 1000.0f; for (int j = 0; j < adjacency.vertices.Count; j++) { adjacency.vertices[j].x /= scale; adjacency.vertices[j].y /= scale; } adjacency.ToImage(img); Graphics g = Graphics.FromImage(img); PointF[] points = new PointF[3]; for (int i = 0; i < 3; i++) { Vertex v = adjacency.vertices[adjacency.triangles[triangle].vertices[i]]; points[i] = new PointF(v.x * img.Width, v.y * img.Height); } g.FillPolygon(new SolidBrush(Color.FromArgb(random.Next(255), random.Next(255), random.Next(255))), points); for (int j = 0; j < adjacency.vertices.Count; j++) { adjacency.vertices[j].x *= scale; adjacency.vertices[j].y *= scale; } QueueDebugImage(img); }
internal void OnDelaunayStep(Adjacency adjacency) { Bitmap bmp = new Bitmap(800, 800); float scale = 1000.0f; for (int j = 0; j < adjacency.vertices.Count; j++) { adjacency.vertices[j].x /= scale; adjacency.vertices[j].y /= scale; } adjacency.ToImage(bmp); for (int j = 0; j < adjacency.vertices.Count; j++) { adjacency.vertices[j].x *= scale; adjacency.vertices[j].y *= scale; } QueueDebugImage(bmp); }
internal void OnDelaunayTriangleCheck(Adjacency adjacency, int triangle) { Bitmap img = new Bitmap(800,800); Random random = new Random(); float scale = 1000.0f; for (int j = 0; j < adjacency.vertices.Count; j++) { adjacency.vertices[j].x /= scale; adjacency.vertices[j].y /= scale; } adjacency.ToImage(img); Graphics g = Graphics.FromImage(img); PointF[] points = new PointF[3]; for (int i = 0; i < 3; i++) { Vertex v = adjacency.vertices[adjacency.triangles[triangle].vertices[i]]; points[i] = new PointF(v.x * img.Width, v.y * img.Height); } g.FillPolygon(new SolidBrush(Color.FromArgb(random.Next(255), random.Next(255), random.Next(255))), points); for (int j = 0; j < adjacency.vertices.Count; j++) { adjacency.vertices[j].x *= scale; adjacency.vertices[j].y *= scale; } QueueDebugImage(img); }