Create() public static méthode

public static Create ( Vector2 p, int index, float weight, uint color ) : Site
p Vector2
index int
weight float
color uint
Résultat Site
Exemple #1
0
        private void AddSites(List <Bubbles.Node> nodes)         //jf
        {
            Vector2 p = new Vector2();

            for (int i = 0; i < nodes.Count; ++i)
            {
                Bubbles.Node node = nodes[i];
                p.x = node.x; p.y = node.y;
                //move toward zero, so stay within plotBounds. Guarantee unique position of all nodes
                while (_sitesIndexedByLocation.ContainsKey(p))
                {
                    p.x += (p.x < 0)? UnityEngine.Random.Range(0, 0.000001f): -UnityEngine.Random.Range(0, 0.000001f);
                }
                if (node.site == null)
                {
                    node.site = Site.Create(p, (uint)i, node);
                }
                else
                {
                    node.site.Init(p, (uint)i, node);                   // both node and site reference each other
                }
                if (i >= _sites.Count)
                {
                    _sites.Add(node.site);
                }
                else
                {
                    _sites.Plant(node.site, i);
                }
                _sitesIndexedByLocation [p] = node.site;
            }
        }
Exemple #2
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        private void AddSite(Vector2f p, int index)
        {
            float weigth = (float)weigthDistributor.NextDouble() * 100;
            Site  site   = Site.Create(p, index, weigth);

            sites.Add(site);
            sitesIndexedByLocation[p] = site;
        }
Exemple #3
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        private void AddSite(PointF p, uint color, int index)
        {
            //throw new NotImplementedException("This was modified, might not work");
            System.Random random = new System.Random();
            float         weight = (float)random.NextDouble() * 100;
            Site          site   = Site.Create(p, index, weight, color);

            _sites.Push(site);
            _sitesIndexedByLocation[p] = site;
        }
Exemple #4
0
 private void AddSite(Vector2 p, uint color, int index)
 {
     if (!_sitesIndexedByLocation.ContainsKey(p))
     {
         float weight = Random.value * 100f;
         Site  site   = Site.Create(p, (uint)index, weight, color);
         _sites.Add(site);
         _sitesIndexedByLocation[p] = site;
     }
 }
Exemple #5
0
        private void AddSite(Vector2 p, uint color, int index)
        {
            if (_sitesIndexedByLocation.ContainsKey(p))
            {
                return;                 // Prevent duplicate site! (Adapted from https://github.com/nodename/as3delaunay/issues/1)
            }
            float weight = UnityEngine.Random.value * 100f;
            Site  site   = Site.Create(p, (uint)index, weight, color);

            _sites.Add(site);
            _sitesIndexedByLocation [p] = site;
        }
        private void AddSite(Point p, Color color, int index)
        {
            if (_sitesIndexedByLocation.ContainsKey(p))
            {
                return; // Prevent duplicate site! (Adapted from https://github.com/nodename/as3delaunay/issues/1)
            }
            double weight = (double)r.NextDouble() * 100f;
            Site   site   = Site.Create(p, (uint)index, weight, color);

            _sites.Add(site);
            _sitesIndexedByLocation[p] = site;
        }
Exemple #7
0
 private void AddSite(Vector2 p, uint color, int index, float weight = 1f)
 {
     if (!_sitesIndexedByLocation.ContainsKey(p))
     {
         Site site = Site.Create(p, (uint)index, weight, color);
         min_weight = Mathf.Min(min_weight, weight);
         max_weight = Mathf.Max(max_weight, weight);
         _sitesIndexedByLocation[p] = site;
         _sites.Add(site);
         weightSum += site.weight;
     }
 }