public void Reset() { _mesh = null; Heights = null; Downhill = null; CityRender = null; }
private void VisualizeCities(Graphics g, CityRender cityRender, Mesh mesh) { var cities = cityRender.Cities; var n = cityRender.AreaProperties.NumberOfTerritories; var multiplier = _drawnBitmap.Width; var offsetHeight = _drawnBitmap.Height / 2; var offsetWidth = _drawnBitmap.Width / 2; using (var brush = new SolidBrush(Color.White)) { using (var pen = new Pen(Color.Black, 5)) { for (int i = 0; i < cities.Count; i++) { var city = cities[i]; var vxs = mesh.Vxs[city]; var r = i >= n ? 10 : 25; var halfr = r / 2f; g.FillEllipse(brush, (float)((vxs.X * multiplier) + offsetWidth) - halfr, (float)((vxs.Y * multiplier) + offsetHeight) - halfr, r, r); g.DrawEllipse(pen, (float)((vxs.X * multiplier) + offsetWidth) - halfr, (float)((vxs.Y * multiplier) + offsetHeight) - halfr, r, r); } } } }