Esempio n. 1
0
        private void Update()
        {
            if (Input.GetKeyDown(KeyCode.D) && !IsGenerating)
            {
                foreach (Edge e in edges)
                {
                    e.gameObject.SetActive(true);
                    Destroy(e.gameObject);
                }
                edges.Clear();
                generator.Clear();
                container.Clear();
                added.Clear();
            }
            if (Input.GetKeyDown(KeyCode.R) && !IsGenerating)
            {
                pointCloud.GenerateCloud();
            }

            if (Input.GetKeyDown(KeyCode.G) && !IsGenerating)
            {
                edges.Clear();
                container.Clear();
                added.Clear();
                StartCoroutine(Triangulate());
            }

            Render();
        }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.D) && !IsGenerating)
        {
            foreach (Edge e in edges)
            {
                e.gameObject.SetActive(true);
                Destroy(e.gameObject);
            }
            edges.Clear();
            hull.Clear();
            generator.Clear();
        }

        if (Input.GetKeyDown(KeyCode.R) && !IsGenerating)
        {
            pointCloud.GenerateCloud();
        }

        if (Input.GetKeyDown(KeyCode.G) && !IsGenerating)
        {
            Debug.Log("Generating convex hull with Jarvis March");
            foreach (Edge e in edges)
            {
                e.gameObject.SetActive(true);
                Destroy(e.gameObject);
            }
            edges.Clear();
            hull.Clear();

            StartCoroutine(DoJarvisMarch(new List <Vertex>(generator.Vertices)));
        }
    }
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.D) && !IsGenerating)
        {
            foreach (Edge e in edges)
            {
                e.gameObject.SetActive(true);
                Destroy(e.gameObject);
            }
            edges.Clear();
            VertexGenerator generator = GameObject.Find("VertexGenerator").GetComponent <VertexGenerator>();
            generator.Clear();
            upper.Clear();
            lower.Clear();
            hull.Clear();
        }

        if (Input.GetKeyDown(KeyCode.R) && !IsGenerating)
        {
            pointCloud.GenerateCloud();
        }

        if (Input.GetKeyDown(KeyCode.G) && !IsGenerating)
        {
            Debug.Log("Generating convex hull with Graham Scan");
            foreach (Edge e in edges)
            {
                e.gameObject.SetActive(true);
                Destroy(e.gameObject);
            }
            edges.Clear();
            upper.Clear();
            lower.Clear();
            hull.Clear();

            VertexGenerator generator = GameObject.Find("VertexGenerator").GetComponent <VertexGenerator>();
            StartCoroutine(DoGrahamScan(new List <Vertex>(generator.Vertices).ToArray()));
        }

        if (IsGenerating)
        {
            ConstructHull();
            for (int i = 1; i < hull.Count; i++)
            {
                if (i >= edges.Count)
                {
                    Edge edge = Instantiate(edgePrefab).GetComponent <Edge>();
                    edges.Add(edge);
                }
                edges[i - 1].Point1 = hull[i - 1];
                edges[i - 1].Point2 = hull[i];
                edges[i - 1].SetPosition(hull[i - 1].transform.position, hull[i].transform.position);
                edges[i - 1].transform.SetParent(transform);
                edges[i - 1].gameObject.SetActive(true);

                edges[i - 1].isHighlighted = i >= hull.Count - 1 && edges[0].Point1 != edges[i - 1].Point2;
            }


            for (int i = hull.Count; i < edges.Count; i++)
            {
                edges[i].gameObject.SetActive(false);
            }
        }
    }