private static void GenerateNodes(Vector3 location, Vector3 cubeSize, int nodesCount, List <Vector3> nodes) { for (int i = 0; i < nodesCount; i++) { nodes.Add(GraphGeneratorHelper.GetRandomCartesianCoordinates(cubeSize)); } }
private static void GenerateNodes(Vector3 location, int partsCount, float randomizationPercentage, Vector3 partSize, Vector3[,,] nodesMesh, List <Vector3> nodes) { for (int i = 0; i < partsCount; i++) { for (int j = 0; j < partsCount; j++) { for (int k = 0; k < partsCount; k++) { Vector3 randomVector3 = GraphGeneratorHelper.GetRandomCartesianCoordinates(partSize, randomizationPercentage); Vector3 node = new Vector3(location.x + i * partSize.x, location.y + j * partSize.y, location.x + k * partSize.z) + randomVector3; nodesMesh[i, j, k] = node; nodes.Add(node); } } } }