public void Triangulate() { // clear old data terrain.Clear(); rivers.Clear(); roads.Clear(); water.Clear(); waterShore.Clear(); estuaries.Clear(); features.Clear(); // triangulate cells for (int i = 0; i < cells.Length; ++i) { Triangulate(cells[i]); } //reset mesh terrain.Apply(); rivers.Apply(); roads.Apply(); water.Apply(); waterShore.Apply(); estuaries.Apply(); features.Apply(); }
public void TriangulateAllCells() { // This method could be invoked at any time, even when cells have already been triangulated earlier. // So we should begin by clearing the old data. Terrain.Clear(); Rivers.Clear(); Roads.Clear(); Water.Clear(); WaterShore.Clear(); Estuaries.Clear(); Features.Clear(); for (int i = 0; i < _cells.Length; i++) { Precalculation(_cells[i]); } for (int i = 0; i < _cells.Length; i++) { TriangulateCell(_cells[i]); AddFeatures(_cells[i]); } Terrain.Apply(); Rivers.Apply(); Roads.Apply(); Water.Apply(); WaterShore.Apply(); Estuaries.Apply(); Features.Apply(); }
public void Triangulate() { terrain.Init(); water.Init(); waterShore.Init(); featureManager.Init(); for (int i = 0; i < cells.Length; i++) { Triangulate(cells[i]); } terrain.Apply(); water.Apply(); waterShore.Apply(); featureManager.Apply(); }
public void Triangulate() { terrain.Clear(); rivers.Clear(); roads.Clear(); water.Clear(); waterShore.Clear(); estuaries.Clear(); features.Clear(); politicalBorders.Clear(); for (int i = 0; i < cells.Length; i++) { Triangulate(cells[i]); } terrain.Apply(); rivers.Apply(); roads.Apply(); water.Apply(); waterShore.Apply(); estuaries.Apply(); features.Apply(); politicalBorders.Apply(); }