예제 #1
0
        /// <summary>
        /// Add a new vertex to the graph and returns it.
        ///
        /// Complexity: 1 insertion.
        /// </summary>
        /// <returns>Create vertex</returns>
        public virtual IVertex AddVertex()
        {
            IVertex v = VertexProvider.ProvideVertex();

            VertexOutEdges.Add(v, new EdgeCollection());
            return(v);
        }
예제 #2
0
        /// <summary>
        /// Add a new vertex to the graph and returns it.
        ///
        /// Complexity: 1 insertion.
        /// </summary>
        /// <returns>Create vertex</returns>
        public virtual void AddVertex(IVertex v)
        {
            if (v == null)
            {
                throw new ArgumentNullException("vertex");
            }
            if (VertexOutEdges.Contains(v))
            {
                throw new ArgumentException("vertex already in graph");
            }

            VertexProvider.UpdateVertex(v);
            VertexOutEdges.Add(v, new EdgeCollection());
        }
예제 #3
0
    void Start()
    {
        World initialWorld = new World();

        for (int i = 0; i < locationCount; i++)
        {
            float angle = Random.Range(0, 2 * Mathf.PI);
            float r     = Random.Range(minWorldRadius, maxWorldRadius);
            initialWorld.Locations.Add(new Vector3(r * Mathf.Sin(angle), r * Mathf.Cos(angle), r * Mathf.Cos(angle)));
        }

        VertexProvider vProvider = new VertexProvider(targetObj.GetComponent <MeshFilter>().mesh, targetObj.transform);

        initialWorld.Locations = vProvider.GetVertexSamples(1000);

        sa = new SimulatedAnnealing(initialTemp, coolingRate, initialWorld);
        sa.Findsolution();

        // Prepare camera for render
        Camera.main.clearFlags      = CameraClearFlags.SolidColor;
        Camera.main.backgroundColor = Color.white;
        StartCoroutine(DontClearCamera());
    }