private void Demo() { List <uint> colors = new List <uint> (); m_points = new List <Vector2> (); for (int i = 0; i < m_pointCount; i++) { colors.Add(0); m_points.Add(new Vector2( UnityEngine.Random.Range(2, m_mapWidth - 2), UnityEngine.Random.Range(2, m_mapHeight - 2)) ); } v = new Delaunay.Voronoi(m_points, colors, new Rect(0, 0, m_mapWidth, m_mapHeight)); m_edges = v.VoronoiDiagram(); m_spanningTree = v.SpanningTree(KruskalType.MINIMUM); m_delaunayTriangulation = v.DelaunayTriangulation(); m_regions = v.Regions(); // m_test = v.VoronoiBoundaryForSite(m_points[0]); // m_vector2 = v.HullPointsInOrder(); // m_test = v.HullEdgesTest(); m_test = v.Hull(); // render(); generateData(); renderMapData(); // var p = m_points[0]; // var list_point = v.VoronoiBoundaryForSite(p); // foreach (var lineSegment in list_point) // { // Debug.Log($"({lineSegment.p0.Value.x},{lineSegment.p0.Value.y})({lineSegment.p1.Value.x},{lineSegment.p1.Value.y})"); // } // // var center = getMapCenter(p); // var list_vec = center.edges; // foreach (var mapEdge in list_vec) // { // Debug.Log($"e({mapEdge.p0.x},{mapEdge.p0.y})({mapEdge.p1.x},{mapEdge.p1.y})"); // // } // // var list_p =sortBound(list_vec); // foreach (var vector2 in list_p) // { // Debug.Log(vector2); // } }