void RunDelaunay() { Delaunay.Voronoi voronoi = new Delaunay.Voronoi(delaunay_all_qbits_posXZ_weighted, colors, new Rect(0, 0, floorWidth, floorHeight)); delaunayTriangulation = voronoi.DelaunayTriangulation(); triangles = voronoi.Triangles(); convexHull = voronoi.Hull(); }
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(0, m_mapWidth), UnityEngine.Random.Range(0, m_mapHeight)) ); } Delaunay.Voronoi v = new Delaunay.Voronoi(m_points, colors, new Rect(0, 0, m_mapWidth, m_mapHeight)); m_edges = v.VoronoiDiagram(); m_convexHull = v.Hull(); m_spanningTree = v.SpanningTree(KruskalType.MINIMUM); m_delaunayTriangulation = v.DelaunayTriangulation(); }