/// <summary> /// Generate a PointGroup with points adjacent to another PointGroup. /// </summary> /// <param name="size"></param> /// <param name="distance"></param> /// <param name="angle"></param> /// <param name="startbox"></param> /// <returns>Adjacent point collection.</returns> public PointGroup GenerateAdjacentBox(int size, int distance, int angle, PointGroup startbox, MapTerrain mt) { PointGenerator pg = new PointGenerator(); double radangle = angle * Math.PI / 180; MapPoint mp = pg.GenerateAdjacentPoint(startbox.GetAverage(), distance, angle, mt); return(GenerateBox(mp.X - size / 2, mp.Y - size / 2, mp.X + size / 2, mp.Y + size / 2, startbox.Count, mt)); }
/// <summary> /// Generate random points within a box /// </summary> /// <param name="minx">Minimum X Bound</param> /// <param name="miny">Minimum Y Bound</param> /// <param name="maxx">Maximum X Bound</param> /// <param name="maxy">Maximum Y Bound</param> /// <param name="points">Number of points to draw.</param> /// <returns>generated MapPointGroup</returns> public PointGroup GenerateBox(int minx, int miny, int maxx, int maxy, int points, MapTerrain mt) { PointGenerator pg = new PointGenerator(); PointGroup mpc = new PointGroup(); for (int i = 0; i < points; i++) { mpc.Add(pg.GeneratePoint(minx, miny, maxx, maxy, mt)); } return(mpc); }
/// <summary> /// Generates a chain that deviates slightly by a supplied angle /// </summary> /// <param name="x1">X Start</param> /// <param name="y1">Y Start</param> /// <param name="points">Number of points to draw.</param> /// <param name="dist">Maximum distance of point.</param> /// <param name="startangle">Angle to start in</param> /// <param name="anglebound">+- angle to deviate from.</param> /// <returns>generated PointGroup</returns> public PointGroup GenerateChain(int x1, int y1, int points, int dist, int startangle, int anglebound, MapTerrain mt) { PointGenerator pg = new PointGenerator(); PointGroup mtc = new PointGroup(); mtc.Add(new MapPoint(x1, y1, mt)); for (int i = 1; i < points; i++) { mtc.Add(pg.GenerateAdjacentPoint((MapPoint)mtc[mtc.Count - 1], rand.Next(1, dist), rand.Next(-anglebound, anglebound), mt)); } return(mtc); }
/// <summary> /// Generate a cluster of points that are adjacent to one another. /// </summary> /// <param name="x">Start X</param> /// <param name="y">Start Y</param> /// <param name="points">Number of points in cluster</param> /// <param name="mt">MapTerrain to color point.</param> /// <returns>new PointGroup</returns> public PointGroup GenerateCluster(int x, int y, int points, MapTerrain mt, int dist) { PointGroup newpg = new PointGroup(); PointGenerator pg = new PointGenerator(); for (int i = 0; i < points; i++) { if (i == 0) { newpg.Add(new MapPoint(x, y, mt)); } else { newpg.Add(pg.GenerateAdjacentPoint(newpg[rand.Next(newpg.Count - 1)], dist, rand.Next(360), mt)); } } return(newpg); }