/// <summary> /// Obtains the navigable Delaunay triangulation and instantiates the pathfinder /// with it. /// </summary> void Start() { Dungeoneer dungeoneer = GameObject.Find("DungeonSummoner").GetComponent <Dungeoneer>(); Delaunay graph = dungeoneer.navigableDelaunay; pathfinder = new AStar(graph); }
public void Init() { GameObject go = new GameObject(); Dungeoneer dg = go.AddComponent <Dungeoneer>(); DungeonType dt = go.AddComponent <DungeonType>(); dg.currentDungeonType = dt; dg.seed = 5; dg.initPRNG(); dg.generateDelaunay(); dg.generateVoronoi(); delVerts = dg.dt.vertices.Count; // v delEdges = dg.dt.edges.Count; // e /* For Delaunay triangulations: * "In the plane (d = 2), if there are b vertices on the convex * hull, then any triangulation of the points has at most * 2n − 2 − b triangles, plus one exterior face." */ int delHull = dg.dt.delaunator.hull.Count; delFaces = 2 * delVerts - 1 - delHull; // f vorVerts = dg.vd.vertices.Count; // v vorEdges = dg.vd.edges.Count; // e vorFaces = dg.vd.sites.Count + 1; // f (one exterior) }