public void simulate() { Triangulation.Delaunay tmpDelaunayTr = map.mapDraw.triangulation; List <Coordinates.Coordinate> tmpCoordinate = new List <MOBMAP.Coordinates.Coordinate>(); MapDraw.DrawFromStatus tmpDrawFromStatus = map.mapDraw.drawFromStatus; map.mapDraw.drawFromStatus = MapDraw.DrawFromStatus.DRAW_SIMULATION; for (int i = 0; i < projCoordList.Count - 10; i += 10) { tmpCoordinate.Add(projCoordList[i]); tmpCoordinate.Add(projCoordList[i + 1]); tmpCoordinate.Add(projCoordList[i + 2]); tmpCoordinate.Add(projCoordList[i + 3]); tmpCoordinate.Add(projCoordList[i + 4]); tmpCoordinate.Add(projCoordList[i + 5]); tmpCoordinate.Add(projCoordList[i + 6]); tmpCoordinate.Add(projCoordList[i + 7]); tmpCoordinate.Add(projCoordList[i + 8]); tmpCoordinate.Add(projCoordList[i + 9]); delaunayTr.addNewPoints(tmpCoordinate); map.mapDraw.setTriangulateData(delaunayTr); Thread.Sleep(0); } map.mapDraw.drawFromStatus = MapDraw.DrawFromStatus.DRAW_FROM_DB; }
public void setTriangulateData(Triangulation.Delaunay delaunayTriangulation) { this.triangulation = delaunayTriangulation; if (this.triangulation != null && this.triangulation.pointList != null && this.triangulation.triangleList != null && this.triangulation.pointList.Count != 0 && this.triangulation.triangleList.Count != 0) { setVertices(triangulation.pointList); setMap(); setIndicesMesh(); CreateMesh(); } }
public MapSimulation(Map map) { this.projCoordList = new List<Coordinates.Coordinate>(); this.delaunayTr = new MOBMAP.Triangulation.Delaunay(); this.map = map; }
public MapSimulation(Map map) { this.projCoordList = new List <Coordinates.Coordinate>(); this.delaunayTr = new MOBMAP.Triangulation.Delaunay(); this.map = map; }