public void PointInTriangleTest2() { Vector2 point = Vector2.zero; Vector2 t0 = new Vector2(-1, 1); Vector2 t1 = new Vector2(1, 1); Vector2 t2 = new Vector2(0, -10); Assert.IsTrue(MeshBuilder3D.PointInTriangle(point, t0, t1, t2)); }
public void PointInTriangleTest3() { Vector2 point = new Vector2(10, 10); Vector2 t0 = new Vector2(-1, -1); Vector2 t1 = new Vector2(1, -1); Vector2 t2 = new Vector2(0, -10); Assert.IsFalse(MeshBuilder3D.PointInTriangle(point, t0, t1, t2)); }
/* parameters: None * returns: ObjectUpdate with information neccesary to actually make the planet in unity. */ public int[] GeneratePlanet(DateTime start, out List <int>[] map, out List <Vector3> pts, out List <int>[][] trianglesHash) { map = ObjectUpdate.GetMap(connections); pts = Points; Debug.Log(pts.Count); triangles = new ObjectUpdate().GetTrianglesFromConnections(Points, map, out trianglesHash); //EventSystemMono.cacheObjMap = new List<int>[Points.Count]; List <Vector3> pointsCopy = new List <Vector3>(); foreach (Vector3 v in Points) { pointsCopy.Add(v); } //EventSystemMono.SetPoints(pointsCopy); //EventSystemMono.map = map; int[] mesh = MeshBuilder3D.GetMeshFrom(Points, triangles, map, trianglesHash); return(mesh); }