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Cryville.EEW.Unity/Assets/Plugins/Poly2Tri/Triangulation/Util/PointGenerator.cs
2025-02-14 16:06:00 +08:00

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2.7 KiB
C#

/* Poly2Tri
* Copyright (c) 2009-2010, Poly2Tri Contributors
* http://code.google.com/p/poly2tri/
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of Poly2Tri nor the names of its contributors may be
* used to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
namespace Poly2Tri
{
public class PointGenerator
{
static readonly Random RNG = new Random();
public static List<TriangulationPoint> UniformDistribution(int n, double scale)
{
List<TriangulationPoint> points = new List<TriangulationPoint>();
for (int i = 0; i < n; i++)
{
points.Add(new TriangulationPoint(scale * (0.5 - RNG.NextDouble()), scale * (0.5 - RNG.NextDouble())));
}
return points;
}
public static List<TriangulationPoint> UniformGrid(int n, double scale)
{
double x = 0;
double size = scale / n;
double halfScale = 0.5 * scale;
List<TriangulationPoint> points = new List<TriangulationPoint>();
for (int i = 0; i < n + 1; i++)
{
x = halfScale - i * size;
for (int j = 0; j < n + 1; j++)
{
points.Add(new TriangulationPoint(x, halfScale - j * size));
}
}
return points;
}
}
}