/* 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 WPM.Poly2Tri { public class PointGenerator { static readonly Random RNG = new Random (); public static List UniformDistribution (int n, double scale) { List points = new List (); 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 UniformGrid (int n, double scale) { double x = 0; double size = scale / n; double halfScale = 0.5 * scale; List points = new List (); 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; } } }