/* 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 UnityEngine.ProBuilder.Poly2Tri {
	class PointGenerator {
		static readonly System.Random RNG = new System.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()), i));
			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, i));
			}
			return points;
		}
	}
}
