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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * 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 the OpenSim Project 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 DEVELOPERS ``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 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 libTerrain
- {
- partial class Channel
- {
- /// <summary>
- /// Generates a Voronoi diagram (sort of a stained glass effect) which will fill the entire channel
- /// </summary>
- /// <remarks>3-Clause BSD Licensed</remarks>
- /// <param name="pointsPerBlock">The number of generator points in each block</param>
- /// <param name="blockSize">A multiple of the channel width and height which will have voronoi points generated in it.
- /// <para>This is to ensure a more even distribution of the points than pure random allocation.</para></param>
- /// <param name="c">The Voronoi diagram type. Usually an array with values consisting of [-1,1]. Experiment with the chain, you can have as many values as you like.</param>
- public void VoronoiDiagram(int pointsPerBlock, int blockSize, double[] c)
- {
- SetDiff();
- List<Point2D> points = new List<Point2D>();
- Random generator = new Random(seed);
- // Generate the emitter points
- int x, y, i;
- for (x = -blockSize; x < w + blockSize; x += blockSize)
- {
- for (y = -blockSize; y < h + blockSize; y += blockSize)
- {
- for (i = 0; i < pointsPerBlock; i++)
- {
- double pX = x + (generator.NextDouble()*(double) blockSize);
- double pY = y + (generator.NextDouble()*(double) blockSize);
- points.Add(new Point2D(pX, pY));
- }
- }
- }
- double[] distances = new double[points.Count];
- // Calculate the distance each pixel is from an emitter
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- for (i = 0; i < points.Count; i++)
- {
- double dx, dy;
- dx = Math.Abs((double) x - points[i].x);
- dy = Math.Abs((double) y - points[i].y);
- distances[i] = (dx*dx + dy*dy);
- }
- Array.Sort(distances);
- double f = 0.0;
- // Multiply the distances with their 'c' counterpart
- // ordering the distances descending
- for (i = 0; i < c.Length; i++)
- {
- if (i >= points.Count)
- break;
- f += c[i]*distances[i];
- }
- map[x, y] = f;
- }
- }
- // Normalise the result
- Normalise();
- }
- public void VoronoiDiagram(List<Point2D> points, double[] c)
- {
- SetDiff();
- int x, y, i;
- double[] distances = new double[points.Count];
- // Calculate the distance each pixel is from an emitter
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- for (i = 0; i < points.Count; i++)
- {
- double dx, dy;
- dx = Math.Abs((double) x - points[i].x);
- dy = Math.Abs((double) y - points[i].y);
- distances[i] = (dx*dx + dy*dy);
- }
- Array.Sort(distances);
- double f = 0.0;
- // Multiply the distances with their 'c' counterpart
- // ordering the distances descending
- for (i = 0; i < c.Length; i++)
- {
- if (i >= points.Count)
- break;
- f += c[i]*distances[i];
- }
- map[x, y] = f;
- }
- }
- // Normalise the result
- Normalise();
- }
- public void VoroflatDiagram(int pointsPerBlock, int blockSize)
- {
- SetDiff();
- List<Point2D> points = new List<Point2D>();
- Random generator = new Random(seed);
- // Generate the emitter points
- int x, y, i;
- for (x = -blockSize; x < w + blockSize; x += blockSize)
- {
- for (y = -blockSize; y < h + blockSize; y += blockSize)
- {
- for (i = 0; i < pointsPerBlock; i++)
- {
- double pX = x + (generator.NextDouble()*(double) blockSize);
- double pY = y + (generator.NextDouble()*(double) blockSize);
- points.Add(new Point2D(pX, pY));
- }
- }
- }
- double[] distances = new double[points.Count];
- // Calculate the distance each pixel is from an emitter
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- for (i = 0; i < points.Count; i++)
- {
- double dx, dy;
- dx = Math.Abs((double) x - points[i].x);
- dy = Math.Abs((double) y - points[i].y);
- distances[i] = (dx*dx + dy*dy);
- }
- //Array.Sort(distances);
- double f = 0.0;
- double min = double.MaxValue;
- for (int j = 0; j < distances.Length; j++)
- {
- if (distances[j] < min)
- {
- min = distances[j];
- f = j;
- }
- }
- // Multiply the distances with their 'c' counterpart
- // ordering the distances descending
- map[x, y] = f;
- }
- }
- // Normalise the result
- Normalise();
- }
- }
- }
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