diff options
Start of the OpenSim library , for now only contains a few textures.
Diffstat (limited to 'OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs')
-rw-r--r-- | OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs | 428 |
1 files changed, 214 insertions, 214 deletions
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs index eb8f7ba..3411ccf 100644 --- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs +++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs | |||
@@ -1,214 +1,214 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ | 2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | 28 | ||
29 | using System; | 29 | using System; |
30 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
31 | using System.Text; | 31 | using System.Text; |
32 | 32 | ||
33 | namespace libTerrain | 33 | namespace libTerrain |
34 | { | 34 | { |
35 | partial class Channel | 35 | partial class Channel |
36 | { | 36 | { |
37 | /// <summary> | 37 | /// <summary> |
38 | /// Generates a Voronoi diagram (sort of a stained glass effect) which will fill the entire channel | 38 | /// Generates a Voronoi diagram (sort of a stained glass effect) which will fill the entire channel |
39 | /// </summary> | 39 | /// </summary> |
40 | /// <remarks>3-Clause BSD Licensed</remarks> | 40 | /// <remarks>3-Clause BSD Licensed</remarks> |
41 | /// <param name="pointsPerBlock">The number of generator points in each block</param> | 41 | /// <param name="pointsPerBlock">The number of generator points in each block</param> |
42 | /// <param name="blockSize">A multiple of the channel width and height which will have voronoi points generated in it. | 42 | /// <param name="blockSize">A multiple of the channel width and height which will have voronoi points generated in it. |
43 | /// <para>This is to ensure a more even distribution of the points than pure random allocation.</para></param> | 43 | /// <para>This is to ensure a more even distribution of the points than pure random allocation.</para></param> |
44 | /// <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> | 44 | /// <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> |
45 | public void VoronoiDiagram(int pointsPerBlock, int blockSize, double[] c) | 45 | public void VoronoiDiagram(int pointsPerBlock, int blockSize, double[] c) |
46 | { | 46 | { |
47 | SetDiff(); | 47 | SetDiff(); |
48 | 48 | ||
49 | List<Point2D> points = new List<Point2D>(); | 49 | List<Point2D> points = new List<Point2D>(); |
50 | Random generator = new Random(seed); | 50 | Random generator = new Random(seed); |
51 | 51 | ||
52 | // Generate the emitter points | 52 | // Generate the emitter points |
53 | int x, y, i; | 53 | int x, y, i; |
54 | for (x = -blockSize; x < w + blockSize; x += blockSize) | 54 | for (x = -blockSize; x < w + blockSize; x += blockSize) |
55 | { | 55 | { |
56 | for (y = -blockSize; y < h + blockSize; y += blockSize) | 56 | for (y = -blockSize; y < h + blockSize; y += blockSize) |
57 | { | 57 | { |
58 | for (i = 0; i < pointsPerBlock; i++) | 58 | for (i = 0; i < pointsPerBlock; i++) |
59 | { | 59 | { |
60 | double pX = x + (generator.NextDouble() * (double)blockSize); | 60 | double pX = x + (generator.NextDouble() * (double)blockSize); |
61 | double pY = y + (generator.NextDouble() * (double)blockSize); | 61 | double pY = y + (generator.NextDouble() * (double)blockSize); |
62 | 62 | ||
63 | points.Add(new Point2D(pX, pY)); | 63 | points.Add(new Point2D(pX, pY)); |
64 | } | 64 | } |
65 | } | 65 | } |
66 | } | 66 | } |
67 | 67 | ||
68 | double[] distances = new double[points.Count]; | 68 | double[] distances = new double[points.Count]; |
69 | 69 | ||
70 | // Calculate the distance each pixel is from an emitter | 70 | // Calculate the distance each pixel is from an emitter |
71 | for (x = 0; x < w; x++) | 71 | for (x = 0; x < w; x++) |
72 | { | 72 | { |
73 | for (y = 0; y < h; y++) | 73 | for (y = 0; y < h; y++) |
74 | { | 74 | { |
75 | for (i = 0; i < points.Count; i++) | 75 | for (i = 0; i < points.Count; i++) |
76 | { | 76 | { |
77 | double dx, dy; | 77 | double dx, dy; |
78 | dx = Math.Abs((double)x - points[i].x); | 78 | dx = Math.Abs((double)x - points[i].x); |
79 | dy = Math.Abs((double)y - points[i].y); | 79 | dy = Math.Abs((double)y - points[i].y); |
80 | 80 | ||
81 | distances[i] = (dx * dx + dy * dy); | 81 | distances[i] = (dx * dx + dy * dy); |
82 | } | 82 | } |
83 | 83 | ||
84 | Array.Sort(distances); | 84 | Array.Sort(distances); |
85 | 85 | ||
86 | double f = 0.0; | 86 | double f = 0.0; |
87 | 87 | ||
88 | // Multiply the distances with their 'c' counterpart | 88 | // Multiply the distances with their 'c' counterpart |
89 | // ordering the distances descending | 89 | // ordering the distances descending |
90 | for (i = 0; i < c.Length; i++) | 90 | for (i = 0; i < c.Length; i++) |
91 | { | 91 | { |
92 | if (i >= points.Count) | 92 | if (i >= points.Count) |
93 | break; | 93 | break; |
94 | 94 | ||
95 | f += c[i] * distances[i]; | 95 | f += c[i] * distances[i]; |
96 | } | 96 | } |
97 | 97 | ||
98 | map[x, y] = f; | 98 | map[x, y] = f; |
99 | } | 99 | } |
100 | } | 100 | } |
101 | 101 | ||
102 | // Normalise the result | 102 | // Normalise the result |
103 | Normalise(); | 103 | Normalise(); |
104 | } | 104 | } |
105 | 105 | ||
106 | public void VoronoiDiagram(List<Point2D> points, double[] c) | 106 | public void VoronoiDiagram(List<Point2D> points, double[] c) |
107 | { | 107 | { |
108 | SetDiff(); | 108 | SetDiff(); |
109 | 109 | ||
110 | Random generator = new Random(seed); | 110 | Random generator = new Random(seed); |
111 | int x, y, i; | 111 | int x, y, i; |
112 | double[] distances = new double[points.Count]; | 112 | double[] distances = new double[points.Count]; |
113 | 113 | ||
114 | // Calculate the distance each pixel is from an emitter | 114 | // Calculate the distance each pixel is from an emitter |
115 | for (x = 0; x < w; x++) | 115 | for (x = 0; x < w; x++) |
116 | { | 116 | { |
117 | for (y = 0; y < h; y++) | 117 | for (y = 0; y < h; y++) |
118 | { | 118 | { |
119 | for (i = 0; i < points.Count; i++) | 119 | for (i = 0; i < points.Count; i++) |
120 | { | 120 | { |
121 | double dx, dy; | 121 | double dx, dy; |
122 | dx = Math.Abs((double)x - points[i].x); | 122 | dx = Math.Abs((double)x - points[i].x); |
123 | dy = Math.Abs((double)y - points[i].y); | 123 | dy = Math.Abs((double)y - points[i].y); |
124 | 124 | ||
125 | distances[i] = (dx * dx + dy * dy); | 125 | distances[i] = (dx * dx + dy * dy); |
126 | } | 126 | } |
127 | 127 | ||
128 | Array.Sort(distances); | 128 | Array.Sort(distances); |
129 | 129 | ||
130 | double f = 0.0; | 130 | double f = 0.0; |
131 | 131 | ||
132 | // Multiply the distances with their 'c' counterpart | 132 | // Multiply the distances with their 'c' counterpart |
133 | // ordering the distances descending | 133 | // ordering the distances descending |
134 | for (i = 0; i < c.Length; i++) | 134 | for (i = 0; i < c.Length; i++) |
135 | { | 135 | { |
136 | if (i >= points.Count) | 136 | if (i >= points.Count) |
137 | break; | 137 | break; |
138 | 138 | ||
139 | f += c[i] * distances[i]; | 139 | f += c[i] * distances[i]; |
140 | } | 140 | } |
141 | 141 | ||
142 | map[x, y] = f; | 142 | map[x, y] = f; |
143 | } | 143 | } |
144 | } | 144 | } |
145 | 145 | ||
146 | // Normalise the result | 146 | // Normalise the result |
147 | Normalise(); | 147 | Normalise(); |
148 | } | 148 | } |
149 | 149 | ||
150 | public void VoroflatDiagram(int pointsPerBlock, int blockSize) | 150 | public void VoroflatDiagram(int pointsPerBlock, int blockSize) |
151 | { | 151 | { |
152 | SetDiff(); | 152 | SetDiff(); |
153 | 153 | ||
154 | List<Point2D> points = new List<Point2D>(); | 154 | List<Point2D> points = new List<Point2D>(); |
155 | Random generator = new Random(seed); | 155 | Random generator = new Random(seed); |
156 | 156 | ||
157 | // Generate the emitter points | 157 | // Generate the emitter points |
158 | int x, y, i; | 158 | int x, y, i; |
159 | for (x = -blockSize; x < w + blockSize; x += blockSize) | 159 | for (x = -blockSize; x < w + blockSize; x += blockSize) |
160 | { | 160 | { |
161 | for (y = -blockSize; y < h + blockSize; y += blockSize) | 161 | for (y = -blockSize; y < h + blockSize; y += blockSize) |
162 | { | 162 | { |
163 | for (i = 0; i < pointsPerBlock; i++) | 163 | for (i = 0; i < pointsPerBlock; i++) |
164 | { | 164 | { |
165 | double pX = x + (generator.NextDouble() * (double)blockSize); | 165 | double pX = x + (generator.NextDouble() * (double)blockSize); |
166 | double pY = y + (generator.NextDouble() * (double)blockSize); | 166 | double pY = y + (generator.NextDouble() * (double)blockSize); |
167 | 167 | ||
168 | points.Add(new Point2D(pX, pY)); | 168 | points.Add(new Point2D(pX, pY)); |
169 | } | 169 | } |
170 | } | 170 | } |
171 | } | 171 | } |
172 | 172 | ||
173 | double[] distances = new double[points.Count]; | 173 | double[] distances = new double[points.Count]; |
174 | 174 | ||
175 | // Calculate the distance each pixel is from an emitter | 175 | // Calculate the distance each pixel is from an emitter |
176 | for (x = 0; x < w; x++) | 176 | for (x = 0; x < w; x++) |
177 | { | 177 | { |
178 | for (y = 0; y < h; y++) | 178 | for (y = 0; y < h; y++) |
179 | { | 179 | { |
180 | for (i = 0; i < points.Count; i++) | 180 | for (i = 0; i < points.Count; i++) |
181 | { | 181 | { |
182 | double dx, dy; | 182 | double dx, dy; |
183 | dx = Math.Abs((double)x - points[i].x); | 183 | dx = Math.Abs((double)x - points[i].x); |
184 | dy = Math.Abs((double)y - points[i].y); | 184 | dy = Math.Abs((double)y - points[i].y); |
185 | 185 | ||
186 | distances[i] = (dx * dx + dy * dy); | 186 | distances[i] = (dx * dx + dy * dy); |
187 | } | 187 | } |
188 | 188 | ||
189 | //Array.Sort(distances); | 189 | //Array.Sort(distances); |
190 | 190 | ||
191 | double f = 0.0; | 191 | double f = 0.0; |
192 | 192 | ||
193 | double min = double.MaxValue; | 193 | double min = double.MaxValue; |
194 | for (int j = 0; j < distances.Length;j++ ) | 194 | for (int j = 0; j < distances.Length;j++ ) |
195 | { | 195 | { |
196 | if (distances[j] < min) | 196 | if (distances[j] < min) |
197 | { | 197 | { |
198 | min = distances[j]; | 198 | min = distances[j]; |
199 | f = j; | 199 | f = j; |
200 | } | 200 | } |
201 | } | 201 | } |
202 | 202 | ||
203 | // Multiply the distances with their 'c' counterpart | 203 | // Multiply the distances with their 'c' counterpart |
204 | // ordering the distances descending | 204 | // ordering the distances descending |
205 | 205 | ||
206 | map[x, y] = f; | 206 | map[x, y] = f; |
207 | } | 207 | } |
208 | } | 208 | } |
209 | 209 | ||
210 | // Normalise the result | 210 | // Normalise the result |
211 | Normalise(); | 211 | Normalise(); |
212 | } | 212 | } |
213 | } | 213 | } |
214 | } | 214 | } |