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using System;
using System.Collections.Generic;
namespace libTerrain
{
partial class Channel
{
///
/// Generates a Voronoi diagram (sort of a stained glass effect) which will fill the entire channel
///
/// 3-Clause BSD Licensed
/// The number of generator points in each block
/// A multiple of the channel width and height which will have voronoi points generated in it.
/// This is to ensure a more even distribution of the points than pure random allocation.
/// 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.
public void VoronoiDiagram(int pointsPerBlock, int blockSize, double[] c)
{
SetDiff();
List points = new List();
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 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 points = new List();
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();
}
}
}