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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 { /// /// 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(); } } }