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/*
* Copyright (c) Contributors, http://www.openmetaverse.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;
using System.Text;
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();
Random generator = new Random(seed);
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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