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