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using System;
using System.Collections.Generic;
using System.Text;
namespace libTerrain
{
partial class Channel
{
///
/// Generates a series of spheres which are then either max()'d or added together. Inspired by suggestion from jh.
///
/// 3-Clause BSD Licensed
/// The number of hills to generate
/// The minimum size of each hill
/// The maximum size of each hill
/// Whether to bias hills towards the center of the map
/// Whether to add hills together or to pick the largest value
/// Generates hill-shaped noise instead of consistent hills
public void HillsSpheres(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
{
SetDiff();
Random random = new Random(seed);
int x, y;
int i;
for (i = 0; i < number; i++)
{
double rx = Math.Min(255.0, random.NextDouble() * w);
double ry = Math.Min(255.0, random.NextDouble() * h);
double rand = random.NextDouble();
if (island)
{
// Move everything towards the center
rx -= w / 2;
rx /= 2;
rx += w / 2;
ry -= h / 2;
ry /= 2;
ry += h / 2;
}
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
if (noisy)
rand = random.NextDouble();
double z = (scale_min + (scale_range * rand));
z *= z;
z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
if (z < 0)
z = 0;
if (additive)
{
map[x, y] += z;
}
else
{
map[x, y] = Math.Max(map[x, y], z);
}
}
}
}
Normalise();
}
///
/// Generates a series of cones which are then either max()'d or added together. Inspired by suggestion from jh.
///
/// 3-Clause BSD Licensed
/// The number of hills to generate
/// The minimum size of each hill
/// The maximum size of each hill
/// Whether to bias hills towards the center of the map
/// Whether to add hills together or to pick the largest value
/// Generates hill-shaped noise instead of consistent hills
public void HillsCones(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
{
SetDiff();
Random random = new Random(seed);
int x, y;
int i;
for (i = 0; i < number; i++)
{
double rx = Math.Min(255.0, random.NextDouble() * w);
double ry = Math.Min(255.0, random.NextDouble() * h);
double rand = random.NextDouble();
if (island)
{
// Move everything towards the center
rx -= w / 2;
rx /= 2;
rx += w / 2;
ry -= h / 2;
ry /= 2;
ry += h / 2;
}
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
if (noisy)
rand = random.NextDouble();
double z = (scale_min + (scale_range * rand));
z -= Math.Sqrt(((x - rx) * (x - rx)) + ((y - ry) * (y - ry)));
if (z < 0)
z = 0;
if (additive)
{
map[x, y] += z;
}
else
{
map[x, y] = Math.Max(map[x, y], z);
}
}
}
}
Normalise();
}
public void HillsBlocks(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
{
SetDiff();
Random random = new Random(seed);
int x, y;
int i;
for (i = 0; i < number; i++)
{
double rx = Math.Min(255.0, random.NextDouble() * w);
double ry = Math.Min(255.0, random.NextDouble() * h);
double rand = random.NextDouble();
if (island)
{
// Move everything towards the center
rx -= w / 2;
rx /= 2;
rx += w / 2;
ry -= h / 2;
ry /= 2;
ry += h / 2;
}
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
if (noisy)
rand = random.NextDouble();
double z = (scale_min + (scale_range * rand));
z -= Math.Abs(x-rx) + Math.Abs(y-ry);
//z -= Math.Sqrt(((x - rx) * (x - rx)) + ((y - ry) * (y - ry)));
if (z < 0)
z = 0;
if (additive)
{
map[x, y] += z;
}
else
{
map[x, y] = Math.Max(map[x, y], z);
}
}
}
}
Normalise();
}
public void HillsSquared(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
{
SetDiff();
Random random = new Random(seed);
int x, y;
int i;
for (i = 0; i < number; i++)
{
double rx = Math.Min(255.0, random.NextDouble() * w);
double ry = Math.Min(255.0, random.NextDouble() * h);
double rand = random.NextDouble();
if (island)
{
// Move everything towards the center
rx -= w / 2;
rx /= 2;
rx += w / 2;
ry -= h / 2;
ry /= 2;
ry += h / 2;
}
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
if (noisy)
rand = random.NextDouble();
double z = (scale_min + (scale_range * rand));
z *= z * z * z;
double dx = Math.Abs(x - rx);
double dy = Math.Abs(y - ry);
z -= (dx * dx * dx * dx) + (dy * dy * dy * dy);
if (z < 0)
z = 0;
if (additive)
{
map[x, y] += z;
}
else
{
map[x, y] = Math.Max(map[x, y], z);
}
}
}
}
Normalise();
}
}
}