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using System;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.Terrain.BasicTerrain
{
static class Normalise
{
public static void normalise(float[,] map)
{
double max = findMax(map);
double min = findMin(map);
int w = map.GetLength(0);
int h = map.GetLength(1);
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
map[x, y] = (float)((map[x, y] - min) * (1.0 / (max - min)));
}
}
}
public static void normalise(float[,] map, double newmax)
{
double max = findMax(map);
double min = findMin(map);
int w = map.GetLength(0);
int h = map.GetLength(1);
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
map[x, y] = (float)((map[x, y] - min) * (1.0 / (max - min)) * newmax);
}
}
}
public static double findMax(float[,] map)
{
int x, y;
int w = map.GetLength(0);
int h = map.GetLength(1);
double max = double.MinValue;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
if (map[x, y] > max)
max = map[x, y];
}
}
return max;
}
public static double findMin(float[,] map)
{
int x, y;
int w = map.GetLength(0);
int h = map.GetLength(1);
double min = double.MaxValue;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
if (map[x, y] < min)
min = map[x, y];
}
}
return min;
}
}
}
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