本文整理汇总了C#中Procedurality.Channel.copy方法的典型用法代码示例。如果您正苦于以下问题:C# Channel.copy方法的具体用法?C# Channel.copy怎么用?C# Channel.copy使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Procedurality.Channel
的用法示例。
在下文中一共展示了Channel.copy方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Layer
public Layer(int width, int height) {
this.width = width;
this.height = height;
Channel empty = new Channel(width, height);
empty.fill(1f);
this.r = empty;
this.g = empty.copy();
this.b = empty.copy();
this.a = null;
}
示例2: fftInv
public Channel fftInv(Channel magni, Channel phase) {
if(!(magni.width == magni.height && phase.width == phase.height && magni.width == phase.width))
throw new Exception("both images must be square and same size");
int size = magni.width;
if(!(Utils.isPowerOf2(size)))
throw new Exception("size must be power of 2");
// convert channels to complex number array
Channel magnitude = magni.copy().offset(size>>1, size>>1);
float mag, pha;
float[] a = new float[size*size*2 + 1];
int n = 1;
for (int x = 0; x < size; x++) {
for (int y = 0; y < size; y++) {
mag = magnitude.getPixel(x, y);
pha = phase.getPixel(x, y);
a[n++] = mag*(float)Math.Cos(pha);
a[n++] = mag*(float)Math.Sin(pha);
}
}
// perform fast fourier transform
fastFourierTransform(a, size, -1);
// convert complex number array to channel
n = 1;
for (int x = 0; x < size; x++) {
for (int y = 0; y < size; y++) {
putPixel(x, y, a[n]);
n += 2;
}
}
// return real component channel
return this;
}
示例3: squareFit
public Channel squareFit(float value, int size) {
Channel channel = new Channel(width, height);
bool match;
for (int y = 0; y <= height - size; y++) {
for (int x = 0; x <= width - size; x++) {
match = true;
for (int i = 0; i < size; i++) {
for (int j = 0; j < size; j++) {
match = match && (getPixel(x + i, y + j) == value);
if (!match) break;
}
}
if (match) {
channel.putPixel(x, y, value);
}
}
}
pixels = channel.copy().pixels;
return this;
}
示例4: boxFit
public Channel boxFit(float value, int width, int height) {
Channel channel = new Channel(this.width, this.height);
bool match;
for (int y = 0; y <= this.height - height; y++) {
for (int x = 0; x <= this.width - width; x++) {
match = true;
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
match = match && (getPixel(x + i, y + j) == value);
if (!match) break;
}
}
if (match) {
channel.putPixel(x, y, value);
}
}
}
pixels = channel.copy().pixels;
return this;
}
示例5: largestConnected
public Channel largestConnected(float value) {
Channel tmp = this.copy();
Channel fillmap = new Channel(width, height);
int[] fillcoords = tmp.findFirst(value);
int max_count = 0;
while (fillcoords[0] != -1) { // while reachable pixels remain
int count = 0;
int init_x = fillcoords[0];
int init_y = fillcoords[1];
fillmap.fill(0f);
// flood fill
bool[,] marked = new bool[width,height];
marked[init_x,init_y] = true;
Stack list = new Stack();
list.Push(new int[]{init_x, init_y});
while (list.ToArray().Length > 0) {
int[] coords = (int[])list.Pop();
int x = coords[0];
int y = coords[1];
tmp.putPixel(x, y, -1f);
fillmap.putPixel(x, y, 1f);
count++;
if (x > 0 && tmp.getPixel(x - 1, y) == 1f && !marked[x - 1,y]) {
marked[x - 1,y] = true;
list.Push(new int[]{x - 1, y});
}
if (x < width - 1 && tmp.getPixel(x + 1, y) == 1f && !marked[x + 1,y]) {
marked[x + 1,y] = true;
list.Push(new int[]{x + 1, y});
}
if (y > 0 && tmp.getPixel(x, y - 1) == 1f && !marked[x,y - 1]) {
marked[x,y - 1] = true;
list.Push(new int[]{x, y - 1});
}
if (y < height - 1 && tmp.getPixel(x, y + 1) == 1f && !marked[x,y + 1]) {
marked[x,y + 1] = true;
list.Push(new int[]{x, y + 1});
}
}
if (count > max_count) {
pixels = fillmap.copy().pixels;
max_count = count;
}
fillcoords = tmp.findFirst(value);
}
return this;
}
示例6: MakeTiles
private static void MakeTiles(Channel terrain, uint tsize, string path)
{
uint xmax = (uint)Math.Floor((float)terrain.Width / (float)tsize);
uint ymax = (uint)Math.Floor((float)terrain.Height / (float)tsize);
uint complete = 0;
for (uint y = 0; y < ymax; y++)
{
for (uint x = 0; x < xmax; x++)
{
Channel tile = new Channel((int)tsize, (int)tsize);
tile = terrain.copy().crop((int)(x * tsize), (int)(y * tsize), (int)((x + 1) * tsize), (int)((y + 1) * tsize));
tile.toLayer().saveAsPNG(string.Format("{0}/SimTerrain-{1}-{2}.png"));
complete++;
drawTextProgressBar((int)complete, (int)(xmax + ymax));
}
}
}
示例7: erode5
public static Channel erode5(Channel channel, Channel rain, float erosion_water, float erosion_flow, float evaporation, float water_threshold, float solulibility, int ipr, int iterations)
{
Channel w = new Channel(channel.width, channel.height); // water map
Channel dw = new Channel(channel.width, channel.height); // delta water map
Channel s = new Channel(channel.width, channel.height); // sediment map
Channel ds = new Channel(channel.width, channel.height); // delta sediment map
Console.Write("Hydraulic erosion 5: ");
for (int i = 0; i < iterations; i++) {
Console.Write(".");
// save frames
/*
if (channel.width > 128 && i%10 == 0) {
if (i < 10) {
channel.toLayer().saveAsPNG("erosion00" + i);
} else if (i < 100) {
channel.toLayer().saveAsPNG("erosion0" + i);
} else {
channel.toLayer().saveAsPNG("erosion" + i);
}
}
*/
// water is added according to rain map
if (i%ipr == 0) {
w.channelAdd(rain);
}
// the presence of water dissolves material
channel.channelSubtract(w.copy().multiply(erosion_water));
s.channelAdd(w.copy().multiply(erosion_water));
// water and sediment are transported
float h, h1, h2, h3, h4, d1, d2, d3, d4, total_height, total_height_diff, total_height_diff_inv, avr_height, water_amount;
int cells;
for (int y = 0; y < channel.height; y++) {
for (int x = 0; x < channel.width; x++) {
// water transport
// calculate total heights and height differences
h = channel.getPixel(x, y) + w.getPixel(x, y) + s.getPixel(x, y);
h1 = channel.getPixelWrap(x , y + 1) + w.getPixelWrap(x , y + 1) + s.getPixelWrap(x , y + 1);
h2 = channel.getPixelWrap(x - 1, y ) + w.getPixelWrap(x - 1, y ) + s.getPixelWrap(x - 1, y );
h3 = channel.getPixelWrap(x + 1, y ) + w.getPixelWrap(x + 1, y ) + s.getPixelWrap(x + 1, y );
h4 = channel.getPixelWrap(x , y - 1) + w.getPixelWrap(x , y - 1) + s.getPixelWrap(x , y - 1);
d1 = h - h1;
d2 = h - h2;
d3 = h - h3;
d4 = h - h4;
// calculate amount of water to transport
total_height = 0f;
total_height_diff = 0f;
cells = 1;
if (d1 > 0) {
total_height_diff+= d1;
total_height+= h1;
cells++;
}
if (d2 > 0) {
total_height_diff+= d2;
total_height+= h2;
cells++;
}
if (d3 > 0) {
total_height_diff+= d3;
total_height+= h3;
cells++;
}
if (d4 > 0) {
total_height_diff+= d4;
total_height+= h4;
cells++;
}
if (cells == 1) {
continue;
}
avr_height = total_height/cells;
water_amount = Math.Min(w.getPixel(x, y), h - avr_height);
dw.putPixel(x, y, dw.getPixel(x, y) - water_amount);
total_height_diff_inv = water_amount/total_height_diff;
// transport water
if (d1 > 0) {
dw.putPixelWrap(x, y + 1, dw.getPixelWrap(x, y + 1) + d1*total_height_diff_inv);
}
if (d2 > 0) {
dw.putPixelWrap(x - 1, y, dw.getPixelWrap(x - 1, y) + d2*total_height_diff_inv);
}
if (d3 > 0) {
dw.putPixelWrap(x + 1, y, dw.getPixelWrap(x + 1, y) + d3*total_height_diff_inv);
}
//.........这里部分代码省略.........
示例8: erode4
public static Channel erode4(Channel channel, float rain_amount, float vaporization, int rain_freq, int iterations)
{
Channel water_map = new Channel(channel.width, channel.height).fill(0f);
Channel water_map_diff = new Channel(channel.width, channel.height).fill(0f);
Channel height_map_diff = new Channel(channel.width, channel.height).fill(0f);
Console.Write("Hydraulic erosion 4: ");
for (int i = 0; i < iterations; i++) {
Console.Write(".");
// save frames
/*
if (channel.width > 128 && i%10 == 0) {
if (i < 10) {
channel.toLayer().saveAsPNG("erosion00" + i);
} else if (i < 100) {
channel.toLayer().saveAsPNG("erosion0" + i);
} else {
channel.toLayer().saveAsPNG("erosion" + i);
}
}
*/
// rain erodes the underlying terrain
if (i%rain_freq == 0) {
water_map.channelAdd(channel.copy().multiply(rain_amount));
}
// water and sediment transport
for (int y = 1; y < channel.height - 1; y++) {
for (int x = 1; x < channel.width - 1; x++) {
// calculate total heights and height differences
float h = channel.getPixel(x, y) + water_map.getPixel(x, y);
float h1 = channel.getPixel(x, y + 1) + water_map.getPixel(x, y + 1);
float h2 = channel.getPixel(x - 1, y) + water_map.getPixel(x - 1, y);
float h3 = channel.getPixel(x + 1, y) + water_map.getPixel(x + 1, y);
float h4 = channel.getPixel(x, y - 1) + water_map.getPixel(x, y - 1);
float d1 = h - h1;
float d2 = h - h2;
float d3 = h - h3;
float d4 = h - h4;
// calculate amount of water to transport
float total_height = 0;
float total_height_diff = 0;
int cells = 1;
if (d1 > 0) {
total_height_diff+= d1;
total_height+= h1;
cells++;
}
if (d2 > 0) {
total_height_diff+= d2;
total_height+= h2;
cells++;
}
if (d3 > 0) {
total_height_diff+= d3;
total_height+= h3;
cells++;
}
if (d4 > 0) {
total_height_diff+= d4;
total_height+= h4;
cells++;
}
if (cells == 1) {
continue;
}
float avr_height = total_height/cells;
float water_amount = Math.Min(water_map.getPixel(x, y), h - avr_height);
water_map_diff.putPixel(x, y, water_map_diff.getPixel(x, y) - water_amount);
float total_height_diff_inv = water_amount/total_height_diff;
// transport water
if (d1 > 0) {
water_amount = d1*total_height_diff_inv;
water_map_diff.putPixel(x, y + 1, water_map_diff.getPixel(x, y + 1) + water_amount);
height_map_diff.putPixel(x, y + 1, height_map_diff.getPixel(x, y + 1) - 0.1f*water_amount);
}
if (d2 > 0) {
water_amount = d2*total_height_diff_inv;
water_map_diff.putPixel(x - 1, y, water_map_diff.getPixel(x - 1, y) + water_amount);
height_map_diff.putPixel(x - 1, y, height_map_diff.getPixel(x - 1, y) - 0.1f*water_amount);
}
if (d3 > 0) {
water_amount = d3*total_height_diff_inv;
water_map_diff.putPixel(x + 1, y, water_map_diff.getPixel(x + 1, y) + water_amount);
height_map_diff.putPixel(x + 1, y, height_map_diff.getPixel(x + 1, y) - 0.1f*water_amount);
}
if (d4 > 0) {
water_amount = d4*total_height_diff_inv;
//.........这里部分代码省略.........
示例9: erode3
public static Channel erode3(Channel channel, Channel rain_map, float vaporization, int rain_freq, int iterations)
{
Channel vapor_map = rain_map.copy().multiply(0.5f);
Channel height_map_diff = new Channel(channel.width, channel.height).fill(0f);
Channel water_map = new Channel(channel.width, channel.height).fill(0f);
Channel water_map_diff = new Channel(channel.width, channel.height).fill(0f);
Channel sediment_map = new Channel(channel.width, channel.height).fill(0f);
Channel sediment_map_diff = new Channel(channel.width, channel.height).fill(0f);
Console.Write("Hydraulic erosion 3: ");
for (int i = 0; i < iterations; i++) {
Console.Write(".");
// save frames
/*
if (channel.width > 128 && i%8 == 0) {
if (i < 10) {
channel.toLayer().saveAsPNG("erosion00" + i);
} else if (i < 100) {
channel.toLayer().saveAsPNG("erosion0" + i);
} else {
channel.toLayer().saveAsPNG("erosion" + i);
}
}
*/
// rain
if (i%rain_freq == 0) {
water_map.channelAdd(rain_map);
}
// water and sediment transport
for (int y = 1; y < channel.height - 1; y++) {
for (int x = 1; x < channel.width - 1; x++) {
// calculate total heights and height differences
float h = channel.getPixel(x, y) + water_map.getPixel(x, y);
float h1 = channel.getPixel(x, y + 1) + water_map.getPixel(x, y + 1) + sediment_map.getPixel(x, y + 1);
float h2 = channel.getPixel(x - 1, y) + water_map.getPixel(x - 1, y) + sediment_map.getPixel(x - 1, y);
float h3 = channel.getPixel(x + 1, y) + water_map.getPixel(x + 1, y) + sediment_map.getPixel(x + 1, y);
float h4 = channel.getPixel(x, y - 1) + water_map.getPixel(x, y - 1) + sediment_map.getPixel(x, y - 1);
float d1 = h - h1;
float d2 = h - h2;
float d3 = h - h3;
float d4 = h - h4;
// calculate amount of water and sediment to transport
float total_height = 0;
float total_height_diff = 0;
int cells = 1;
if (d1 > 0) {
total_height_diff+= d1;
total_height+= h1;
cells++;
}
if (d2 > 0) {
total_height_diff+= d2;
total_height+= h2;
cells++;
}
if (d3 > 0) {
total_height_diff+= d3;
total_height+= h3;
cells++;
}
if (d4 > 0) {
total_height_diff+= d4;
total_height+= h4;
cells++;
}
if (cells == 1) {
continue;
}
float avr_height = total_height/cells;
float water_amount = Math.Min(water_map.getPixel(x, y), h - avr_height);
water_map_diff.putPixel(x, y, water_map_diff.getPixel(x, y) - water_amount);
float water_inv = water_amount/total_height_diff;
float sediment_amount = sediment_map.getPixel(x, y);
sediment_map_diff.putPixel(x, y, sediment_map_diff.getPixel(x, y) - sediment_amount);
float sediment_inv = sediment_amount/total_height_diff;
float dissolve;
// transport water and sediment and dissolve more material
if (d1 > 0) {
water_map_diff.putPixel(x, y + 1, water_map_diff.getPixel(x, y + 1) + d1*water_inv);
dissolve = 10f*d1*water_amount;
sediment_map_diff.putPixel(x, y + 1, sediment_map_diff.getPixel(x, y + 1) + d1*sediment_inv + dissolve);
height_map_diff.putPixel(x, y + 1, height_map_diff.getPixel(x, y + 1) - dissolve);
}
if (d2 > 0) {
//.........这里部分代码省略.........