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C# Channel.fill方法代码示例

本文整理汇总了C#中Procedurality.Channel.fill方法的典型用法代码示例。如果您正苦于以下问题:C# Channel.fill方法的具体用法?C# Channel.fill怎么用?C# Channel.fill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Procedurality.Channel的用法示例。


在下文中一共展示了Channel.fill方法的5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;
		}
开发者ID:N3X15,项目名称:VoxelSim,代码行数:10,代码来源:Layer.cs

示例2: 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;
		}
开发者ID:N3X15,项目名称:VoxelSim,代码行数:47,代码来源:Channel.cs

示例3: 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.........
开发者ID:N3X15,项目名称:Procedurality4NET,代码行数:101,代码来源:ErodeHydraulic.cs

示例4: erode5


//.........这里部分代码省略.........
                        }

                        // sediment transport
                        /*
                        h = s.getPixel(x, y);

                        h1 = s.getPixelWrap(x    , y + 1);
                        h2 = s.getPixelWrap(x - 1, y    );
                        h3 = s.getPixelWrap(x + 1, y    );
                        h4 = s.getPixelWrap(x    , y - 1);

                        d1 = h - h1;
                        d2 = h - h2;
                        d3 = h - h3;
                        d4 = h - h4;

                        // calculate amount of sediment 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;
                        sediment_amount = Math.Min(s.getPixel(x, y), h - avr_height);
                        ds.putPixel(x, y, ds.getPixel(x, y) - sediment_amount);
                        total_height_diff_inv = sediment_amount/total_height_diff;

                        // transport sediment
                        if (d1 > 0) {
                            ds.putPixelWrap(x, y + 1, ds.getPixelWrap(x, y + 1) + d1*total_height_diff_inv);
                        }
                        if (d2 > 0) {
                            ds.putPixelWrap(x - 1, y, ds.getPixelWrap(x - 1, y) + d2*total_height_diff_inv);
                        }
                        if (d3 > 0) {
                            ds.putPixelWrap(x + 1, y, ds.getPixelWrap(x + 1, y) + d3*total_height_diff_inv);
                        }
                        if (d4 > 0) {
                            ds.putPixelWrap(x, y - 1, ds.getPixelWrap(x, y - 1) + d4*total_height_diff_inv);
                        }
                        */
                    }
                }

                // more sediment is dissolved according to amount of water flow
                /*
                channel.channelSubtract(dw.copy().fill(0f, Float.MIN_VALUE, 0f).multiply(erosion_flow));
                s.channelAdd(dw.copy().fill(0f, Float.MIN_VALUE, 0f).multiply(erosion_flow));
                */

                // apply water and sediment delta maps
                w.channelAdd(dw);
                //w.fill(0f, Float.MIN_VALUE, water_threshold); // remove water below threshold amount
                s.channelAdd(ds);
                dw.fill(0f);
                ds.fill(0f);

                // water evaporates
                w.multiply(evaporation);

                // sediment is deposited
                for (int y = 0; y < channel.height; y++) {
                    for (int x = 0; x < channel.width; x++) {
                        float deposition = s.getPixel(x, y) - w.getPixel(x, y)*solulibility;
                        if (deposition > 0) {
                            s.putPixel(x, y, s.getPixel(x, y) - deposition);
                            channel.putPixel(x, y, channel.getPixel(x, y) + deposition);
                        }
                    }
                }
            }

            Console.WriteLine("DONE");

            return channel;
        }
开发者ID:N3X15,项目名称:Procedurality4NET,代码行数:101,代码来源:ErodeHydraulic.cs

示例5: 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.........
开发者ID:N3X15,项目名称:Procedurality4NET,代码行数:101,代码来源:ErodeHydraulic.cs


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