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C# Channel.normalize方法代码示例

本文整理汇总了C#中Procedurality.Channel.normalize方法的典型用法代码示例。如果您正苦于以下问题:C# Channel.normalize方法的具体用法?C# Channel.normalize怎么用?C# Channel.normalize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.normalize方法的6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: CratersAlgo

        public static Channel CratersAlgo(int sizeX, int sizeY, int numCraters, int seed)
        {
            Channel chan = new Channel(sizeX, sizeY);
            Console.WriteLine();
            Random rand = new Random(seed);
            for (int i = 0; i < numCraters; )
            {
                int x = rand.Next(0, sizeX);
                int y = rand.Next(0, sizeY);
                double radius = (rand.NextDouble() * 84.0) - 20;

                // Clamp
                //x=(x<0) ? 0 : ((x>size-1) ? size-1 : x);
                //x=(y<0) ? 0 : ((y>size-1) ? size-1 : y);
                //radius=(radius<20.0) ? 20.0 : ((radius>84.0) ? 84.0 : radius);

                Channel crater = (new Crater(sizeX, sizeY, x, y, radius)).toChannel();
                if (crater.findMax() != 1.0)
                {
                    continue;
                }
                //if(crater.findMin()!=0.0)
                //{
                //	Console.Write("!");
                //	continue;
                //}
                i++;
                drawTextProgressBar(i, numCraters);
                //crater.toLayer().saveAsPNG("../sims/crater_debug.png");
                chan.channelAdd(crater.normalize(-0.01f, 0.01f));
            }
            chan.normalize();
            Console.WriteLine("\nRange [{0},{1}]", chan.findMin(), chan.findMax());
            return chan;
        }
开发者ID:N3X15,项目名称:Procedurality4NET,代码行数:35,代码来源:Main.cs

示例2: getDistance

 public Channel getDistance(float c1, float c2, float c3)
 {
     Channel channel = new Channel(sizeX, sizeY);
     for (int y = 0; y < sizeY; y++)
     {
         for (int x = 0; x < sizeX; x++)
         {
             channel.putPixel(x, y, c1*dist1.getPixel(x, y) + c2*dist2.getPixel(x, y) + c3*dist3.getPixel(x, y));
         }
     }
     return channel.normalize();
 }
开发者ID:N3X15,项目名称:Procedurality4NET,代码行数:12,代码来源:Voronoi.cs

示例3: Hill

		public Hill(int size,int xp,int yp,float radius)
		{
			double r=(double)radius;
			channel = new Channel(size,size);
			double hill_height=5.0d*(radius/40.0d);
			for(int x=0;x<size;x++)
			{
				for(int y=0;y<size;y++)
				{
					double dx = (double)(yp-x);
					double dy = (double)(xp-y);
					double dist = Math.Sqrt(dx*dx + dy*dy);
					if(dist<radius)
					{
						double height = 1.0d-((dx*dx + dy*dy) / (r*r));
						height = (height*hill_height);
						channel.putPixel(x,y,Convert.ToSingle(height));//$radius^2 + (($x-$hx)^2 - ($y-(256-$hy))^2);
					}
					//channel.putPixel(x,y,(radius*radius) + (((x-dx)*(x-dx)) - ((y-dy)*(y-dy))));
				}
			}
			channel.normalize();
		}
开发者ID:N3X15,项目名称:VoxelSim,代码行数:23,代码来源:Hills.cs

示例4: Midpoint


//.........这里部分代码省略.........
					for (x_block = 0; x_block < (1<<i); x_block+= (1<<i) - 1) {
						x = x_block*block_size;
						for (y_block = 0, y = 0; y_block < (1<<i); y_block++) {
							v1 = channel.getPixel(x, y);
							v2 = channel.getPixel((x + block_size) % size, y);
							v3 = channel.getPixel(x, (y + block_size) % size);
							v4 = channel.getPixel((x + block_size) % size, (y + block_size) % size);
							v5 = 0.25f*(v1 + v2 + v3 + v4) + (float)random.NextDouble()*amp - amp_half;
							channel.putPixel(x + block_size_half, y + block_size_half, v5);
							y+= block_size;
						}
					}
					// top and bottom edge blocks
					for (x_block = 1, x = block_size; x_block < (1<<i) - 1; x_block++) {
						for (y_block = 0; y_block < (1<<i); y_block+= (1<<i) - 1) {
							y = y_block*block_size;
							v1 = channel.getPixel(x, y);
							v2 = channel.getPixel((x + block_size) % size, y);
							v3 = channel.getPixel(x, (y + block_size) % size);
							v4 = channel.getPixel((x + block_size) % size, (y + block_size) % size);
							v5 = 0.25f*(v1 + v2 + v3 + v4) + (float)random.NextDouble()*amp - amp_half;
							channel.putPixel(x + block_size_half, y + block_size_half, v5);
						}
						x+= block_size;
					}
				}
				// calculate left and bottom edge midpoints
				if (i < 2) {
					for (x_block = 0, x = 0; x_block < (1<<i); x_block++) {
						for (y_block = 0, y = 0; y_block < (1<<i); y_block++) {
							v1 = channel.getPixel(x, y);
							v5 = channel.getPixel(x + block_size_half, y + block_size_half);
							v2 = channel.getPixel((x + block_size) % size, y);
							v3 = channel.getPixel(x, (y + block_size) % size);
							v6 = channel.getPixel(((x - block_size_half) + size) % size, (y + block_size_half) % size);
							v7 = channel.getPixel((x + block_size_half) % size, ((y - block_size_half) + size) % size);
							v8 = 0.25f*(v1 + v3 + v5 + v6) + (float)random.NextDouble()*amp - amp_half;
							v9 = 0.25f*(v1 + v2 + v5 + v7) + (float)random.NextDouble()*amp - amp_half;
							channel.putPixel(x, y + block_size_half, v8);
							channel.putPixel(x + block_size_half, y, v9);
							y+= block_size;
						}
						x+= block_size;
					}
				} else {
					// safe blocks
					for (x_block = 1, x = block_size; x_block < (1<<i) - 1; x_block++) {
						for (y_block = 1, y = block_size; y_block < (1<<i) - 1; y_block++) {
							v1 = channel.getPixel(x, y);
							v5 = channel.getPixel(x + block_size_half, y + block_size_half);
							v2 = channel.getPixel(x + block_size, y);
							v3 = channel.getPixel(x, y + block_size);
							v6 = channel.getPixel(x - block_size_half, y + block_size_half);
							v7 = channel.getPixel(x + block_size_half, y - block_size_half);
							v8 = 0.25f*(v1 + v3 + v5 + v6) + (float)random.NextDouble()*amp - amp_half;
							v9 = 0.25f*(v1 + v2 + v5 + v7) + (float)random.NextDouble()*amp - amp_half;
							channel.putPixel(x, y + block_size_half, v8);
							channel.putPixel(x + block_size_half, y, v9);
							y+= block_size;
						}
						x+= block_size;
					}
					// left and right edge blocks
					for (x_block = 0; x_block < (1<<i); x_block+= (1<<i) - 1) {
						x = x_block*block_size;
						for (y_block = 0, y = 0; y_block < (1<<i); y_block++) {
							v1 = channel.getPixel(x, y);
							v5 = channel.getPixel(x + block_size_half, y + block_size_half);
							v2 = channel.getPixel((x + block_size) % size, y);
							v3 = channel.getPixel(x, (y + block_size) % size);
							v6 = channel.getPixel(((x - block_size_half) + size) % size, (y + block_size_half) % size);
							v7 = channel.getPixel((x + block_size_half) % size, ((y - block_size_half) + size) % size);
							v8 = 0.25f*(v1 + v3 + v5 + v6) + (float)random.NextDouble()*amp - amp_half;
							v9 = 0.25f*(v1 + v2 + v5 + v7) + (float)random.NextDouble()*amp - amp_half;
							channel.putPixel(x, y + block_size_half, v8);
							channel.putPixel(x + block_size_half, y, v9);
							y+= block_size;
						}
					}
					// top and bottom edge blocks
					for (x_block = 1, x = block_size; x_block < (1<<i) - 1; x_block++) {
						for (y_block = 0; y_block < (1<<i); y_block+= (1<<i) - 1) {
							y = y_block*block_size;
							v1 = channel.getPixel(x, y);
							v5 = channel.getPixel(x + block_size_half, y + block_size_half);
							v2 = channel.getPixel((x + block_size) % size, y);
							v3 = channel.getPixel(x, (y + block_size) % size);
							v6 = channel.getPixel(((x - block_size_half) + size) % size, (y + block_size_half) % size);
							v7 = channel.getPixel((x + block_size_half) % size, ((y - block_size_half) + size) % size);
							v8 = 0.25f*(v1 + v3 + v5 + v6) + (float)random.NextDouble()*amp - amp_half;
							v9 = 0.25f*(v1 + v2 + v5 + v7) + (float)random.NextDouble()*amp - amp_half;
							channel.putPixel(x, y + block_size_half, v8);
							channel.putPixel(x + block_size_half, y, v9);
						}
						x+= block_size;
					}
				}
			}
			channel.normalize();
		}
开发者ID:N3X15,项目名称:VoxelSim,代码行数:101,代码来源:Midpoint.cs

示例5: Gen


//.........这里部分代码省略.........
                    for (x_block = 1, x = block_size; x_block < (1<<i) - 1; x_block++) {
                        for (y_block = 0; y_block < (1<<i); y_block+= (1<<i) - 1) {
                            y = y_block*block_size;
                            v1 = channel.getPixel(x, y);
                            v2 = channel.getPixel((x + block_size) % sizeX, y);
                            v3 = channel.getPixel(x, (y + block_size) % sizeY);
                            v4 = channel.getPixel((x + block_size) % sizeX, (y + block_size) % sizeY);
                            avr = 0.25f*(v1 + v2 + v3 + v4);
                            v5 = avr*(1f + (float)random.NextDouble()*amp - amp_half);
                            channel.putPixel(x + block_size_half, y + block_size_half, v5);
                        }
                        x+= block_size;
                    }
                }
                // calculate left and bottom edge midpoints
                if (i < 2) {
                    for (x_block = 0, x = 0; x_block < (1<<i); x_block++) {
                        for (y_block = 0, y = 0; y_block < (1<<i); y_block++) {
                            v1 = channel.getPixel(x, y);
                            v5 = channel.getPixel(x + block_size_half, y + block_size_half);
                            v2 = channel.getPixel((x + block_size) % sizeX, y);
                            v3 = channel.getPixel(x, (y + block_size) % sizeY);
                            v6 = channel.getPixel(((x - block_size_half) + sizeX) % sizeX, (y + block_size_half) % sizeY);
                            v7 = channel.getPixel((x + block_size_half) % sizeX, ((y - block_size_half) + sizeY) % sizeY);
                            avr = 0.25f*(v1 + v3 + v5 + v6);
                            v8 = avr*(1f + (float)random.NextDouble()*amp - amp_half);
                            avr = 0.25f*(v1 + v2 + v5 + v7);
                            v9 = avr*(1f + (float)random.NextDouble()*amp - amp_half);
                            channel.putPixel(x, y + block_size_half, v8);
                            channel.putPixel(x + block_size_half, y, v9);
                            y+= block_size;
                        }
                        x+= block_size;
                    }
                } else {
                    // safe blocks
                    for (x_block = 1, x = block_size; x_block < (1<<i) - 1; x_block++) {
                        for (y_block = 1, y = block_size; y_block < (1<<i) - 1; y_block++) {
                            v1 = channel.getPixel(x, y);
                            v5 = channel.getPixel(x + block_size_half, y + block_size_half);
                            v2 = channel.getPixel(x + block_size, y);
                            v3 = channel.getPixel(x, y + block_size);
                            v6 = channel.getPixel(x - block_size_half, y + block_size_half);
                            v7 = channel.getPixel(x + block_size_half, y - block_size_half);
                            avr = 0.25f*(v1 + v3 + v5 + v6);
                            v8 = avr*(1f + (float)random.NextDouble()*amp - amp_half);
                            avr = 0.25f*(v1 + v2 + v5 + v7);
                            v9 = avr*(1f + (float)random.NextDouble()*amp - amp_half);
                            channel.putPixel(x, y + block_size_half, v8);
                            channel.putPixel(x + block_size_half, y, v9);
                            y+= block_size;
                        }
                        x+= block_size;
                    }
                    // left and right edge blocks
                    for (x_block = 0; x_block < (1<<i); x_block+= (1<<i) - 1) {
                        x = x_block*block_size;
                        for (y_block = 0, y = 0; y_block < (1<<i); y_block++) {
                            v1 = channel.getPixel(x, y);
                            v5 = channel.getPixel(x + block_size_half, y + block_size_half);
                            v2 = channel.getPixel((x + block_size) % sizeX, y);
                            v3 = channel.getPixel(x, (y + block_size) % sizeY);
                            v6 = channel.getPixel(((x - block_size_half) + sizeX) % sizeX, (y + block_size_half) % sizeY);
                            v7 = channel.getPixel((x + block_size_half) % sizeX, ((y - block_size_half) + sizeY) % sizeY);
                            avr = 0.25f*(v1 + v3 + v5 + v6);
                            v8 = avr*(1f + (float)random.NextDouble()*amp - amp_half);
                            avr = 0.25f*(v1 + v2 + v5 + v7);
                            v9 = avr*(1f + (float)random.NextDouble()*amp - amp_half);
                            channel.putPixel(x, y + block_size_half, v8);
                            channel.putPixel(x + block_size_half, y, v9);
                            y+= block_size;
                        }
                    }
                    // top and bottom edge blocks
                    for (x_block = 1, x = block_size; x_block < (1<<i) - 1; x_block++) {
                        for (y_block = 0; y_block < (1<<i); y_block+= (1<<i) - 1) {
                            y = y_block*block_size;
                            v1 = channel.getPixel(x, y);
                            v5 = channel.getPixel(x + block_size_half, y + block_size_half);
                            v2 = channel.getPixel((x + block_size) % sizeX, y);
                            v3 = channel.getPixel(x, (y + block_size) % sizeY);
                            v6 = channel.getPixel(((x - block_size_half) + sizeX) % sizeX, (y + block_size_half) % sizeY);
                            v7 = channel.getPixel((x + block_size_half) % sizeX, ((y - block_size_half) + sizeY) % sizeY);
                            avr = 0.25f*(v1 + v3 + v5 + v6);
                            v8 = avr*(1f + (float)random.NextDouble()*amp - amp_half);
                            avr = 0.25f*(v1 + v2 + v5 + v7);
                            v9 = avr*(1f + (float)random.NextDouble()*amp - amp_half);
                            channel.putPixel(x, y + block_size_half, v8);
                            channel.putPixel(x + block_size_half, y, v9);
                        }
                        x+= block_size;
                    }
                }
            }
            float[] mm=channel.findMinMax();
            //Console.WriteLine("Range Mountain->[{0},{1}]",mm[0],mm[1]);
            channel.normalize();
            mm=channel.findMinMax();
            //Console.WriteLine("Range Mountain->[{0},{1}]",mm[0],mm[1]);
        }
开发者ID:N3X15,项目名称:Procedurality4NET,代码行数:101,代码来源:Mountain.cs

示例6: HillsAlgo

        public static Channel HillsAlgo(int sizeX, int sizeY, int numHills, int seed)
        {
            Console.WriteLine();
            Channel chan = new Channel(sizeX, sizeY);
            Random rand = new Random(seed);
            for (int i = 0; i < numHills; )
            {
                int x = rand.Next(0, sizeX);
                int y = rand.Next(0, sizeY);

                double radius = ((rand.NextDouble() * 84.0) - 20);
                Channel crater = (new Hill(sizeX, sizeY, x, y, (float)radius)).toChannel();
                if (crater.findMax() != 1.0)
                {
                    continue;
                }
                i++;
                drawTextProgressBar(i, numHills);
                //crater.toLayer().saveAsPNG("../sims/crater_debug.png");
                chan.channelAdd(crater.normalize(0f, 0.01f));
            }
            chan.normalize();
            Console.WriteLine("\nRange [{0},{1}]", chan.findMin(), chan.findMax());
            return chan;
        }
开发者ID:N3X15,项目名称:Procedurality4NET,代码行数:25,代码来源:Main.cs


注:本文中的Procedurality.Channel.normalize方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。