282 lines
9.6 KiB
C#
282 lines
9.6 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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namespace libTerrain
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{
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partial class Channel
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{
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/// <summary>
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/// Generates a series of spheres which are then either max()'d or added together. Inspired by suggestion from jh.
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/// </summary>
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/// <remarks>3-Clause BSD Licensed</remarks>
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/// <param name="number">The number of hills to generate</param>
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/// <param name="scale_min">The minimum size of each hill</param>
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/// <param name="scale_range">The maximum size of each hill</param>
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/// <param name="island">Whether to bias hills towards the center of the map</param>
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/// <param name="additive">Whether to add hills together or to pick the largest value</param>
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/// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param>
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public void HillsSpheres(int number, double scale_min, double scale_range, bool island, bool additive,
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bool noisy)
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{
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SetDiff();
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Random random = new Random(seed);
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int x, y;
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int i;
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for (i = 0; i < number; i++)
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{
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double rx = Math.Min(255.0, random.NextDouble()*w);
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double ry = Math.Min(255.0, random.NextDouble()*h);
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double rand = random.NextDouble();
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if (island)
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{
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// Move everything towards the center
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rx -= w/2;
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rx /= 2;
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rx += w/2;
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ry -= h/2;
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ry /= 2;
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ry += h/2;
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}
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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if (noisy)
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rand = random.NextDouble();
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double z = (scale_min + (scale_range*rand));
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z *= z;
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z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry));
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if (z < 0)
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z = 0;
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if (additive)
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{
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map[x, y] += z;
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}
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else
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{
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map[x, y] = Math.Max(map[x, y], z);
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}
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}
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}
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}
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Normalise();
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}
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/// <summary>
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/// Generates a series of cones which are then either max()'d or added together. Inspired by suggestion from jh.
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/// </summary>
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/// <remarks>3-Clause BSD Licensed</remarks>
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/// <param name="number">The number of hills to generate</param>
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/// <param name="scale_min">The minimum size of each hill</param>
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/// <param name="scale_range">The maximum size of each hill</param>
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/// <param name="island">Whether to bias hills towards the center of the map</param>
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/// <param name="additive">Whether to add hills together or to pick the largest value</param>
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/// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param>
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public void HillsCones(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
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{
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SetDiff();
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Random random = new Random(seed);
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int x, y;
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int i;
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for (i = 0; i < number; i++)
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{
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double rx = Math.Min(255.0, random.NextDouble()*w);
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double ry = Math.Min(255.0, random.NextDouble()*h);
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double rand = random.NextDouble();
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if (island)
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{
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// Move everything towards the center
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rx -= w/2;
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rx /= 2;
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rx += w/2;
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ry -= h/2;
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ry /= 2;
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ry += h/2;
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}
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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if (noisy)
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rand = random.NextDouble();
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double z = (scale_min + (scale_range*rand));
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z -= Math.Sqrt(((x - rx)*(x - rx)) + ((y - ry)*(y - ry)));
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if (z < 0)
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z = 0;
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if (additive)
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{
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map[x, y] += z;
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}
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else
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{
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map[x, y] = Math.Max(map[x, y], z);
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}
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}
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}
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}
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Normalise();
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}
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public void HillsBlocks(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
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{
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SetDiff();
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Random random = new Random(seed);
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int x, y;
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int i;
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for (i = 0; i < number; i++)
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{
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double rx = Math.Min(255.0, random.NextDouble()*w);
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double ry = Math.Min(255.0, random.NextDouble()*h);
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double rand = random.NextDouble();
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if (island)
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{
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// Move everything towards the center
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rx -= w/2;
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rx /= 2;
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rx += w/2;
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ry -= h/2;
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ry /= 2;
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ry += h/2;
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}
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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if (noisy)
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rand = random.NextDouble();
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double z = (scale_min + (scale_range*rand));
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z -= Math.Abs(x - rx) + Math.Abs(y - ry);
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//z -= Math.Sqrt(((x - rx) * (x - rx)) + ((y - ry) * (y - ry)));
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if (z < 0)
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z = 0;
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if (additive)
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{
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map[x, y] += z;
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}
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else
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{
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map[x, y] = Math.Max(map[x, y], z);
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}
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}
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}
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}
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Normalise();
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}
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public void HillsSquared(int number, double scale_min, double scale_range, bool island, bool additive,
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bool noisy)
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{
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SetDiff();
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Random random = new Random(seed);
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int x, y;
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int i;
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for (i = 0; i < number; i++)
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{
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double rx = Math.Min(255.0, random.NextDouble()*w);
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double ry = Math.Min(255.0, random.NextDouble()*h);
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double rand = random.NextDouble();
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if (island)
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{
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// Move everything towards the center
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rx -= w/2;
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rx /= 2;
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rx += w/2;
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ry -= h/2;
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ry /= 2;
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ry += h/2;
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}
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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if (noisy)
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rand = random.NextDouble();
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double z = (scale_min + (scale_range*rand));
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z *= z*z*z;
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double dx = Math.Abs(x - rx);
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double dy = Math.Abs(y - ry);
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z -= (dx*dx*dx*dx) + (dy*dy*dy*dy);
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if (z < 0)
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z = 0;
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if (additive)
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{
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map[x, y] += z;
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}
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else
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{
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map[x, y] = Math.Max(map[x, y], z);
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}
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}
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}
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}
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Normalise();
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}
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}
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}
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