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| using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
namespace Diamond_Square
{
class DiamondSquare
{
private float[,] vectPoints;
private int size;
private float variability;
private float spacing;
private float min;
private float max;
private bool filled;
private Random rnd;
private const int PIXEL_SIZE = 3;
public DiamondSquare(int steps, float variability, float spacing)
{
size = (1 << steps) + 1;
this.variability = variability;
this.spacing = spacing;
rnd = new Random();
filled = true;
vectPoints = new float[size, size];
}
private float Randomize()
{
const int limit = 1000000;
return (float)(rnd.Next() % limit) / limit;
}
private float DiamondStep(int x, int y, int halfSpacing)
{
float sum = 0f;
int n = 0;
if ((x >= halfSpacing) && (y >= halfSpacing))
{
sum += vectPoints[x - halfSpacing, y - halfSpacing];
n++;
}
if ((x >= halfSpacing) && (y + halfSpacing < size))
{
sum += vectPoints[x - halfSpacing, y + halfSpacing];
n++;
}
if ((x + halfSpacing < size) && (y >= halfSpacing))
{
sum += vectPoints[x + halfSpacing, y - halfSpacing];
n++;
}
if ((x + halfSpacing < size) && (y + halfSpacing < size))
{
sum += vectPoints[x + halfSpacing, y + halfSpacing];
n++;
}
return sum / n;
}
private float SquareStep(int x, int y, int halfSpacing)
{
float sum = 0f;
int n = 0;
if (x >= halfSpacing)
{
sum += vectPoints[x - halfSpacing, y];
n++;
}
if (x + halfSpacing < size)
{
sum += vectPoints[x + halfSpacing, y];
n++;
}
if (y >= halfSpacing)
{
sum += vectPoints[x, y - halfSpacing];
n++;
}
if (y + halfSpacing < size)
{
sum += vectPoints[x, y + halfSpacing];
n++;
}
return sum / n;
}
public void Generate(float leftBottom = 0f, float leftTop = 0f, float rightTop = 0f, float rightBottom = 0f)
{
vectPoints[0, 0] = leftBottom;
vectPoints[0, size - 1] = rightBottom;
vectPoints[size - 1, 0] = leftTop;
vectPoints[size - 1, size - 1] = rightTop;
int spacing = size - 1;
while (spacing > 1)
{
int halfSpacing = spacing / 2;
for (int x = halfSpacing; x < size; x += spacing)
{
for (int y = halfSpacing; y < size; y += spacing)
{
vectPoints[x, y] = DiamondStep(x, y, halfSpacing) + Randomize() * spacing * variability;
}
}
for (int x = 0; x < size; x += halfSpacing)
{
int yStart = ((x / halfSpacing) % 2 == 0) ? halfSpacing : 0;
for (int y = yStart; y < size; y += spacing)
{
vectPoints[x, y] = SquareStep(x, y, halfSpacing) + Randomize() * spacing * variability;
}
}
spacing = halfSpacing;
}
max = vectPoints[0, 0];
min = vectPoints[0, 0];
for (int x = 0; x < size - 1; x++)
{
for (int y = 0; y < size - 1; y++)
{
if (vectPoints[x, y] > max)
{
max = vectPoints[x, y];
}
if (vectPoints[x, y] < min)
{
min = vectPoints[x, y];
}
}
}
}
public void Draw(Graphics graphics)
{
for (int x = 0; x < size - 1; x++)
{
for (int y = 0; y < size - 1; y++)
{
if (filled)
{
graphics.FillRectangle(new SolidBrush(Color.FromArgb((int)(vectPoints[x, y]), (int)(vectPoints[x, y]), (int)(vectPoints[x, y]))), x * PIXEL_SIZE, y * PIXEL_SIZE, PIXEL_SIZE, PIXEL_SIZE);
}
}
}
}
}
} |
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