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Регистрация: 13.06.2011
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Ответ: Имитация водной поверхности.

Пересадил на блитз "Алгоритм «diamond-square» для построения фрактальных ландшафтов" Потратил шесть часов на отладку неправильного метода, написал правильный за 20 минут. Я дебил или теперь так будет всегда?
Уважаемые знатоки, какого демона, этот шайтан код на основе рандомных значений рисует одну и туже картинку

Graphics3D 536,536,0,2
SetBuffer BackBuffer()
Print "some kind of log"
Global xelements,yelements,maxd,img,h#
SeedRnd=MilliSecs()
z=Rand(20,4500)
xelements=512
yelements=512
While Not z=0 Or KeyHit(1)
maxd=maxd+1
z=xelements Shr maxd
Wend
maxd=maxd-1
Print "number of repetitions: "+maxd
Dim heightmap#(xelements,yelements,2)
heightmap#(0,0,0)=Rnd(-5,5) heightmap#(0,0,1)=1
heightmap#(xelements-1,0,0)=Rnd(-5,5) heightmap#(xelements-1,0,1)=1
heightmap#(0,yelements-1,0)=Rnd(-5,5) heightmap#(0,yelements-1,0)=1
heightmap#(xelements-1,yelements-1,0)=Rnd(-5,5) heightmap#(xelements-1,yelements-1,0)=1
h00#=heightmap#(0,0,0)
h10#=heightmap#(xelements-1,0,0)
h01#=heightmap#(0,yelements-1,0)
h11#=heightmap#(xelements-1,yelements-1,0)
For d=maxd To 0 Step -1
For x0=0 To xelements-1
For y0=0 To yelements-1
bz=2^(d-1) ;òåêóùèé ðàäèóñ âîêðóã òî÷êè
; òåïåðü ãðàíèöû ìàññèâà íåíàðóøàåìû â ïðèíöèïå.
x000=Abs((x0-bz) Mod xelements)
y000=Abs((y0-bz) Mod yelements)
x001=Abs((x0+bz)Mod yelements)
y001=Abs((y0+bz)Mod yelements)
x002=Abs((x0+bz-1)Mod yelements)
y002=Abs((y0+bz-1)Mod yelements)
; âåðøèíû â óãëàõ êâàäðàòà ñîäåðæàùåãî òî÷êó â öåíòðå
If heightmap#(x000,y000,1)=1 x00#=heightmap#(x000,y000,0)
If heightmap#(x001,y000,1)=1 x01#=heightmap#(x001,y000,0)
If heightmap#(x000,y001,1)=1 x10#=heightmap#(x000,y001,0)
If heightmap#(x001,y001,1)=1 x11#=heightmap#(x001,y001,0)
;ïðîâåðÿþ âåðøèíû íà âàëèäíîñòü çíà÷åíèé
If heightmap#(x001,y001,1)=1 And heightmap#(x000,y001,1)=1 And heightmap#(x001,y000,1)=1 And heightmap#(x000,y000,1)=1 Then
;åñëè ïðîâåðêà âûïîëíèëàñü ðèñóþ òî÷êè åñëè â âàëèäíîì ñëîå 0
If Not heightmap#(x0,y0,1)=1 heightmap#(x0,y0,0)=(x00+x01+x10+x11)/4+1.44*bz*Rnd(-0.2,0.2)
If Not heightmap#(x000,y0,1)=1 heightmap#(x000,y0,0)=(x00+x10)/2+bz*Rnd(-0.1,0.1)
If Not heightmap#(x001,y0,1)=1 heightmap#(x001,y0,0)=(x01+x11)/2+bz*Rnd(-0.1,0.1)
If Not heightmap#(x0,y000,1)=1 heightmap#(x0,y000,0)=(x00+x01)/2+bz*Rnd(-0.1,0.1)
If Not heightmap#(x0,y001,1)=1 heightmap#(x0,y001,0)=(x11+x10)/2+bz*Rnd(-0.1,0.1)
;ðèñóþ ïî 1 ñëîþ âàëèäàòîðû
heightmap#(x0,y0,1)=1
heightmap#(x000,y0,1)=1
heightmap#(x001,y0,1)=1
heightmap#(x0,y000,1)=1
heightmap#(x0,y001,1)=1
EndIf
Next
Next
Print Abs((d-maxd)*100/maxd)+"% "+(xelements-1)Mod (1 Shl d) + " " + bz
Next
Print "Array is ready"
MakeImage()
While Not ((KeyDown(56) And KeyHit(62)) Or (KeyHit(56) And KeyDown(62)) Or KeyHit(1))
UpdateWorld
RenderWorld
ClsColor 0,75,151
Cls
DrawImage img,12,12
;Text 200,400,17 Mod (1 Shl 8)
;Text 200,420,hmin+" "+hmax
Text 0,0,1 Shl 8
Flip
Wend
End
Function MakeImage()
Print "Making image"
;ãðàôè÷åñêîå îòîáðàæåíèå ìîåãî ìàññèâà
hmax#=0
hmin#=0
For x=1 To xelements
For y=1 To yelements
x0=x-1
y0=y-1
If heightmap#(x0,y0,0)>hmax Then hmax=heightmap#(x0,y0,0)
If heightmap#(x0,y0,0)<hmin Then hmin=heightmap#(x0,y0,0)
Next
Next
h#=hmax-hmin
Print h+" Begin of building image"
img=CreateImage(xelements,yelements)
SetBuffer ImageBuffer(img)
ClsColor 255,0,0
Cls
For x=1 To xelements
For y=1 To yelements
x0=x-1
y0=y-1
d=255*(heightmap#(x0,y0,0)-hmin)/h#
;If x0>xelements/2 Then d=Rand(0,255) ; for viewing regular noise, just to find is there any difference or not
Color d,d,d
;If heightmap#(x0,y0)=0 Then Color 127,127,255 ;for showing sea level
Plot x0,y0
Next
Next
SetBuffer BackBuffer()
;ScaleImage img,4,4
;êîíåö ñîçäàíèÿ ãðàôè÷åñêîãî ïðåäñòàâëåíèÿ ìàññèâà
End Function
Последний раз редактировалось dsd, 10.08.2011 в 03:06.
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