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    <p>This is an interesting algorithm for generating values. Here is an implementation that I have created based on the explanation give at <a href="http://www.gameprogrammer.com/fractal.html#diamond" rel="noreferrer">this page in the references from the wikipedia article</a>. It will create "spherical values" (wrapped at all the edges). There are notes in the comments for how to change it to generate new values on the edges instead of wrapping (though the meaning of average for the edges isn't really correct in these cases).</p> <pre><code>//size of grid to generate, note this must be a //value 2^n+1 final int DATA_SIZE = 9; //an initial seed value for the corners of the data final double SEED = 1000.0; double[][] data = new double[DATA_SIZE][DATA_SIZE]; //seed the data data[0][0] = data[0][DATA_SIZE-1] = data[DATA_SIZE-1][0] = data[DATA_SIZE-1][DATA_SIZE-1] = SEED; double h = 500.0;//the range (-h -&gt; +h) for the average offset Random r = new Random();//for the new value in range of h //side length is distance of a single square side //or distance of diagonal in diamond for(int sideLength = DATA_SIZE-1; //side length must be &gt;= 2 so we always have //a new value (if its 1 we overwrite existing values //on the last iteration) sideLength &gt;= 2; //each iteration we are looking at smaller squares //diamonds, and we decrease the variation of the offset sideLength /=2, h/= 2.0){ //half the length of the side of a square //or distance from diamond center to one corner //(just to make calcs below a little clearer) int halfSide = sideLength/2; //generate the new square values for(int x=0;x&lt;DATA_SIZE-1;x+=sideLength){ for(int y=0;y&lt;DATA_SIZE-1;y+=sideLength){ //x, y is upper left corner of square //calculate average of existing corners double avg = data[x][y] + //top left data[x+sideLength][y] +//top right data[x][y+sideLength] + //lower left data[x+sideLength][y+sideLength];//lower right avg /= 4.0; //center is average plus random offset data[x+halfSide][y+halfSide] = //We calculate random value in range of 2h //and then subtract h so the end value is //in the range (-h, +h) avg + (r.nextDouble()*2*h) - h; } } //generate the diamond values //since the diamonds are staggered we only move x //by half side //NOTE: if the data shouldn't wrap then x &lt; DATA_SIZE //to generate the far edge values for(int x=0;x&lt;DATA_SIZE-1;x+=halfSide){ //and y is x offset by half a side, but moved by //the full side length //NOTE: if the data shouldn't wrap then y &lt; DATA_SIZE //to generate the far edge values for(int y=(x+halfSide)%sideLength;y&lt;DATA_SIZE-1;y+=sideLength){ //x, y is center of diamond //note we must use mod and add DATA_SIZE for subtraction //so that we can wrap around the array to find the corners double avg = data[(x-halfSide+DATA_SIZE)%DATA_SIZE][y] + //left of center data[(x+halfSide)%DATA_SIZE][y] + //right of center data[x][(y+halfSide)%DATA_SIZE] + //below center data[x][(y-halfSide+DATA_SIZE)%DATA_SIZE]; //above center avg /= 4.0; //new value = average plus random offset //We calculate random value in range of 2h //and then subtract h so the end value is //in the range (-h, +h) avg = avg + (r.nextDouble()*2*h) - h; //update value for center of diamond data[x][y] = avg; //wrap values on the edges, remove //this and adjust loop condition above //for non-wrapping values. if(x == 0) data[DATA_SIZE-1][y] = avg; if(y == 0) data[x][DATA_SIZE-1] = avg; } } } //print out the data for(double[] row : data){ for(double d : row){ System.out.printf("%8.3f ", d); } System.out.println(); } </code></pre>
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