/// <summary> /// Create a new NoiseCube from the given source NoiseCube using trilinear filtering. /// /// When the sample is outside the source BorderValue is used by default. If <see cref="clamp"/>/> /// is set clamping is used instead. /// </summary> /// <param name="src">The source NoiseCube</param> /// <param name="width">Width of the new NoiseCube</param> /// <param name="height">Height of the new NoiseCube</param> /// <param name="depth">Depth of the new NoiseCube</param> /// <param name="clamp">Use clamping when the sample is outside the source NoiseCube</param> /// <returns>The new NoiseCube</returns> public static NoiseCube TrilinearFilter(NoiseCube src, int width, int height, int depth, bool clamp = false) { var dest = new NoiseCube(width, height, depth); float xratio = (float)src.Width / dest.Width; float yratio = (float)src.Height / dest.Height; float zratio = (float)src.Depth / dest.Depth; Parallel.For(0, dest.Depth, z => { for (int y = 0; y < dest.Height; ++y) { for (int x = 0; x < dest.Width; ++x) { float u = (x + 0.5f) * xratio - 0.5f; float v = (y + 0.5f) * yratio - 0.5f; float w = (z + 0.5f) * zratio - 0.5f; int x0 = NoiseMath.FastFloor(u); int y0 = NoiseMath.FastFloor(v); int z0 = NoiseMath.FastFloor(w); int x1 = x0 + 1; int y1 = y0 + 1; int z1 = z0 + 1; float xf = u - x0; float yf = v - y0; float zf = w - z0; if (clamp) { x0 = NoiseMath.Clamp(x0, 0, src.Width - 1); x1 = NoiseMath.Clamp(x1, 0, src.Width - 1); y0 = NoiseMath.Clamp(y0, 0, src.Height - 1); y1 = NoiseMath.Clamp(y1, 0, src.Height - 1); z0 = NoiseMath.Clamp(z0, 0, src.Depth - 1); z1 = NoiseMath.Clamp(z1, 0, src.Depth - 1); } float c000 = src.GetValue(x0, y0, z0); float c001 = src.GetValue(x0, y0, z1); float c010 = src.GetValue(x0, y1, z0); float c011 = src.GetValue(x0, y1, z1); float c100 = src.GetValue(x1, y0, z0); float c101 = src.GetValue(x1, y0, z1); float c110 = src.GetValue(x1, y1, z0); float c111 = src.GetValue(x1, y1, z1); float val = NoiseMath.Trilinear(xf, yf, zf, c000, c001, c010, c011, c100, c101, c110, c111); dest.SetValue(x, y, z, val); } } }); return(dest); }
/// <summary> /// Copy Constructor /// </summary> /// <param name="other">The NoiseCube to copy</param> public NoiseCube(NoiseCube other) { if (other == null) throw new ArgumentNullException("other"); SetSize(other.Width, other.Height, other.Depth); other.values.CopyTo(values, 0); BorderValue = other.BorderValue; }
/// <summary> /// Copy Constructor /// </summary> /// <param name="other">The NoiseCube to copy</param> public NoiseCube(NoiseCube other) { if (other == null) { throw new ArgumentNullException(nameof(other)); } SetSize(other.Width, other.Height, other.Depth); other.values.CopyTo(values, 0); BorderValue = other.BorderValue; }
/// <summary> /// Copy Constructor /// </summary> /// <param name="other">The NoiseCube to copy</param> public NoiseCube(NoiseCube other) { if (other == null) { throw new ArgumentNullException("other"); } this.SetSize(other.Width, other.Height, other.Depth); other.values.CopyTo(this.values, 0); this.BorderValue = other.BorderValue; }
/// <summary> /// Create a new NoiseCube from the given source NoiseCube using trilinear filtering. /// /// When the sample is outside the source BorderValue is used by default. If <see cref="clamp"/>/> /// is set clamping is used instead. /// </summary> /// <param name="src">The source NoiseCube</param> /// <param name="width">Width of the new NoiseCube</param> /// <param name="height">Height of the new NoiseCube</param> /// <param name="depth">Depth of the new NoiseCube</param> /// <param name="clamp">Use clamping when the sample is outside the source NoiseCube</param> /// <returns>The new NoiseCube</returns> public static NoiseCube TrilinearFilter(NoiseCube src, int width, int height, int depth, bool clamp = false) { var dest = new NoiseCube(width, height, depth); float xratio = (float)src.Width / dest.Width; float yratio = (float)src.Height / dest.Height; float zratio = (float)src.Depth / dest.Depth; Parallel.For(0, dest.Depth, z => { for (int y = 0; y < dest.Height; ++y) for (int x = 0; x < dest.Width; ++x) { float u = (x + 0.5f) * xratio - 0.5f; float v = (y + 0.5f) * yratio - 0.5f; float w = (z + 0.5f) * zratio - 0.5f; int x0 = NoiseMath.FastFloor(u); int y0 = NoiseMath.FastFloor(v); int z0 = NoiseMath.FastFloor(w); int x1 = x0 + 1; int y1 = y0 + 1; int z1 = z0 + 1; float xf = u - x0; float yf = v - y0; float zf = w - z0; if (clamp) { x0 = NoiseMath.Clamp(x0, 0, src.Width - 1); x1 = NoiseMath.Clamp(x1, 0, src.Width - 1); y0 = NoiseMath.Clamp(y0, 0, src.Height - 1); y1 = NoiseMath.Clamp(y1, 0, src.Height - 1); z0 = NoiseMath.Clamp(z0, 0, src.Depth - 1); z1 = NoiseMath.Clamp(z1, 0, src.Depth - 1); } float c000 = src.GetValue(x0, y0, z0); float c001 = src.GetValue(x0, y0, z1); float c010 = src.GetValue(x0, y1, z0); float c011 = src.GetValue(x0, y1, z1); float c100 = src.GetValue(x1, y0, z0); float c101 = src.GetValue(x1, y0, z1); float c110 = src.GetValue(x1, y1, z0); float c111 = src.GetValue(x1, y1, z1); float val = NoiseMath.Trilinear(xf, yf, zf, c000, c001, c010, c011, c100, c101, c110, c111); dest.SetValue(x, y, z, val); } }); return dest; }