Created
March 14, 2015 19:13
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Diffusion Limited Aggregation Fractal
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private class Node | |
{ | |
public Node parent = null; | |
public int x = 0; | |
public int y = 0; | |
public void Visit() | |
{ | |
Heightmap.Instance[x, y] += 1; | |
if(parent != null) | |
{ | |
parent.Visit(); | |
} | |
} | |
public Node() { } | |
public Node(Node parent, int x, int y) | |
{ | |
this.x = x; | |
this.y = y; | |
this.parent = parent; | |
} | |
} | |
public void DiffusionLimitedAggregation(int seed, float occupationPercent = 0.15f, int numberNodes = 1) | |
{ | |
// start fractal | |
Random rand = new Random(seed); | |
Node[,] nodes = new Node[_width, _height]; | |
for(int i = 0; i < numberNodes; i++) | |
{ | |
nodes[rand.Next(_width), rand.Next(_height)] = new Node(); | |
} | |
int total = rand.Next(_width * _height - (int)(_width * _width * occupationPercent), _width * _height); | |
int x, y; | |
while(total < _width * _height) | |
{ | |
x = rand.Next(Width); | |
y = rand.Next(Height); | |
if(nodes[x, y] != null) | |
{ | |
continue; | |
} | |
bool hit = false; | |
// random walk until hit something | |
while(!hit) | |
{ | |
int prevX = x; | |
int prevY = y; | |
int[] newValues = { rand.Next(-1, 2), rand.Next(-1, 2) }; | |
if(newValues[0] == newValues[1] && newValues[0] == 0) | |
{ | |
newValues[rand.Next(2)] = rand.Next(2) == 0 ? 1 : -1; | |
} | |
x += newValues[0]; | |
y += newValues[1]; | |
// out of bounds | |
if(x < 0 || y < 0 || y > Height - 1 || x > Width - 1) | |
{ | |
break; | |
} | |
Node n = nodes[x, y]; | |
if(n != null) | |
{ | |
hit = true; | |
total += 1; | |
n = new Node(n, prevX, prevY); | |
nodes[prevX, prevY] = n; | |
n.Visit(); | |
} | |
} | |
} | |
} |
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