如何实现菱形平方算法?
我正在读这个:http://www.gameprogrammer.com/fractal.html#diamond
它说:
这是迭代细分例程的起点, 分两步:
菱形步骤:取一个由四个点组成的正方形,在正方形中点(两条对角线相交的地方)生成一个随机值。这 中点值是通过平均四个角值加上 随机数量。当你有多个时,这会给你钻石 排列成网格的正方形。
方形步骤:取每个菱形的四个点,在菱形的中心生成一个随机值。计算中点 通过平均角值加上生成的随机量来获得值 与金刚石台阶所用的范围相同。这给你正方形 再次。
我不明白这一点。取每个正方形的中点如何形成菱形?取每颗菱形的中点如何形成一个正方形?
有人可以提供与语言无关的代码来说明如何执行此操作吗?
编辑:
第 1 步:你有一个网格并使四个角统一高度:
* ┬ ┬ ┬ *
├ ┼ ┼ ┼ ┤
├ ┼ ┼ ┼ ┤
├ ┼ ┼ ┼ ┤
* ┴ ┴ ┴ *
第 2 步:你取正方形的中点并将其设置为所有 4 个角的平均值加上随机值:
* ┬ ┬ ┬ *
├ ┼ ┼ ┼ ┤
├ ┼ * ┼ ┤
├ ┼ ┼ ┼ ┤
* ┴ ┴ ┴ *
现在怎么办?我在任何地方都没有看到钻石
I was reading this: http://www.gameprogrammer.com/fractal.html#diamond
And it says:
This is the starting-point for the iterative subdivision routine,
which is in two steps:The diamond step: Taking a square of four points, generate a random value at the square midpoint, where the two diagonals meet. The
midpoint value is calculated by averaging the four corner values, plus
a random amount. This gives you diamonds when you have multiple
squares arranged in a grid.The square step: Taking each diamond of four points, generate a random value at the center of the diamond. Calculate the midpoint
value by averaging the corner values, plus a random amount generated
in the same range as used for the diamond step. This gives you squares
again.
I don't understand this. How does taking the midpoint of every square make a diamond? How does taking the midpoint of every diamond make a square?
Can someone provide language-agnostic code for how to do this?
Edit:
Step 1: you have a grid and make the four corners uniform height:
* ┬ ┬ ┬ *
├ ┼ ┼ ┼ ┤
├ ┼ ┼ ┼ ┤
├ ┼ ┼ ┼ ┤
* ┴ ┴ ┴ *
Step 2: you take the midpoint of the square and set it to the average of all 4 corners plus a random value:
* ┬ ┬ ┬ *
├ ┼ ┼ ┼ ┤
├ ┼ * ┼ ┤
├ ┼ ┼ ┼ ┤
* ┴ ┴ ┴ *
Now what? I don't see a diamond anywhere
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将两个方块放在一起:“当网格中有多个方块时,这会给你钻石。”正方形上方/下方相同。
平方步骤会生成一组新的正方形,与第一个正方形偏移,其顶点由菱形的中点定义。
Put two of the squares together: "this gives you diamonds when you have multiple squares in a grid." Same for above/below the square.
The squaring step makes a new set of squares, offset from the first, with the vertices defined by the diamond's midpoints.