/** * Copyright (c) 2011, Novyon Events * * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * - Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * - Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * @author Anthyon */ package com.jme3.terrain.noise.filter; import java.nio.FloatBuffer; public class SmoothFilter extends AbstractFilter { private int radius; private float effect; public void setRadius(int radius) { this.radius = radius; } public int getRadius() { return this.radius; } public void setEffect(float effect) { this.effect = effect; } public float getEffect() { return this.effect; } @Override public int getMargin(int size, int margin) { return super.getMargin(size, margin) + this.radius; } @Override public FloatBuffer filter(float sx, float sy, float base, FloatBuffer buffer, int size) { float[] data = buffer.array(); float[] retval = new float[data.length]; for (int y = this.radius; y < size - this.radius; y++) { for (int x = this.radius; x < size - this.radius; x++) { int idx = y * size + x; float n = 0; for (int i = -this.radius; i < this.radius + 1; i++) { for (int j = -this.radius; j < this.radius + 1; j++) { n += data[(y + i) * size + x + j]; } } retval[idx] = this.effect * n / (4 * this.radius * (this.radius + 1) + 1) + (1 - this.effect) * data[idx]; } } return FloatBuffer.wrap(retval); } }