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Java 将高度贴图拆分为象限_Java_Arrays_Quadtree_Heightmap - Fatal编程技术网

Java 将高度贴图拆分为象限

Java 将高度贴图拆分为象限,java,arrays,quadtree,heightmap,Java,Arrays,Quadtree,Heightmap,我正在使用四叉树系统渲染地形。我需要使用方法splitHeightmap(float[]originalMap,int quadrant)将高度图拆分为四个部分,象限是0-3之间的数字。映射需要拆分为四分之一,因此如果将0作为象限传递,则数组的左下四分之一将作为新的浮点数组返回。我有一些基本代码,但我不确定如何根据所需象限对地图进行实际采样: protected float[] splitHeightMap(float[] heightMap, TerrainQuadrant quadrant)

我正在使用四叉树系统渲染地形。我需要使用方法
splitHeightmap(float[]originalMap,int quadrant)
将高度图拆分为四个部分,象限是0-3之间的数字。映射需要拆分为四分之一,因此如果将0作为象限传递,则数组的左下四分之一将作为新的浮点数组返回。我有一些基本代码,但我不确定如何根据所需象限对地图进行实际采样:

protected float[] splitHeightMap(float[] heightMap, TerrainQuadrant quadrant) {
    float[] newHeightMap = new float[size >> 1];
    int newSize = size >> 1;

    for (int i = 0; i < newSize; i++)
        for (int j = 0; j < newSize; j++)
            newHeightMap[i * newSize + j] = sampleHeightAt(heightMap, i, j);


    return newHeightMap;
}

protected float sampleHeightAt(float[] heightMap, int x, int z) {
    return heightMap[z + x * size];
}
protectedfloat[]splitHeightMap(float[]heightMap,地形象限){
float[]newHeightMap=newfloat[size>>1];
int newSize=size>>1;
对于(int i=0;i
编辑:我已经写了我认为应该有效的东西,但是我得到了索引65792的ArrayIndexOutOfBoundsException(原始高度映射为512x512):

protectedfloat[]splitHeightMap(float[]heightMap,地形象限){
float[]newHeightMap=newfloat[(大小>>1)*(大小>>1)];
int newSize=size>>1;
int xOffset=0,zOffset=0;
int xCount=0,yCount=0;
开关(象限){
右下角:
xOffset=新闻化;
打破
案例左上角:
zOffset=新闻化;
打破
右上角:
xOffset=新闻化;
zOffset=新闻化;
打破
违约:
打破
}
对于(int x=xOffset;x
如果我理解正确,那么您必须使用二维数组。使用这种类型的数组很容易获取数组的任何区域

您的
heightMap
现在将成为
float[][]
类型,因此您必须更正填充此数组的代码

我为您实现了一个示例,并使用了4x4阵列:

| 2 2 3 3 |
| 2 2 3 3 | 
| 0 0 1 1 | 
| 0 0 1 1 |
据我所知,您希望获取像所有“0”、所有“1”、所有“2”和所有“3”这样的区域

    public static void main ( String[] args )
    {
        //setting up initial array 'heightMap' (you can name it like you want)
        float[][] f = { { 2, 2, 3, 3 }, { 2, 2, 3, 3 }, { 0, 0, 1, 1 }, { 0, 0, 1, 1 } };

        float[][] f2 = splitHeightMap ( f, TerrainQuadrant.BotttomRight );
        for ( float[] floats : f2 )
        {
            System.out.println ( Arrays.toString ( floats ) );
        }
    }

    protected static float[][] splitHeightMap ( float[][] heightMap, TerrainQuadrant quadrant )
    {
        //this gives you half of the 'heightMap' length
        int newSize = heightMap.length >> 1;
        float[][] newHeightMap = new float[ newSize ][ newSize ];

        //its your offsets, indicating from what place to start iteration
        int xOffset = 0;
        int yOffset = newSize;

        //its max values to reach while iterating
        int xRestriction = newSize;
        int yRestriction = heightMap.length;

        //setting up params according to 'quadrant'
        switch ( quadrant )
        {
            case BottomRight:
                xOffset = newSize;
                yOffset = newSize;

                xRestriction = heightMap.length;
                break;
            case TopLeft:
                yOffset = 0;

                yRestriction = newSize;
                break;
            case TopRight:
                yOffset = 0;
                xOffset = newSize;

                xRestriction = heightMap.length;
                yRestriction = newSize;
                break;
            default:
                break;
        }

        //counters not to reach new array bounds
        int xCount = 0, yCount = 0;
        for ( int y = yOffset; y < yRestriction; y++ )
        {
            //taking row at 'y' position
            float[] row = heightMap[ y ];
            for ( int x = xOffset; x < xRestriction; x++ )
            {
                //taking value from 'y' row at 'x' position.
                float value = row[ x ];

                //set fetched value to new map.
                newHeightMap[ yCount ][ xCount ] = value;

                //increase x position, but do not touch row
                xCount++;
            }

            //new row - new 'x' position
            xCount = 0;
            yCount++;
        }
        return newHeightMap;
    }

改变它-改变主要方法。

这是我的荣幸。根据这个答案,线性读写的差异非常小,几乎不会影响性能。
    public static void main ( String[] args )
    {
        //setting up initial array 'heightMap' (you can name it like you want)
        float[][] f = { { 2, 2, 3, 3 }, { 2, 2, 3, 3 }, { 0, 0, 1, 1 }, { 0, 0, 1, 1 } };

        float[][] f2 = splitHeightMap ( f, TerrainQuadrant.BotttomRight );
        for ( float[] floats : f2 )
        {
            System.out.println ( Arrays.toString ( floats ) );
        }
    }

    protected static float[][] splitHeightMap ( float[][] heightMap, TerrainQuadrant quadrant )
    {
        //this gives you half of the 'heightMap' length
        int newSize = heightMap.length >> 1;
        float[][] newHeightMap = new float[ newSize ][ newSize ];

        //its your offsets, indicating from what place to start iteration
        int xOffset = 0;
        int yOffset = newSize;

        //its max values to reach while iterating
        int xRestriction = newSize;
        int yRestriction = heightMap.length;

        //setting up params according to 'quadrant'
        switch ( quadrant )
        {
            case BottomRight:
                xOffset = newSize;
                yOffset = newSize;

                xRestriction = heightMap.length;
                break;
            case TopLeft:
                yOffset = 0;

                yRestriction = newSize;
                break;
            case TopRight:
                yOffset = 0;
                xOffset = newSize;

                xRestriction = heightMap.length;
                yRestriction = newSize;
                break;
            default:
                break;
        }

        //counters not to reach new array bounds
        int xCount = 0, yCount = 0;
        for ( int y = yOffset; y < yRestriction; y++ )
        {
            //taking row at 'y' position
            float[] row = heightMap[ y ];
            for ( int x = xOffset; x < xRestriction; x++ )
            {
                //taking value from 'y' row at 'x' position.
                float value = row[ x ];

                //set fetched value to new map.
                newHeightMap[ yCount ][ xCount ] = value;

                //increase x position, but do not touch row
                xCount++;
            }

            //new row - new 'x' position
            xCount = 0;
            yCount++;
        }
        return newHeightMap;
    }
| 1 1 |
| 1 1 |