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#include "logic.h"
#include <iostream>
/*
COORDINATE SYSTEM:
Example layout of 4x4 pixel file:
(0, 0)  (1, 0)  (2, 0)  (3, 0)
(0, 1)  (1, 1)  (2, 1)  (3, 1)
(0, 2)  (1, 2)  (2, 2)  (3, 2)
(0, 3)  (1, 3)  (2, 3)  (3, 3)
*/
void clearOutliersV2(unsigned char imageData[], unsigned int landMapArray[], const unsigned int res){
std::vector<unsigned int> colorIndices;
unsigned int curIter = 0;
unsigned int maxIter = res*res*3;
// Get colorIndices relating to those pixels 41 away from the edge
// that are not ocean.
// Don't need to clear edge since that's already ocean due to
// makeBeach passes.
while (curIter < maxIter){
unsigned int pixNumber = (curIter/3);// + 1;
unsigned int Y = int(floor(float(pixNumber)/float(res)));
unsigned int X = pixNumber  res*Y;//  1;
if ((X == 41)  (X == (res42))  (Y == 41)  (Y == (res42))){
if (landMapArray[getIndex(X, Y, res)] != 0){
colorIndices.push_back(curIter);
}
}
curIter+= 3;
}
// Now, colorIndices contains color indices to all pixels on
// the edge of the checking boundary that aren't ocean (and need to be changed)
curIter = 0;
// Unspecified amount of passes, as many as we need:
while (true){
// If we've gone through every pixel in the list,
// return:
if (curIter == colorIndices.size()){
return;
}
unsigned int Y = getY(res, colorIndices[curIter]);
unsigned int X = getX(Y, res, colorIndices[curIter]);
// Set pixel to ocean:
imageData[colorIndices[curIter]] = char(0);
imageData[colorIndices[curIter]+1] = char(0);
imageData[colorIndices[curIter]+2] = char(191);
landMapArray[(colorIndices[curIter])/3] = 0;
// Unclear which direction code scans in.
// We need to check on all sides of a pixel.
// Checking up and down:
unsigned int checkUpIndex = getIndex(X, Y1, res);
unsigned int checkDownIndex = getIndex(X, Y+1, res);
unsigned int checkRightIndex = getIndex(X+1, Y, res);
unsigned int checkLeftIndex = getIndex(X1, Y, res);
// Pixel above is land (and so connected to the one we just cleared):
if (landMapArray[checkUpIndex] != 0){
// Check if pixel above is already in the vector,
// and only add it if it isn't already there:
if (std::find(colorIndices.begin(), colorIndices.end(), (checkUpIndex*3)) == colorIndices.end()){
// Add it to the vector to be set to ocean eventually:
colorIndices.push_back(checkUpIndex*3);
std::cout << "\nPixel above added.";
}
}
// Pixel below is land (and so connected to the one we just cleared):
if (landMapArray[checkDownIndex] != 0){
// Check if pixel below is already in the vector,
// and only add it if it isn't already there:
if (std::find(colorIndices.begin(), colorIndices.end(), (checkDownIndex*3)) == colorIndices.end()){
// Add it to the vector to be set to ocean eventually:
colorIndices.push_back(checkDownIndex*3);
std::cout << "\nPixel below added.";
}
}
// Pixel to the right is land (and so connected to the one we just cleared):
if (landMapArray[checkRightIndex] != 0){
// Check if pixel to the right is already in the vector,
// and only add it if it isn't already there:
if (std::find(colorIndices.begin(), colorIndices.end(), (checkRightIndex*3)) == colorIndices.end()){
// Add it to the vector to be set to ocean eventually:
colorIndices.push_back(checkRightIndex*3);
std::cout << "\nPixel to the right added.";
}
}
// Pixel to the left is land (and so connected to the one we just cleared):
if (landMapArray[checkLeftIndex] != 0){
// Check if pixel to the left is already in the vector,
// and only add it if it isn't already there:
if (std::find(colorIndices.begin(), colorIndices.end(), (checkLeftIndex*3)) == colorIndices.end()){
// Add it to the vector to be set to ocean eventually:
colorIndices.push_back(checkLeftIndex*3);
std::cout << "\nPixel to the left added.";
}
}
curIter++;
std::cout << "\nPass " << curIter << " done.";
if (curIter >= 1000000){
return;
}
}
return;
}
// Convert X and Y values into array index
// NOT color array index
int getIndex(unsigned int X, unsigned int Y, const unsigned int res){
return (res*Y + X);
}
unsigned int getX(unsigned int Y, const unsigned int res, unsigned int colorIndex){
unsigned int pixNumber = (colorIndex/3);// + 1;
unsigned int X = pixNumber  res*Y;//  1;
return X;
}
unsigned int getY(const unsigned int res, unsigned int colorIndex){
unsigned int pixNumber = (colorIndex/3);
unsigned int Y = int(floor(float(pixNumber)/float(res)));
return Y;
}
// isPixelInCircle: returns true if pixel in character array at index
// pixIndex (to be converted to (X, Y) values) lies within or on a circle
// centered at (res/2, res/2) with the given radius
bool isPixelInCircle(unsigned int pixIndex, unsigned int res, unsigned int radius){
unsigned int X = res/2;
unsigned int Y = res/2;
unsigned int center[2] = {X, Y};
unsigned int pixNumber = pixIndex + 1;
Y = int(floor(float(pixNumber)/float(res)));
X = pixNumber  res*Y  1;
unsigned int pixelCoord[2] = {X, Y};
if ((pixelCoord[0]center[0])*(pixelCoord[0]center[0]) + (pixelCoord[1]center[1])*(pixelCoord[1]center[1]) <= radius*radius){
return true;
}
else return false;
}
 