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+/**
+ * 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);
+ }
+}