2007-03-07 18:49:20 +00:00
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/*
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2007-06-05 20:25:03 +00:00
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* Copyright (c) Contributors, http://www.openmetaverse.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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2007-03-07 18:49:20 +00:00
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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2007-06-05 20:25:03 +00:00
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* * Neither the name of the OpenSim Project nor the
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2007-03-07 18:49:20 +00:00
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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2007-06-05 20:25:03 +00:00
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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2007-03-07 18:49:20 +00:00
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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2007-06-05 20:25:03 +00:00
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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2007-03-07 18:49:20 +00:00
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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2007-03-22 10:11:15 +00:00
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namespace OpenSim.Framework.Terrain
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2007-03-07 18:49:20 +00:00
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{
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public class HeightmapGenHills
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{
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private Random Rand = new Random();
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private int NumHills;
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private float HillMin;
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private float HillMax;
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private bool Island;
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private float[] heightmap;
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public float[] GenerateHeightmap(int numHills, float hillMin, float hillMax, bool island)
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{
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NumHills = numHills;
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HillMin = hillMin;
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HillMax = hillMax;
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Island = island;
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heightmap = new float[256 * 256];
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for (int i = 0; i < numHills; i++)
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{
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AddHill();
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}
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Normalize();
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return heightmap;
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}
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private void AddHill()
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{
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float x, y;
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float radius = RandomRange(HillMin, HillMax);
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if (Island)
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{
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// Which direction from the center of the map the hill is placed
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float theta = RandomRange(0, 6.28f);
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// How far from the center of the map to place the hill. The radius
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// is subtracted from the range to prevent any part of the hill from
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// reaching the edge of the map
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float distance = RandomRange(radius / 2.0f, 128.0f - radius);
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x = 128.0f + (float)Math.Cos(theta) * distance;
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y = 128.0f + (float)Math.Sin(theta) * distance;
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}
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else
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{
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x = RandomRange(-radius, 256.0f + radius);
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y = RandomRange(-radius, 256.0f + radius);
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}
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float radiusSq = radius * radius;
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float distSq;
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float height;
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int xMin = (int)(x - radius) - 1;
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int xMax = (int)(x + radius) + 1;
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if (xMin < 0) xMin = 0;
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if (xMax > 255) xMax = 255;
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int yMin = (int)(y - radius) - 1;
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int yMax = (int)(y + radius) + 1;
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if (yMin < 0) yMin = 0;
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if (yMax > 255) yMax = 255;
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// Loop through each affected cell and determine the height at that point
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for (int v = yMin; v <= yMax; ++v)
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{
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float fv = (float)v;
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for (int h = xMin; h <= xMax; ++h)
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{
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float fh = (float)h;
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// Determine how far from the center of this hill this point is
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distSq = (x - fh) * (x - fh) + (y - fv) * (y - fv);
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height = radiusSq - distSq;
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// Don't add negative hill values
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if (height > 0.0f) heightmap[h + v * 256] += height;
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}
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}
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}
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private void Normalize()
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{
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float min = heightmap[0];
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float max = heightmap[0];
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for (int x = 0; x < 256; x++)
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{
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for (int y = 0; y < 256; y++)
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{
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if (heightmap[x + y * 256] < min) min = heightmap[x + y * 256];
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if (heightmap[x + y * 256] > max) max = heightmap[x + y * 256];
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}
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}
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// Avoid a rare divide by zero
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if (min != max)
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{
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for (int x = 0; x < 256; x++)
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{
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for (int y = 0; y < 256; y++)
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{
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heightmap[x + y * 256] = ((heightmap[x + y * 256] - min) / (max - min)) * (HillMax - HillMin);
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}
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}
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}
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}
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private float RandomRange(float min, float max)
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{
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return (float)Rand.NextDouble() * (max - min) + min;
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}
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}
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}
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