From: Mike Pitman <pitman@us.ibm.com>
Below is a patch for the smooth tool. I factored out the essential computations and placed it in a channel method to work similar to raise and lower. It now performs about the same rate as raise and lower.0.6.0-stable
parent
6d774339d9
commit
c009e2e095
|
@ -251,7 +251,6 @@ namespace OpenSim.Region.Terrain
|
|||
//SmoothTerrain(y, x , size, (double)seconds / 5.0);
|
||||
//}
|
||||
//}
|
||||
|
||||
SmoothTerrain(west, north, size, (double) seconds/5.0);
|
||||
|
||||
break;
|
||||
|
@ -1331,13 +1330,8 @@ namespace OpenSim.Region.Terrain
|
|||
{
|
||||
lock (heightmap)
|
||||
{
|
||||
Channel smoothed = heightmap.Copy();
|
||||
smoothed.Smooth(amount);
|
||||
|
||||
Channel mask = new Channel();
|
||||
mask.Raise(rx, ry, size, amount);
|
||||
|
||||
heightmap.Blend(smoothed, mask);
|
||||
// perform essential computation as a channel method
|
||||
heightmap.SmoothRegion(rx, ry, size, amount);
|
||||
}
|
||||
|
||||
tainted++;
|
||||
|
|
|
@ -127,5 +127,67 @@ namespace libTerrain
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
public double SphericalFactor(double x, double y, double rx, double ry, double size)
|
||||
{
|
||||
double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
|
||||
return z;
|
||||
}
|
||||
|
||||
public void SmoothRegion(double rx, double ry, double size, double amount)
|
||||
{
|
||||
int x, y;
|
||||
double[,] tweak = new double[w, h];
|
||||
|
||||
double n, l;
|
||||
double area = size;
|
||||
double step = size / 4.0;
|
||||
|
||||
// compute delta map
|
||||
for (x = 0; x < w; x++)
|
||||
{
|
||||
for (y = 0; y < h; y++)
|
||||
{
|
||||
double z = SphericalFactor(x, y, rx, ry, size);
|
||||
|
||||
if (z > 0) // add in non-zero amount
|
||||
{
|
||||
double average = 0.0;
|
||||
int avgsteps = 0;
|
||||
|
||||
for (n = 0.0 - area; n < area; n += step)
|
||||
{
|
||||
for (l = 0.0 - area; l < area; l += step)
|
||||
{
|
||||
avgsteps++;
|
||||
average += GetBilinearInterpolate(x + n, y + l);
|
||||
}
|
||||
}
|
||||
tweak[x, y] = average / avgsteps;
|
||||
//if (x == rx && y == ry)
|
||||
// Console.WriteLine("tweak[ " + x + " , " + y + " ] = " + tweak[x, y]);
|
||||
}
|
||||
}
|
||||
}
|
||||
// blend in map
|
||||
for (x = 0; x < w; x++)
|
||||
{
|
||||
for (y = 0; y < h; y++)
|
||||
{
|
||||
double z = SphericalFactor(x, y, rx, ry, size);
|
||||
|
||||
if (z > 0) // add in non-zero amount
|
||||
{
|
||||
double da = z * amount;
|
||||
double a = (map[x, y] - tweak[x, y]) * da;
|
||||
double newz = map[x, y] - a;
|
||||
//if (rx == x || ry == y)
|
||||
// Console.WriteLine("map[ " + x + " , " + y + " ] = " + map[x, y] + " tweak, a , da, z, size, amount = " + tweak[x, y] + " " + a + " " + da + " " + z + " " + size + " " + amount);
|
||||
if (newz > 0.0)
|
||||
Set(x, y, newz);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue