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
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6d774339d9
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c009e2e095
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@ -251,7 +251,6 @@ namespace OpenSim.Region.Terrain
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//SmoothTerrain(y, x , size, (double)seconds / 5.0);
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//}
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//}
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SmoothTerrain(west, north, size, (double) seconds/5.0);
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break;
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@ -1331,14 +1330,9 @@ namespace OpenSim.Region.Terrain
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{
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lock (heightmap)
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{
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Channel smoothed = heightmap.Copy();
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smoothed.Smooth(amount);
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Channel mask = new Channel();
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mask.Raise(rx, ry, size, amount);
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heightmap.Blend(smoothed, mask);
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}
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// perform essential computation as a channel method
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heightmap.SmoothRegion(rx, ry, size, amount);
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}
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tainted++;
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}
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@ -127,5 +127,67 @@ namespace libTerrain
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}
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}
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}
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public double SphericalFactor(double x, double y, double rx, double ry, double size)
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{
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double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
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return z;
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}
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public void SmoothRegion(double rx, double ry, double size, double amount)
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{
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int x, y;
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double[,] tweak = new double[w, h];
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double n, l;
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double area = size;
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double step = size / 4.0;
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// compute delta map
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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double z = SphericalFactor(x, y, rx, ry, size);
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if (z > 0) // add in non-zero amount
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{
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double average = 0.0;
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int avgsteps = 0;
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for (n = 0.0 - area; n < area; n += step)
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{
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for (l = 0.0 - area; l < area; l += step)
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{
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avgsteps++;
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average += GetBilinearInterpolate(x + n, y + l);
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}
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}
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tweak[x, y] = average / avgsteps;
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//if (x == rx && y == ry)
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// Console.WriteLine("tweak[ " + x + " , " + y + " ] = " + tweak[x, y]);
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}
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}
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}
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// blend in map
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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double z = SphericalFactor(x, y, rx, ry, size);
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if (z > 0) // add in non-zero amount
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{
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double da = z * amount;
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double a = (map[x, y] - tweak[x, y]) * da;
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double newz = map[x, y] - a;
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//if (rx == x || ry == y)
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// Console.WriteLine("map[ " + x + " , " + y + " ] = " + map[x, y] + " tweak, a , da, z, size, amount = " + tweak[x, y] + " " + a + " " + da + " " + z + " " + size + " " + amount);
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if (newz > 0.0)
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Set(x, y, newz);
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}
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}
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}
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}
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}
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}
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