also limit terrain flood effects ( like on pait change this should have

no visible impact, just cpu saving)
avinationmerge
UbitUmarov 2015-08-28 02:33:54 +01:00
parent bd4ec5f26c
commit c967ecf0c7
9 changed files with 37 additions and 35 deletions

View File

@ -64,7 +64,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Effects
for (int i = 0; i < rounds; i++)
{
smoothFunction.FloodEffect(map, bitmap, 1.0);
smoothFunction.FloodEffect(map, bitmap, 1.0, 0, map.Width - 1, 0, map.Height - 1);
}
}
@ -99,7 +99,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Effects
}
}
raiseFunction.FloodEffect(map, bitmap, height);
raiseFunction.FloodEffect(map, bitmap, height, 0, map.Width - 1, 0, map.Height - 1);
}
}
}

View File

@ -84,7 +84,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Effects
for (y = 0; y < map.Height; y++)
{
if (cliffMask[x, y])
eroder.PaintEffect(map, allowMask, x, y, -1, 4, 0.1);
eroder.PaintEffect(map, allowMask, x, y, -1, 4, 0.1,0,map.Width - 1,0,map.Height - 1);
}
}

View File

@ -33,15 +33,16 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
#region ITerrainFloodEffect Members
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
int startX, int endX, int startY, int endY)
{
double sum = 0.0;
double steps = 0.0;
int x, y;
for (x = 0; x < map.Width; x++)
for (x = startX; x <= endX; x++)
{
for (y = 0; y < map.Height; y++)
for (y = startY; y <= endY; y++)
{
if (fillArea[x, y])
{
@ -55,9 +56,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
double str = 0.1 * strength; // == 0.2 in the default client
for (x = 0; x < map.Width; x++)
for (x = startX; x <= endX; x++)
{
for (y = 0; y < map.Height; y++)
for (y = startY; y < endY; y++)
{
if (fillArea[x, y])
map[x, y] = (map[x, y] * (1.0 - str)) + (avg * str);

View File

@ -33,13 +33,13 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
#region ITerrainFloodEffect Members
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
int startX, int endX, int startY, int endY)
{
int x;
for (x = 0; x < map.Width; x++)
int x,y;
for (x = startX; x <= endX; x++)
{
int y;
for (y = 0; y < map.Height; y++)
for (y = startY; y <= endY; y++)
{
if (fillArea[x, y])
{

View File

@ -35,18 +35,17 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
#region ITerrainFloodEffect Members
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
int startX, int endX, int startY, int endY)
{
int x;
for (x = 0; x < map.Width; x++)
int x, y;
for (x = startX; x <= endX; x++)
{
int y;
for (y = 0; y < map.Height; y++)
for (y = startY; y <= endY; y++)
{
if (fillArea[x, y])
{
double noise = TerrainUtil.PerlinNoise2D((double) x / map.Width, (double) y / map.Height, 8, 1.0);
map[x, y] += noise * strength;
}
}

View File

@ -33,13 +33,13 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
#region ITerrainFloodEffect Members
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
int startX, int endX, int startY, int endY)
{
int x;
for (x = 0; x < map.Width; x++)
int x,y;
for (x = startX; x <= endX; x++)
{
int y;
for (y = 0; y < map.Height; y++)
for (y = startY; y <= endY; y++)
{
if (fillArea[x, y])
{

View File

@ -46,13 +46,13 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
/// <param name="map">the current heightmap</param>
/// <param name="fillArea">array indicating which sections of the map are to be reverted</param>
/// <param name="strength">unused</param>
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
int startX, int endX, int startY, int endY)
{
int x;
for (x = 0; x < map.Width; x++)
int x, y;
for (x = startX; x <= endX; x++)
{
int y;
for (y = 0; y < map.Height; y++)
for (y = startY; y <= endY; y++)
{
if (fillArea[x, y])
{

View File

@ -33,16 +33,17 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
#region ITerrainFloodEffect Members
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
int startX, int endX, int startY, int endY)
{
double area = strength;
double step = strength / 4.0;
double[,] manipulate = new double[map.Width,map.Height];
int x, y;
for (x = 0; x < map.Width; x++)
for (x = startX; x <= endX; x++)
{
for (y = 0; y < map.Height; y++)
for (y = startY; y <= endY; y++)
{
if (!fillArea[x, y])
continue;
@ -64,9 +65,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
manipulate[x, y] = average / avgsteps;
}
}
for (x = 0; x < map.Width; x++)
for (x = startX; x <= endX; x++)
{
for (y = 0; y < map.Height; y++)
for (y = startY; y <= endY; y++)
{
if (!fillArea[x, y])
continue;

View File

@ -32,6 +32,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
public interface ITerrainFloodEffect
{
void FloodEffect(ITerrainChannel map, Boolean[,] fillArea, double strength);
void FloodEffect(ITerrainChannel map, Boolean[,] fillArea, double strength,
int startX, int endX, int startY, int endY);
}
}