/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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. * * Neither the name of the nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY ``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 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. * */ using System; namespace OpenSim.Framework.Terrain { public class HeightmapGenHills { private Random Rand = new Random(); private int NumHills; private float HillMin; private float HillMax; private bool Island; private float[] heightmap; public float[] GenerateHeightmap(int numHills, float hillMin, float hillMax, bool island) { NumHills = numHills; HillMin = hillMin; HillMax = hillMax; Island = island; heightmap = new float[256 * 256]; for (int i = 0; i < numHills; i++) { AddHill(); } Normalize(); return heightmap; } private void AddHill() { float x, y; float radius = RandomRange(HillMin, HillMax); if (Island) { // Which direction from the center of the map the hill is placed float theta = RandomRange(0, 6.28f); // How far from the center of the map to place the hill. The radius // is subtracted from the range to prevent any part of the hill from // reaching the edge of the map float distance = RandomRange(radius / 2.0f, 128.0f - radius); x = 128.0f + (float)Math.Cos(theta) * distance; y = 128.0f + (float)Math.Sin(theta) * distance; } else { x = RandomRange(-radius, 256.0f + radius); y = RandomRange(-radius, 256.0f + radius); } float radiusSq = radius * radius; float distSq; float height; int xMin = (int)(x - radius) - 1; int xMax = (int)(x + radius) + 1; if (xMin < 0) xMin = 0; if (xMax > 255) xMax = 255; int yMin = (int)(y - radius) - 1; int yMax = (int)(y + radius) + 1; if (yMin < 0) yMin = 0; if (yMax > 255) yMax = 255; // Loop through each affected cell and determine the height at that point for (int v = yMin; v <= yMax; ++v) { float fv = (float)v; for (int h = xMin; h <= xMax; ++h) { float fh = (float)h; // Determine how far from the center of this hill this point is distSq = (x - fh) * (x - fh) + (y - fv) * (y - fv); height = radiusSq - distSq; // Don't add negative hill values if (height > 0.0f) heightmap[h + v * 256] += height; } } } private void Normalize() { float min = heightmap[0]; float max = heightmap[0]; for (int x = 0; x < 256; x++) { for (int y = 0; y < 256; y++) { if (heightmap[x + y * 256] < min) min = heightmap[x + y * 256]; if (heightmap[x + y * 256] > max) max = heightmap[x + y * 256]; } } // Avoid a rare divide by zero if (min != max) { for (int x = 0; x < 256; x++) { for (int y = 0; y < 256; y++) { heightmap[x + y * 256] = ((heightmap[x + y * 256] - min) / (max - min)) * (HillMax - HillMin); } } } } private float RandomRange(float min, float max) { return (float)Rand.NextDouble() * (max - min) + min; } } }