OpenSimMirror/OpenSim/Region/CoreModules/World/Terrain/PaintBrushes/FlattenSphere.cs

87 lines
3.2 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
{
public class FlattenSphere : ITerrainPaintableEffect
{
#region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz, double strength, double duration)
{
strength = TerrainUtil.MetersToSphericalStrength(strength);
int x, y;
// blend in map
for (x = 0; x < map.Width; x++)
{
for (y = 0; y < map.Height; y++)
{
if (!mask[x,y])
continue;
double z;
if (duration < 4.0)
{
z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * duration * 0.25;
}
else {
z = 1.0;
}
double delta = rz - map[x, y];
if (Math.Abs(delta) > 0.1)
{
if (z > 1.0)
{
z = 1.0;
}
else if (z < 0.0)
{
z = 0.0;
}
delta *= z;
}
if (delta != 0) // add in non-zero amount
{
map[x, y] += delta;
}
}
}
}
#endregion
}
}