149 lines
5.5 KiB
C#
149 lines
5.5 KiB
C#
/*
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* Copyright (c) Contributors, http://www.openmetaverse.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace libTerrain
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{
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partial class Channel
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{
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/// <summary>
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/// Flattens the area underneath rx,ry by moving it to the average of the area. Uses a spherical mask provided by the raise() function.
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/// </summary>
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/// <param name="rx">The X coordinate of the terrain mask</param>
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/// <param name="ry">The Y coordinate of the terrain mask</param>
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/// <param name="size">The size of the terrain mask</param>
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/// <param name="amount">The scale of the terrain mask</param>
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public void Flatten(double rx, double ry, double size, double amount)
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{
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FlattenSlow(rx, ry, size, amount);
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}
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private void FlattenSlow(double rx, double ry, double size, double amount)
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{
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// Generate the mask
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Channel temp = new Channel(w, h);
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temp.Fill(0);
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temp.Raise(rx, ry, size, amount);
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temp.Normalise();
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double total_mod = temp.Sum();
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// Establish the average height under the area
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Channel newmap = new Channel(w, h);
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newmap.map = (double[,])map.Clone();
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newmap *= temp;
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double total_terrain = newmap.Sum();
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double avg_height = total_terrain / total_mod;
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// Create a flat terrain using the average height
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Channel flat = new Channel(w, h);
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flat.Fill(avg_height);
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// Blend the current terrain with the average height terrain
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// using the "raised" empty terrain as a mask
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Blend(flat, temp);
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}
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private void FlattenFast(double rx, double ry, double size, double amount)
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{
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int x, y;
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double avg = 0;
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double div = 0;
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int minX = Math.Max(0, (int)(rx - (size + 1)));
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int maxX = Math.Min(w, (int)(rx + (size + 1)));
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int minY = Math.Max(0, (int)(ry - (size + 1)));
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int maxY = Math.Min(h, (int)(ry + (size + 1)));
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for (x = minX; x < maxX; x++)
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{
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for (y = minY; y < maxY; y++)
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{
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double z = size;
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z *= z;
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z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
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if (z < 0)
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z = 0;
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avg += z * amount;
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div += z;
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}
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}
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double height = avg / div;
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for (x = minX; x < maxX; x++)
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{
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for (y = minY; y < maxY; y++)
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{
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double z = size;
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z *= z;
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z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
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if (z < 0)
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z = 0;
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Set(x, y, Tools.linearInterpolate(map[x, y], height, z));
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}
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}
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}
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public void Flatten(Channel mask, double amount)
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{
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// Generate the mask
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Channel temp = mask * amount;
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temp.Clip(0, 1); // Cut off out-of-bounds values
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double total_mod = temp.Sum();
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// Establish the average height under the area
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Channel map = new Channel(w, h);
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map.map = (double[,])this.map.Clone();
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map *= temp;
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double total_terrain = map.Sum();
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double avg_height = total_terrain / total_mod;
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// Create a flat terrain using the average height
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Channel flat = new Channel(w, h);
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flat.Fill(avg_height);
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// Blend the current terrain with the average height terrain
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// using the "raised" empty terrain as a mask
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Blend(flat, temp);
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}
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}
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} |