193 lines
8.0 KiB
C#
193 lines
8.0 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.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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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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/// Raises land around the selection
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/// </summary>
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/// <param name="rx">The center the X coordinate of where you wish to raise the land</param>
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/// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
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/// <param name="size">The radius of the dimple</param>
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/// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
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public void Raise(double rx, double ry, double size, double amount)
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{
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RaiseSphere(rx, ry, size, amount);
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}
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/// <summary>
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/// Raises land in a sphere around the selection
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/// </summary>
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/// <param name="rx">The center the X coordinate of where you wish to raise the land</param>
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/// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
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/// <param name="size">The radius of the sphere dimple</param>
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/// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
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public void RaiseSphere(double rx, double ry, double size, double amount)
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{
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int x, y;
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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 = 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 > 0.0)
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Set(x, y, map[x, y] + (z * amount));
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}
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}
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}
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/// <summary>
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/// Raises land in a cone around the selection
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/// </summary>
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/// <param name="rx">The center the X coordinate of where you wish to raise the land</param>
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/// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
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/// <param name="size">The radius of the cone</param>
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/// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
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public void RaiseCone(double rx, double ry, double size, double amount)
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{
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int x, y;
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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 = size;
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z -= Math.Sqrt(((x - rx)*(x - rx)) + ((y - ry)*(y - ry)));
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if (z > 0.0)
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Set(x, y, map[x, y] + (z * amount));
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}
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}
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}
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/// <summary>
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/// Lowers land in a sphere around the selection
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/// </summary>
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/// <param name="rx">The center the X coordinate of where you wish to lower the land</param>
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/// <param name="ry">The center the Y coordinate of where you wish to lower the land</param>
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/// <param name="size">The radius of the sphere dimple</param>
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/// <param name="amount">How much impact to remove from the terrain (0..2 usually)</param>
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public void Lower(double rx, double ry, double size, double amount)
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{
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LowerSphere(rx, ry, size, amount);
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}
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/// <summary>
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/// Lowers land in a sphere around the selection
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/// </summary>
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/// <param name="rx">The center the X coordinate of where you wish to lower the land</param>
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/// <param name="ry">The center the Y coordinate of where you wish to lower the land</param>
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/// <param name="size">The radius of the sphere dimple</param>
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/// <param name="amount">How much impact to remove from the terrain (0..2 usually)</param>
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public void LowerSphere(double rx, double ry, double size, double amount)
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{
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int x, y;
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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 = 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 > 0.0)
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Set(x, y, map[x, y] - (z * amount));
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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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} |