OpenSimMirror/OpenSim/Region/CoreModules/World/Terrain/Effects/ChannelDigger.cs

110 lines
4.4 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:
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* 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;
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*/
using System;
using OpenSim.Region.CoreModules.World.Terrain;
using OpenSim.Region.CoreModules.World.Terrain.FloodBrushes;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.CoreModules.World.Terrain.Effects
{
public class ChannelDigger : ITerrainEffect
{
private readonly int num_h = 4;
private readonly int num_w = 4;
private readonly ITerrainFloodEffect raiseFunction = new RaiseArea();
private readonly ITerrainFloodEffect smoothFunction = new SmoothArea();
#region ITerrainEffect Members
public void RunEffect(ITerrainChannel map)
{
FillMap(map, 15);
BuildTiles(map, 7);
SmoothMap(map, 3);
}
#endregion
private void SmoothMap(ITerrainChannel map, int rounds)
{
Boolean[,] bitmap = new bool[map.Width,map.Height];
for (int x = 0; x < map.Width; x++)
{
for (int y = 0; y < map.Height; y++)
{
bitmap[x, y] = true;
}
}
for (int i = 0; i < rounds; i++)
{
//mantis 8725
//smoothFunction.FloodEffect(map, bitmap, -1f, 1.0f, 0, map.Width - 1, 0, map.Height - 1);
smoothFunction.FloodEffect(map, bitmap, -1f, 110.0f, 0, map.Width - 1, 0, map.Height - 1);
}
}
private void FillMap(ITerrainChannel map, float val)
{
for (int x = 0; x < map.Width; x++)
for (int y = 0; y < map.Height; y++)
map[x, y] = val;
}
private void BuildTiles(ITerrainChannel map, float height)
{
int channelWidth = (int) Math.Floor((map.Width / num_w) * 0.8);
int channelHeight = (int) Math.Floor((map.Height / num_h) * 0.8);
int channelXOffset = (map.Width / num_w) - channelWidth;
int channelYOffset = (map.Height / num_h) - channelHeight;
for (int x = 0; x < num_w; x++)
{
for (int y = 0; y < num_h; y++)
{
int xoff = ((channelXOffset + channelWidth) * x) + (channelXOffset / 2);
int yoff = ((channelYOffset + channelHeight) * y) + (channelYOffset / 2);
Boolean[,] bitmap = new bool[map.Width,map.Height];
for (int dx = 0; dx < channelWidth; dx++)
{
for (int dy = 0; dy < channelHeight; dy++)
{
bitmap[dx + xoff, dy + yoff] = true;
}
}
raiseFunction.FloodEffect(map, bitmap, -1f,(float)height, 0, map.Width - 1, 0, map.Height - 1);
}
}
}
}
}