From b8da9c3a64b84ab14642bad8c79d3b2ed62e62fb Mon Sep 17 00:00:00 2001
From: Adam Frisby
Date: Mon, 23 Jul 2007 05:29:52 +0000
Subject: * Major style changes in libTerrain.Channel - now uses .NET-style
naming syntax. * Issue#218 - Updated mySQL region table.
---
.../libTerrainBSD/Channel/Editing/Flatten.cs | 28 +++++++++++-----------
.../libTerrainBSD/Channel/Editing/Raise.cs | 14 +++++------
2 files changed, 21 insertions(+), 21 deletions(-)
(limited to 'OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing')
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
index eaca695..57ba729 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
@@ -42,14 +42,14 @@ namespace libTerrain
/// The Y coordinate of the terrain mask
/// The size of the terrain mask
/// The scale of the terrain mask
- public void flatten(double rx, double ry, double size, double amount)
+ public void Flatten(double rx, double ry, double size, double amount)
{
// Generate the mask
Channel temp = new Channel(w, h);
- temp.fill(0);
- temp.raise(rx, ry, size, amount);
- temp.normalise();
- double total_mod = temp.sum();
+ temp.Fill(0);
+ temp.Raise(rx, ry, size, amount);
+ temp.Normalise();
+ double total_mod = temp.Sum();
// Establish the average height under the area
Channel newmap = new Channel(w, h);
@@ -57,26 +57,26 @@ namespace libTerrain
newmap *= temp;
- double total_terrain = newmap.sum();
+ double total_terrain = newmap.Sum();
double avg_height = total_terrain / total_mod;
// Create a flat terrain using the average height
Channel flat = new Channel(w, h);
- flat.fill(avg_height);
+ flat.Fill(avg_height);
// Blend the current terrain with the average height terrain
// using the "raised" empty terrain as a mask
- blend(flat, temp);
+ Blend(flat, temp);
}
- public void flatten(Channel mask, double amount)
+ public void Flatten(Channel mask, double amount)
{
// Generate the mask
Channel temp = mask * amount;
- temp.clip(0, 1); // Cut off out-of-bounds values
+ temp.Clip(0, 1); // Cut off out-of-bounds values
- double total_mod = temp.sum();
+ double total_mod = temp.Sum();
// Establish the average height under the area
Channel map = new Channel(w, h);
@@ -84,16 +84,16 @@ namespace libTerrain
map *= temp;
- double total_terrain = map.sum();
+ double total_terrain = map.Sum();
double avg_height = total_terrain / total_mod;
// Create a flat terrain using the average height
Channel flat = new Channel(w, h);
- flat.fill(avg_height);
+ flat.Fill(avg_height);
// Blend the current terrain with the average height terrain
// using the "raised" empty terrain as a mask
- blend(flat, temp);
+ Blend(flat, temp);
}
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
index d47f8fb..7bccef3 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
@@ -42,9 +42,9 @@ namespace libTerrain
/// The center the Y coordinate of where you wish to raise the land
/// The radius of the dimple
/// How much impact to add to the terrain (0..2 usually)
- public void raise(double rx, double ry, double size, double amount)
+ public void Raise(double rx, double ry, double size, double amount)
{
- raiseSphere(rx, ry, size, amount);
+ RaiseSphere(rx, ry, size, amount);
}
///
@@ -54,7 +54,7 @@ namespace libTerrain
/// The center the Y coordinate of where you wish to raise the land
/// The radius of the sphere dimple
/// How much impact to add to the terrain (0..2 usually)
- public void raiseSphere(double rx, double ry, double size, double amount)
+ public void RaiseSphere(double rx, double ry, double size, double amount)
{
int x, y;
for (x = 0; x < w; x++)
@@ -80,7 +80,7 @@ namespace libTerrain
/// The center the Y coordinate of where you wish to raise the land
/// The radius of the cone
/// How much impact to add to the terrain (0..2 usually)
- public void raiseCone(double rx, double ry, double size, double amount)
+ public void RaiseCone(double rx, double ry, double size, double amount)
{
int x, y;
for (x = 0; x < w; x++)
@@ -105,9 +105,9 @@ namespace libTerrain
/// The center the Y coordinate of where you wish to lower the land
/// The radius of the sphere dimple
/// How much impact to remove from the terrain (0..2 usually)
- public void lower(double rx, double ry, double size, double amount)
+ public void Lower(double rx, double ry, double size, double amount)
{
- lowerSphere(rx, ry, size, amount);
+ LowerSphere(rx, ry, size, amount);
}
///
@@ -117,7 +117,7 @@ namespace libTerrain
/// The center the Y coordinate of where you wish to lower the land
/// The radius of the sphere dimple
/// How much impact to remove from the terrain (0..2 usually)
- public void lowerSphere(double rx, double ry, double size, double amount)
+ public void LowerSphere(double rx, double ry, double size, double amount)
{
int x, y;
for (x = 0; x < w; x++)
--
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