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++) -- cgit v1.1