/* * Copyright (c) Contributors, http://www.openmetaverse.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: * * Redistributions of source code must retain the above copyright * 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 OpenSim 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; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using System.Collections.Generic; using System.Text; namespace libTerrain { partial class Channel { /// /// Flattens the area underneath rx,ry by moving it to the average of the area. Uses a spherical mask provided by the raise() function. /// /// The X coordinate of the terrain mask /// 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) { FlattenFast(rx, ry, size, amount); } private void FlattenSlow(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(); // Establish the average height under the area Channel newmap = new Channel(w, h); newmap.map = (double[,])map.Clone(); newmap *= temp; 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); // Blend the current terrain with the average height terrain // using the "raised" empty terrain as a mask Blend(flat, temp); } private void FlattenFast(double rx, double ry, double size, double amount) { int x, y; double avg = 0; double div = 0; int minX = Math.Max(0, (int)(rx - (size + 1))); int maxX = Math.Min(w, (int)(rx + (size + 1))); int minY = Math.Max(0, (int)(ry - (size + 1))); int maxY = Math.Min(h, (int)(ry + (size + 1))); for (x = minX; x < maxX; x++) { for (y = minY; y < maxY; y++) { double z = size; z *= z; z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry)); if (z < 0) z = 0; avg += z * amount; div += z; } } double height = avg / div; for (x = minX; x < maxX; x++) { for (y = minY; y < maxY; y++) { double z = size; z *= z; z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry)); if (z < 0) z = 0; Set(x, y, Tools.linearInterpolate(map[x, y], height, z)); } } } public void Flatten(Channel mask, double amount) { // Generate the mask Channel temp = mask * amount; temp.Clip(0, 1); // Cut off out-of-bounds values double total_mod = temp.Sum(); // Establish the average height under the area Channel map = new Channel(w, h); map.map = (double[,])this.map.Clone(); map *= temp; 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); // Blend the current terrain with the average height terrain // using the "raised" empty terrain as a mask Blend(flat, temp); } } }