aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
blob: 92fd314cae4a4cdb398018820c00ce20527c7a1e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
/*
 * 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:
 *     * 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 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;
 * 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.IO;
using System.Text;
using System.Reflection;
using System.Xml;
using System.Xml.Serialization;

using OpenSim.Data;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;

using OpenMetaverse;

using log4net;

namespace OpenSim.Region.Framework.Scenes
{
    /// <summary>
    /// A new version of the old Channel class, simplified
    /// </summary>
    public class TerrainChannel : ITerrainChannel
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
        private static string LogHeader = "[TERRAIN CHANNEL]";

        protected TerrainData m_terrainData;

        public int Width { get { return m_terrainData.SizeX; } }  // X dimension
        // Unfortunately, for historical reasons, in this module 'Width' is X and 'Height' is Y
        public int Height { get { return m_terrainData.SizeY; } } // Y dimension
        public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension


        // Default, not-often-used builder
        public TerrainChannel()
        {
            m_terrainData = new HeightmapTerrainData((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionHeight);
            FlatLand();
            // PinHeadIsland();
        }

        // Create terrain of given size
        public TerrainChannel(int pX, int pY)
        {
            m_terrainData = new HeightmapTerrainData(pX, pY, (int)Constants.RegionHeight);
        }

        // Create terrain of specified size and initialize with specified terrain.
        // TODO: join this with the terrain initializers.
        public TerrainChannel(String type, int pX, int pY, int pZ)
        {
            m_terrainData = new HeightmapTerrainData(pX, pY, pZ);
            if (type.Equals("flat"))
                FlatLand();
            else
                PinHeadIsland();
        }

        // Create channel passed a heightmap and expected dimensions of the region.
        // The heightmap might not fit the passed size so accomodations must be made.
        public TerrainChannel(double[,] pM, int pSizeX, int pSizeY, int pAltitude)
        {
            int hmSizeX = pM.GetLength(0);
            int hmSizeY = pM.GetLength(1);

            m_terrainData = new HeightmapTerrainData(pSizeX, pSizeY, pAltitude);

            for (int xx = 0; xx < pSizeX; xx++)
                for (int yy = 0; yy < pSizeY; yy++)
                    if (xx > hmSizeX || yy > hmSizeY)
                        m_terrainData[xx, yy] = TerrainData.DefaultTerrainHeight;
                    else
                        m_terrainData[xx, yy] = (float)pM[xx, yy];
        }

        public TerrainChannel(TerrainData pTerrData)
        {
            m_terrainData = pTerrData;
        }

        #region ITerrainChannel Members

        // ITerrainChannel.MakeCopy()
        public ITerrainChannel MakeCopy()
        {
            return this.Copy();
        }

        // ITerrainChannel.GetTerrainData()
        public TerrainData GetTerrainData()
        {
            return m_terrainData;
        }

        // ITerrainChannel.GetFloatsSerialized()
        // This one dimensional version is ordered so height = map[y*sizeX+x];
        // DEPRECATED: don't use this function as it does not retain the dimensions of the terrain
        //     and the caller will probably do the wrong thing if the terrain is not the legacy 256x256.
        public float[] GetFloatsSerialised()
        {
            return m_terrainData.GetFloatsSerialized();
        }

        // ITerrainChannel.GetDoubles()
        public double[,] GetDoubles()
        {
            double[,] heights = new double[Width, Height];

            int idx = 0; // index into serialized array
            for (int ii = 0; ii < Width; ii++)
            {
                for (int jj = 0; jj < Height; jj++)
                {
                    heights[ii, jj] = (double)m_terrainData[ii, jj];
                    idx++;
                }
            }

            return heights;
        }

        // ITerrainChannel.this[x,y]
        public double this[int x, int y]
        {
            get {
                if (x < 0 || x >= Width || y < 0 || y >= Height)
                    return 0;
                return (double)m_terrainData[x, y];
            }
            set
            {
                if (Double.IsNaN(value) || Double.IsInfinity(value))
                    return;

                m_terrainData[x, y] = (float)value;
            }
        }

        // ITerrainChannel.GetHieghtAtXYZ(x, y, z)
        public float GetHeightAtXYZ(float x, float y, float z)
        {
            if (x < 0 || x >= Width || y < 0 || y >= Height)
                return 0;
            return m_terrainData[(int)x, (int)y];
        }

        // ITerrainChannel.Tainted()
        public bool Tainted(int x, int y)
        {
            return m_terrainData.IsTaintedAt(x, y);
        }

        // ITerrainChannel.SaveToXmlString()
        public string SaveToXmlString()
        {
            XmlWriterSettings settings = new XmlWriterSettings();
            settings.Encoding = Util.UTF8;
            using (StringWriter sw = new StringWriter())
            {
                using (XmlWriter writer = XmlWriter.Create(sw, settings))
                {
                    WriteXml(writer);
                }
                string output = sw.ToString();
                return output;
            }
        }

        // ITerrainChannel.LoadFromXmlString()
        public void LoadFromXmlString(string data)
        {
            using(StringReader sr = new StringReader(data))
            {
                using(XmlTextReader reader = new XmlTextReader(sr))
                    ReadXml(reader);
            }
        }

        // ITerrainChannel.Merge
        public void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement)
        {
            m_log.DebugFormat("{0} Merge. inSize=<{1},{2}>, disp={3}, rot={4}, rotDisp={5}, outSize=<{6},{7}>", LogHeader,
                                        newTerrain.Width, newTerrain.Height,
                                        displacement, radianRotation, rotationDisplacement,
                                        m_terrainData.SizeX, m_terrainData.SizeY);
            for (int xx = 0; xx < newTerrain.Width; xx++)
            {
                for (int yy = 0; yy < newTerrain.Height; yy++)
                {
                    int dispX = (int)displacement.X;
                    int dispY = (int)displacement.Y;
                    float newHeight = (float)newTerrain[xx, yy] + displacement.Z;
                    if (radianRotation == 0)
                    {
                        // If no rotation, place the new height in the specified location
                        dispX += xx;
                        dispY += yy;
                        if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
                        {
                            m_terrainData[dispX, dispY] = newHeight;
                        }
                    }
                    else
                    {
                        // If rotating, we have to smooth the result because the conversion
                        //    to ints will mean heightmap entries will not get changed
                        // First compute the rotation location for the new height.
                        dispX += (int)(rotationDisplacement.X
                            + ((float)xx - rotationDisplacement.X) * Math.Cos(radianRotation)
                            - ((float)yy - rotationDisplacement.Y) * Math.Sin(radianRotation) );

                        dispY += (int)(rotationDisplacement.Y
                            + ((float)xx - rotationDisplacement.X) * Math.Sin(radianRotation)
                            + ((float)yy - rotationDisplacement.Y) * Math.Cos(radianRotation) );

                        if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
                        {
                            float oldHeight = m_terrainData[dispX, dispY];
                            // Smooth the heights around this location if the old height is far from this one
                            for (int sxx = dispX - 2; sxx < dispX + 2; sxx++)
                            {
                                for (int syy = dispY - 2; syy < dispY + 2; syy++)
                                {
                                    if (sxx >= 0 && sxx < m_terrainData.SizeX && syy >= 0 && syy < m_terrainData.SizeY)
                                    {
                                        if (sxx == dispX && syy == dispY)
                                        {
                                            // Set height for the exact rotated point
                                            m_terrainData[dispX, dispY] = newHeight;
                                        }
                                        else
                                        {
                                            if (Math.Abs(m_terrainData[sxx, syy] - newHeight) > 1f)
                                            {
                                                // If the adjacent height is far off, force it to this height
                                                m_terrainData[sxx, syy] = newHeight;
                                            }
                                        }
                                    }
                                }
                            }
                        }

                        if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
                        {
                            m_terrainData[dispX, dispY] = (float)newTerrain[xx, yy];
                        }
                    }
                }
            }
        }

        /// <summary>
        /// A new version of terrain merge that processes the terrain in a specific order and corrects the problems with rotated terrains
        /// having 'holes' in that need to be smoothed. The correct way to rotate something is to iterate over the target, taking data from
        /// the source, not the other way around. This ensures that the target has no holes in it.
        /// The processing order of an incoming terrain is:
        /// 1. Apply rotation
        /// 2. Apply bounding rectangle
        /// 3. Apply displacement
        /// rotationCenter is no longer needed and has been discarded.
        /// </summary>
        /// <param name="newTerrain"></param>
        /// <param name="displacement">&lt;x, y, z&gt;</param>
        /// <param name="rotationDegrees"></param>
        /// <param name="boundingOrigin">&lt;x, y&gt;</param>
        /// <param name="boundingSize">&lt;x, y&gt;</param>
        public void MergeWithBounding(ITerrainChannel newTerrain, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize)
        {
            m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, rot={3}, boundingOrigin={4}, boundingSize={5}, disp={6}, outSize=<{7},{8}>",
                                LogHeader, newTerrain.Width, newTerrain.Height, rotationDegrees, boundingOrigin.ToString(),
                                boundingSize.ToString(), displacement, m_terrainData.SizeX, m_terrainData.SizeY);

            // get the size of the incoming terrain
            int baseX = newTerrain.Width;
            int baseY = newTerrain.Height;

            // create an intermediate terrain map that is 25% bigger on each side that we can work with to handle rotation
            int offsetX = baseX / 4; // the original origin will now be at these coordinates so now we can have imaginary negative coordinates ;)
            int offsetY = baseY / 4;
            int tmpX = baseX + baseX / 2;
            int tmpY = baseY + baseY / 2;
            int centreX = tmpX / 2;
            int centreY = tmpY / 2;
            TerrainData terrain_tmp = new HeightmapTerrainData(tmpX, tmpY, (int)Constants.RegionHeight);
            for (int xx = 0; xx < tmpX; xx++)
                for (int yy = 0; yy < tmpY; yy++)
                    terrain_tmp[xx, yy] = -65535f; //use this height like an 'alpha' mask channel

            double radianRotation = Math.PI * rotationDegrees / 180f;
            double cosR = Math.Cos(radianRotation);
            double sinR = Math.Sin(radianRotation);
            if (rotationDegrees < 0f) rotationDegrees += 360f; //-90=270 -180=180 -270=90

            // So first we apply the rotation to the incoming terrain, storing the result in terrain_tmp
            // We special case orthogonal rotations for accuracy because even using double precision math, Math.Cos(90 degrees) is never fully 0
            // and we can never rotate around a centre 'pixel' because the 'bitmap' size is always even

            int x, y, sx, sy;
            for (y = 0; y <= tmpY; y++)
            {
                for (x = 0; x <= tmpX; x++)
                {
                    if (rotationDegrees == 0f)
                    {
                        sx = x - offsetX;
                        sy = y - offsetY;
                    }
                    else if (rotationDegrees == 90f)
                    {
                        sx = y - offsetX;
                        sy = tmpY - 1 - x - offsetY;
                    }
                    else if (rotationDegrees == 180f)
                    {
                        sx = tmpX - 1 - x - offsetX;
                        sy = tmpY - 1 - y - offsetY;
                    }
                    else if (rotationDegrees == 270f)
                    {
                        sx = tmpX - 1 - y - offsetX;
                        sy = x - offsetY;
                    }
                    else
                    {
                        // arbitary rotation: hmmm should I be using (centreX - 0.5) and (centreY - 0.5) and round cosR and sinR to say only 5 decimal places?
                        sx = centreX + (int)Math.Round((((double)x - centreX) * cosR) + (((double)y - centreY) * sinR)) - offsetX;
                        sy = centreY + (int)Math.Round((((double)y - centreY) * cosR) - (((double)x - centreX) * sinR)) - offsetY;
                    }

                    if (sx >= 0 && sx < baseX && sy >= 0 && sy < baseY)
                    {
                        try
                        {
                            terrain_tmp[x, y] = (float)newTerrain[sx, sy];
                        }
                        catch (Exception)   //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
                        {
                            m_log.DebugFormat("{0} MergeWithBounding - Rotate: Out of Bounds sx={1} sy={2} dx={3} dy={4}", sx, sy, x, y);
                        }
                    }
                }
            }

            // We could also incorporate the next steps, bounding-rectangle and displacement in the loop above, but it's simpler to visualise if done separately
            // and will also make it much easier when later I want the option for maybe a circular or oval bounding shape too ;).

            int newX = m_terrainData.SizeX;
            int newY = m_terrainData.SizeY;
            // displacement is relative to <0,0> in the destination region and defines where the origin of the data selected by the bounding-rectangle is placed
            int dispX = (int)Math.Floor(displacement.X);
            int dispY = (int)Math.Floor(displacement.Y);

            // startX/Y and endX/Y are coordinates in bitmap_tmp
            int startX = (int)Math.Floor(boundingOrigin.X) + offsetX;
            if (startX > tmpX) startX = tmpX;
            if (startX < 0) startX = 0;
            int startY = (int)Math.Floor(boundingOrigin.Y) + offsetY;
            if (startY > tmpY) startY = tmpY;
            if (startY < 0) startY = 0;

            int endX = (int)Math.Floor(boundingOrigin.X + boundingSize.X) + offsetX;
            if (endX > tmpX) endX = tmpX;
            if (endX < 0) endX = 0;
            int endY = (int)Math.Floor(boundingOrigin.Y + boundingSize.Y) + offsetY;
            if (endY > tmpY) endY = tmpY;
            if (endY < 0) endY = 0;

            //m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, disp=<{3},{4}> rot={5}, offset=<{6},{7}>, boundingStart=<{8},{9}>, boundingEnd=<{10},{11}>, cosR={12}, sinR={13}, outSize=<{14},{15}>", LogHeader,
            //                            baseX, baseY, dispX, dispY, radianRotation, offsetX, offsetY, startX, startY, endX, endY, cosR, sinR, newX, newY);

            int dx, dy;
            for (y = startY; y < endY; y++)
            {
                for (x = startX; x < endX; x++)
                {
                    dx = x - startX + dispX;
                    dy = y - startY + dispY;
                    if (dx >= 0 && dx < newX && dy >= 0 && dy < newY)
                    {
                        try
                        {
                            float newHeight = (float)terrain_tmp[x, y]; //use 'alpha' mask
                            if (newHeight != -65535f) m_terrainData[dx, dy] = newHeight + displacement.Z;
                        }
                        catch (Exception)   //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
                        {
                            m_log.DebugFormat("{0} MergeWithBounding - Bound & Displace: Out of Bounds sx={1} sy={2} dx={3} dy={4}", x, y, dx, dy);
                        }
                    }
                }
            }
        }

        #endregion

        public TerrainChannel Copy()
        {
            TerrainChannel copy = new TerrainChannel();
            copy.m_terrainData = m_terrainData.Clone();
            return copy;
        }

        private void WriteXml(XmlWriter writer)
        {
            if (Width == Constants.RegionSize && Height == Constants.RegionSize)
            {
                // Downward compatibility for legacy region terrain maps.
                // If region is exactly legacy size, return the old format XML.
                writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
                ToXml(writer);
                writer.WriteEndElement();
            }
            else
            {
                // New format XML that includes width and length.
                writer.WriteStartElement(String.Empty, "TerrainMap2", String.Empty);
                ToXml2(writer);
                writer.WriteEndElement();
            }
        }

        private void ReadXml(XmlReader reader)
        {
            // Check the first element. If legacy element, use the legacy reader.
            if (reader.IsStartElement("TerrainMap"))
            {
                reader.ReadStartElement("TerrainMap");
                FromXml(reader);
            }
            else
            {
                reader.ReadStartElement("TerrainMap2");
                FromXml2(reader);
            }
        }

        // Write legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
        private void ToXml(XmlWriter xmlWriter)
        {
            float[] mapData = GetFloatsSerialised();
            byte[] buffer = new byte[mapData.Length * 4];
            for (int i = 0; i < mapData.Length; i++)
            {
                byte[] value = BitConverter.GetBytes(mapData[i]);
                Array.Copy(value, 0, buffer, (i * 4), 4);
            }
            XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
            serializer.Serialize(xmlWriter, buffer);
        }

        // Read legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
        private void FromXml(XmlReader xmlReader)
        {
            XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
            byte[] dataArray = (byte[])serializer.Deserialize(xmlReader);
            int index = 0;

            m_terrainData = new HeightmapTerrainData(Height, Width, (int)Constants.RegionHeight);

            for (int y = 0; y < Height; y++)
            {
                for (int x = 0; x < Width; x++)
                {
                    float value;
                    value = BitConverter.ToSingle(dataArray, index);
                    index += 4;
                    this[x, y] = (double)value;
                }
            }
        }

        private class TerrainChannelXMLPackage
        {
            public int Version;
            public int SizeX;
            public int SizeY;
            public int SizeZ;
            public float CompressionFactor;
            public float[] Map;
            public TerrainChannelXMLPackage(int pX, int pY, int pZ, float pCompressionFactor, float[] pMap)
            {
                Version = 1;
                SizeX = pX;
                SizeY = pY;
                SizeZ = pZ;
                CompressionFactor = pCompressionFactor;
                Map = pMap;
            }
        }

        // New terrain serialization format that includes the width and length.
        private void ToXml2(XmlWriter xmlWriter)
        {
            TerrainChannelXMLPackage package = new TerrainChannelXMLPackage(Width, Height, Altitude, m_terrainData.CompressionFactor,
                                            m_terrainData.GetCompressedMap());
            XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
            serializer.Serialize(xmlWriter, package);
        }

        // New terrain serialization format that includes the width and length.
        private void FromXml2(XmlReader xmlReader)
        {
            XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
            TerrainChannelXMLPackage package = (TerrainChannelXMLPackage)serializer.Deserialize(xmlReader);
            m_terrainData = new HeightmapTerrainData(package.Map, package.CompressionFactor, package.SizeX, package.SizeY, package.SizeZ);
        }

        // Fill the heightmap with the center bump terrain
        private void PinHeadIsland()
        {
            float cx = m_terrainData.SizeX * 0.5f;
            float cy = m_terrainData.SizeY * 0.5f;
            float h;
            for (int x = 0; x < Width; x++)
            {
                for (int y = 0; y < Height; y++)
                {
 //                   h = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
                    h = 1.0f;
                    float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 50) * 0.01d);
                    float spherFacB = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 100) * 0.001d);
                    if (h < spherFacA)
                        h = spherFacA;
                    if (h < spherFacB)
                        h = spherFacB;
                    m_terrainData[x, y] = h;
                }
            }
        }

        private void FlatLand()
        {
            m_terrainData.ClearLand();
        }
    }
}