aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
blob: b4784f0a61f5385cf45485aefe65e7345ac582bb (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
/*
* 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 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;

namespace libTerrain
{
    partial class Channel
    {
        /// <summary>
        /// Flattens the area underneath rx,ry by moving it to the average of the area. Uses a spherical mask provided by the raise() function.
        /// </summary>
        /// <param name="rx">The X coordinate of the terrain mask</param>
        /// <param name="ry">The Y coordinate of the terrain mask</param>
        /// <param name="size">The size of the terrain mask</param>
        /// <param name="amount">The scale of the terrain mask</param>
        public void Flatten(double rx, double ry, double size, double amount)
        {
            FlattenSlow(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);
        }
    }
}