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/*
* 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 > 0.0)
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);
}
}
}
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