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authorSean Dague2008-02-29 20:36:14 +0000
committerSean Dague2008-02-29 20:36:14 +0000
commitc009e2e0956ab6c43aebe0ba9275a0dbcc25e9ce (patch)
treeb69db77d795779b03e90b29a327f9d5613c06a06
parentMore compiler warning cleanup. (diff)
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From: Mike Pitman <pitman@us.ibm.com>
Below is a patch for the smooth tool. I factored out the essential computations and placed it in a channel method to work similar to raise and lower. It now performs about the same rate as raise and lower.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs12
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs62
2 files changed, 65 insertions, 9 deletions
diff --git a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
index decbb73..b34ca5e 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
@@ -251,7 +251,6 @@ namespace OpenSim.Region.Terrain
251 //SmoothTerrain(y, x , size, (double)seconds / 5.0); 251 //SmoothTerrain(y, x , size, (double)seconds / 5.0);
252 //} 252 //}
253 //} 253 //}
254
255 SmoothTerrain(west, north, size, (double) seconds/5.0); 254 SmoothTerrain(west, north, size, (double) seconds/5.0);
256 255
257 break; 256 break;
@@ -1331,14 +1330,9 @@ namespace OpenSim.Region.Terrain
1331 { 1330 {
1332 lock (heightmap) 1331 lock (heightmap)
1333 { 1332 {
1334 Channel smoothed = heightmap.Copy(); 1333 // perform essential computation as a channel method
1335 smoothed.Smooth(amount); 1334 heightmap.SmoothRegion(rx, ry, size, amount);
1336 1335 }
1337 Channel mask = new Channel();
1338 mask.Raise(rx, ry, size, amount);
1339
1340 heightmap.Blend(smoothed, mask);
1341 }
1342 1336
1343 tainted++; 1337 tainted++;
1344 } 1338 }
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
index 523a065..20bca51 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
@@ -127,5 +127,67 @@ namespace libTerrain
127 } 127 }
128 } 128 }
129 } 129 }
130
131 public double SphericalFactor(double x, double y, double rx, double ry, double size)
132 {
133 double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
134 return z;
135 }
136
137 public void SmoothRegion(double rx, double ry, double size, double amount)
138 {
139 int x, y;
140 double[,] tweak = new double[w, h];
141
142 double n, l;
143 double area = size;
144 double step = size / 4.0;
145
146 // compute delta map
147 for (x = 0; x < w; x++)
148 {
149 for (y = 0; y < h; y++)
150 {
151 double z = SphericalFactor(x, y, rx, ry, size);
152
153 if (z > 0) // add in non-zero amount
154 {
155 double average = 0.0;
156 int avgsteps = 0;
157
158 for (n = 0.0 - area; n < area; n += step)
159 {
160 for (l = 0.0 - area; l < area; l += step)
161 {
162 avgsteps++;
163 average += GetBilinearInterpolate(x + n, y + l);
164 }
165 }
166 tweak[x, y] = average / avgsteps;
167 //if (x == rx && y == ry)
168 // Console.WriteLine("tweak[ " + x + " , " + y + " ] = " + tweak[x, y]);
169 }
170 }
171 }
172 // blend in map
173 for (x = 0; x < w; x++)
174 {
175 for (y = 0; y < h; y++)
176 {
177 double z = SphericalFactor(x, y, rx, ry, size);
178
179 if (z > 0) // add in non-zero amount
180 {
181 double da = z * amount;
182 double a = (map[x, y] - tweak[x, y]) * da;
183 double newz = map[x, y] - a;
184 //if (rx == x || ry == y)
185 // Console.WriteLine("map[ " + x + " , " + y + " ] = " + map[x, y] + " tweak, a , da, z, size, amount = " + tweak[x, y] + " " + a + " " + da + " " + z + " " + size + " " + amount);
186 if (newz > 0.0)
187 Set(x, y, newz);
188 }
189 }
190 }
191 }
130 } 192 }
131} \ No newline at end of file 193} \ No newline at end of file