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author | jhurliman | 2007-03-07 05:09:18 +0000 |
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committer | jhurliman | 2007-03-07 05:09:18 +0000 |
commit | 0b6f8a02a7d0927031bf812429770d6ecc5f483a (patch) | |
tree | 6795f255e730e5cdfcf79191a0fd64734951d691 /src/world/HeightmapGenHills.cs | |
parent | NEVER COMMIT WITHOUT A TEST COMPILE! (diff) | |
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* Updating libsecondlife.dll to the latest version with a working LayerData function
* Reformatting some source files
* Adding a try/catch sanity check around a phoning home check to osgrid.org
* Updating the MSVC project file
* Converted LayerData generation to use the functions built in to libsecondlife
* Removing unused BitPack.cs and TerrainDecoder.cs files
* Added a basic terrain generator (hills algorithm)
Diffstat (limited to 'src/world/HeightmapGenHills.cs')
-rw-r--r-- | src/world/HeightmapGenHills.cs | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/src/world/HeightmapGenHills.cs b/src/world/HeightmapGenHills.cs new file mode 100644 index 0000000..12af005 --- /dev/null +++ b/src/world/HeightmapGenHills.cs | |||
@@ -0,0 +1,122 @@ | |||
1 | using System; | ||
2 | |||
3 | namespace libsecondlife | ||
4 | { | ||
5 | public class HeightmapGenHills | ||
6 | { | ||
7 | private Random Rand = new Random(); | ||
8 | private int NumHills; | ||
9 | private float HillMin; | ||
10 | private float HillMax; | ||
11 | private bool Island; | ||
12 | private float[] heightmap; | ||
13 | |||
14 | public float[] GenerateHeightmap(int numHills, float hillMin, float hillMax, bool island) | ||
15 | { | ||
16 | NumHills = numHills; | ||
17 | HillMin = hillMin; | ||
18 | HillMax = hillMax; | ||
19 | Island = island; | ||
20 | |||
21 | heightmap = new float[256 * 256]; | ||
22 | |||
23 | for (int i = 0; i < numHills; i++) | ||
24 | { | ||
25 | AddHill(); | ||
26 | } | ||
27 | |||
28 | Normalize(); | ||
29 | |||
30 | return heightmap; | ||
31 | } | ||
32 | |||
33 | private void AddHill() | ||
34 | { | ||
35 | float x, y; | ||
36 | float radius = RandomRange(HillMin, HillMax); | ||
37 | |||
38 | if (Island) | ||
39 | { | ||
40 | // Which direction from the center of the map the hill is placed | ||
41 | float theta = RandomRange(0, 6.28f); | ||
42 | |||
43 | // How far from the center of the map to place the hill. The radius | ||
44 | // is subtracted from the range to prevent any part of the hill from | ||
45 | // reaching the edge of the map | ||
46 | float distance = RandomRange(radius / 2.0f, 128.0f - radius); | ||
47 | |||
48 | x = 128.0f + (float)Math.Cos(theta) * distance; | ||
49 | y = 128.0f + (float)Math.Sin(theta) * distance; | ||
50 | } | ||
51 | else | ||
52 | { | ||
53 | x = RandomRange(-radius, 256.0f + radius); | ||
54 | y = RandomRange(-radius, 256.0f + radius); | ||
55 | } | ||
56 | |||
57 | float radiusSq = radius * radius; | ||
58 | float distSq; | ||
59 | float height; | ||
60 | |||
61 | int xMin = (int)(x - radius) - 1; | ||
62 | int xMax = (int)(x + radius) + 1; | ||
63 | if (xMin < 0) xMin = 0; | ||
64 | if (xMax > 255) xMax = 255; | ||
65 | |||
66 | int yMin = (int)(y - radius) - 1; | ||
67 | int yMax = (int)(y + radius) + 1; | ||
68 | if (yMin < 0) yMin = 0; | ||
69 | if (yMax > 255) yMax = 255; | ||
70 | |||
71 | // Loop through each affected cell and determine the height at that point | ||
72 | for (int v = yMin; v <= yMax; ++v) | ||
73 | { | ||
74 | float fv = (float)v; | ||
75 | |||
76 | for (int h = xMin; h <= xMax; ++h) | ||
77 | { | ||
78 | float fh = (float)h; | ||
79 | |||
80 | // Determine how far from the center of this hill this point is | ||
81 | distSq = (x - fh) * (x - fh) + (y - fv) * (y - fv); | ||
82 | height = radiusSq - distSq; | ||
83 | |||
84 | // Don't add negative hill values | ||
85 | if (height > 0.0f) heightmap[h + v * 256] += height; | ||
86 | } | ||
87 | } | ||
88 | } | ||
89 | |||
90 | private void Normalize() | ||
91 | { | ||
92 | float min = heightmap[0]; | ||
93 | float max = heightmap[0]; | ||
94 | |||
95 | for (int x = 0; x < 256; x++) | ||
96 | { | ||
97 | for (int y = 0; y < 256; y++) | ||
98 | { | ||
99 | if (heightmap[x + y * 256] < min) min = heightmap[x + y * 256]; | ||
100 | if (heightmap[x + y * 256] > max) max = heightmap[x + y * 256]; | ||
101 | } | ||
102 | } | ||
103 | |||
104 | // Avoid a rare divide by zero | ||
105 | if (min != max) | ||
106 | { | ||
107 | for (int x = 0; x < 256; x++) | ||
108 | { | ||
109 | for (int y = 0; y < 256; y++) | ||
110 | { | ||
111 | heightmap[x + y * 256] = ((heightmap[x + y * 256] - min) / (max - min)) * (HillMax - HillMin); | ||
112 | } | ||
113 | } | ||
114 | } | ||
115 | } | ||
116 | |||
117 | private float RandomRange(float min, float max) | ||
118 | { | ||
119 | return (float)Rand.NextDouble() * (max - min) + min; | ||
120 | } | ||
121 | } | ||
122 | } | ||