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-rw-r--r--Common/OpenSim.Framework/HeightMapGenHills.cs150
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diff --git a/Common/OpenSim.Framework/HeightMapGenHills.cs b/Common/OpenSim.Framework/HeightMapGenHills.cs
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1/*
2* Copyright (c) Contributors, http://www.openmetaverse.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28
29using System;
30
31namespace OpenSim.Framework.Terrain
32{
33 public class HeightmapGenHills
34 {
35 private Random Rand = new Random();
36 private int NumHills;
37 private float HillMin;
38 private float HillMax;
39 private bool Island;
40 private float[] heightmap;
41
42 public float[] GenerateHeightmap(int numHills, float hillMin, float hillMax, bool island)
43 {
44 NumHills = numHills;
45 HillMin = hillMin;
46 HillMax = hillMax;
47 Island = island;
48
49 heightmap = new float[256 * 256];
50
51 for (int i = 0; i < numHills; i++)
52 {
53 AddHill();
54 }
55
56 Normalize();
57
58 return heightmap;
59 }
60
61 private void AddHill()
62 {
63 float x, y;
64 float radius = RandomRange(HillMin, HillMax);
65
66 if (Island)
67 {
68 // Which direction from the center of the map the hill is placed
69 float theta = RandomRange(0, 6.28f);
70
71 // How far from the center of the map to place the hill. The radius
72 // is subtracted from the range to prevent any part of the hill from
73 // reaching the edge of the map
74 float distance = RandomRange(radius / 2.0f, 128.0f - radius);
75
76 x = 128.0f + (float)Math.Cos(theta) * distance;
77 y = 128.0f + (float)Math.Sin(theta) * distance;
78 }
79 else
80 {
81 x = RandomRange(-radius, 256.0f + radius);
82 y = RandomRange(-radius, 256.0f + radius);
83 }
84
85 float radiusSq = radius * radius;
86 float distSq;
87 float height;
88
89 int xMin = (int)(x - radius) - 1;
90 int xMax = (int)(x + radius) + 1;
91 if (xMin < 0) xMin = 0;
92 if (xMax > 255) xMax = 255;
93
94 int yMin = (int)(y - radius) - 1;
95 int yMax = (int)(y + radius) + 1;
96 if (yMin < 0) yMin = 0;
97 if (yMax > 255) yMax = 255;
98
99 // Loop through each affected cell and determine the height at that point
100 for (int v = yMin; v <= yMax; ++v)
101 {
102 float fv = (float)v;
103
104 for (int h = xMin; h <= xMax; ++h)
105 {
106 float fh = (float)h;
107
108 // Determine how far from the center of this hill this point is
109 distSq = (x - fh) * (x - fh) + (y - fv) * (y - fv);
110 height = radiusSq - distSq;
111
112 // Don't add negative hill values
113 if (height > 0.0f) heightmap[h + v * 256] += height;
114 }
115 }
116 }
117
118 private void Normalize()
119 {
120 float min = heightmap[0];
121 float max = heightmap[0];
122
123 for (int x = 0; x < 256; x++)
124 {
125 for (int y = 0; y < 256; y++)
126 {
127 if (heightmap[x + y * 256] < min) min = heightmap[x + y * 256];
128 if (heightmap[x + y * 256] > max) max = heightmap[x + y * 256];
129 }
130 }
131
132 // Avoid a rare divide by zero
133 if (min != max)
134 {
135 for (int x = 0; x < 256; x++)
136 {
137 for (int y = 0; y < 256; y++)
138 {
139 heightmap[x + y * 256] = ((heightmap[x + y * 256] - min) / (max - min)) * (HillMax - HillMin);
140 }
141 }
142 }
143 }
144
145 private float RandomRange(float min, float max)
146 {
147 return (float)Rand.NextDouble() * (max - min) + min;
148 }
149 }
150}