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-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs141
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diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.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
28namespace libTerrain
29{
30 partial class Channel
31 {
32 /// <summary>
33 /// Flattens the area underneath rx,ry by moving it to the average of the area. Uses a spherical mask provided by the raise() function.
34 /// </summary>
35 /// <param name="rx">The X coordinate of the terrain mask</param>
36 /// <param name="ry">The Y coordinate of the terrain mask</param>
37 /// <param name="size">The size of the terrain mask</param>
38 /// <param name="amount">The scale of the terrain mask</param>
39 public void Flatten(double rx, double ry, double size, double amount)
40 {
41 FlattenSlow(rx, ry, size, amount);
42 }
43
44 private void FlattenSlow(double rx, double ry, double size, double amount)
45 {
46 // Generate the mask
47 Channel temp = new Channel(w, h);
48 temp.Fill(0);
49 temp.Raise(rx, ry, size, amount);
50 temp.Normalise();
51 double total_mod = temp.Sum();
52
53 // Establish the average height under the area
54 Channel newmap = new Channel(w, h);
55 newmap.map = (double[,]) map.Clone();
56
57 newmap *= temp;
58
59 double total_terrain = newmap.Sum();
60 double avg_height = total_terrain/total_mod;
61
62 // Create a flat terrain using the average height
63 Channel flat = new Channel(w, h);
64 flat.Fill(avg_height);
65
66 // Blend the current terrain with the average height terrain
67 // using the "raised" empty terrain as a mask
68 Blend(flat, temp);
69 }
70
71// TODO: unused
72// private void FlattenFast(double rx, double ry, double size, double amount)
73// {
74// int x, y;
75// double avg = 0;
76// double div = 0;
77
78// int minX = Math.Max(0, (int) (rx - (size + 1)));
79// int maxX = Math.Min(w, (int) (rx + (size + 1)));
80// int minY = Math.Max(0, (int) (ry - (size + 1)));
81// int maxY = Math.Min(h, (int) (ry + (size + 1)));
82
83// for (x = minX; x < maxX; x++)
84// {
85// for (y = minY; y < maxY; y++)
86// {
87// double z = size;
88// z *= z;
89// z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry));
90
91// if (z < 0)
92// z = 0;
93
94// avg += z*amount;
95// div += z;
96// }
97// }
98
99// double height = avg/div;
100
101// for (x = minX; x < maxX; x++)
102// {
103// for (y = minY; y < maxY; y++)
104// {
105// double z = size;
106// z *= z;
107// z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry));
108
109// if (z > 0.0)
110// Set(x, y, Tools.LinearInterpolate(map[x, y], height, z));
111// }
112// }
113// }
114
115 public void Flatten(Channel mask, double amount)
116 {
117 // Generate the mask
118 Channel temp = mask*amount;
119 temp.Clip(0, 1); // Cut off out-of-bounds values
120
121 double total_mod = temp.Sum();
122
123 // Establish the average height under the area
124 Channel map = new Channel(w, h);
125 map.map = (double[,]) this.map.Clone();
126
127 map *= temp;
128
129 double total_terrain = map.Sum();
130 double avg_height = total_terrain/total_mod;
131
132 // Create a flat terrain using the average height
133 Channel flat = new Channel(w, h);
134 flat.Fill(avg_height);
135
136 // Blend the current terrain with the average height terrain
137 // using the "raised" empty terrain as a mask
138 Blend(flat, temp);
139 }
140 }
141}