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Diffstat (limited to 'OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs')
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs28
1 files changed, 14 insertions, 14 deletions
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
index eaca695..57ba729 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
@@ -42,14 +42,14 @@ namespace libTerrain
42 /// <param name="ry">The Y coordinate of the terrain mask</param> 42 /// <param name="ry">The Y coordinate of the terrain mask</param>
43 /// <param name="size">The size of the terrain mask</param> 43 /// <param name="size">The size of the terrain mask</param>
44 /// <param name="amount">The scale of the terrain mask</param> 44 /// <param name="amount">The scale of the terrain mask</param>
45 public void flatten(double rx, double ry, double size, double amount) 45 public void Flatten(double rx, double ry, double size, double amount)
46 { 46 {
47 // Generate the mask 47 // Generate the mask
48 Channel temp = new Channel(w, h); 48 Channel temp = new Channel(w, h);
49 temp.fill(0); 49 temp.Fill(0);
50 temp.raise(rx, ry, size, amount); 50 temp.Raise(rx, ry, size, amount);
51 temp.normalise(); 51 temp.Normalise();
52 double total_mod = temp.sum(); 52 double total_mod = temp.Sum();
53 53
54 // Establish the average height under the area 54 // Establish the average height under the area
55 Channel newmap = new Channel(w, h); 55 Channel newmap = new Channel(w, h);
@@ -57,26 +57,26 @@ namespace libTerrain
57 57
58 newmap *= temp; 58 newmap *= temp;
59 59
60 double total_terrain = newmap.sum(); 60 double total_terrain = newmap.Sum();
61 double avg_height = total_terrain / total_mod; 61 double avg_height = total_terrain / total_mod;
62 62
63 // Create a flat terrain using the average height 63 // Create a flat terrain using the average height
64 Channel flat = new Channel(w, h); 64 Channel flat = new Channel(w, h);
65 flat.fill(avg_height); 65 flat.Fill(avg_height);
66 66
67 // Blend the current terrain with the average height terrain 67 // Blend the current terrain with the average height terrain
68 // using the "raised" empty terrain as a mask 68 // using the "raised" empty terrain as a mask
69 blend(flat, temp); 69 Blend(flat, temp);
70 70
71 } 71 }
72 72
73 public void flatten(Channel mask, double amount) 73 public void Flatten(Channel mask, double amount)
74 { 74 {
75 // Generate the mask 75 // Generate the mask
76 Channel temp = mask * amount; 76 Channel temp = mask * amount;
77 temp.clip(0, 1); // Cut off out-of-bounds values 77 temp.Clip(0, 1); // Cut off out-of-bounds values
78 78
79 double total_mod = temp.sum(); 79 double total_mod = temp.Sum();
80 80
81 // Establish the average height under the area 81 // Establish the average height under the area
82 Channel map = new Channel(w, h); 82 Channel map = new Channel(w, h);
@@ -84,16 +84,16 @@ namespace libTerrain
84 84
85 map *= temp; 85 map *= temp;
86 86
87 double total_terrain = map.sum(); 87 double total_terrain = map.Sum();
88 double avg_height = total_terrain / total_mod; 88 double avg_height = total_terrain / total_mod;
89 89
90 // Create a flat terrain using the average height 90 // Create a flat terrain using the average height
91 Channel flat = new Channel(w, h); 91 Channel flat = new Channel(w, h);
92 flat.fill(avg_height); 92 flat.Fill(avg_height);
93 93
94 // Blend the current terrain with the average height terrain 94 // Blend the current terrain with the average height terrain
95 // using the "raised" empty terrain as a mask 95 // using the "raised" empty terrain as a mask
96 blend(flat, temp); 96 Blend(flat, temp);
97 } 97 }
98 } 98 }
99} \ No newline at end of file 99} \ No newline at end of file