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-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs85
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs13
2 files changed, 50 insertions, 48 deletions
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
index aa102b8..ba076c2 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
@@ -70,48 +70,49 @@ namespace libTerrain
70 Blend(flat, temp); 70 Blend(flat, temp);
71 } 71 }
72 72
73 private void FlattenFast(double rx, double ry, double size, double amount) 73// TODO: unused
74 { 74// private void FlattenFast(double rx, double ry, double size, double amount)
75 int x, y; 75// {
76 double avg = 0; 76// int x, y;
77 double div = 0; 77// double avg = 0;
78 78// double div = 0;
79 int minX = Math.Max(0, (int) (rx - (size + 1))); 79
80 int maxX = Math.Min(w, (int) (rx + (size + 1))); 80// int minX = Math.Max(0, (int) (rx - (size + 1)));
81 int minY = Math.Max(0, (int) (ry - (size + 1))); 81// int maxX = Math.Min(w, (int) (rx + (size + 1)));
82 int maxY = Math.Min(h, (int) (ry + (size + 1))); 82// int minY = Math.Max(0, (int) (ry - (size + 1)));
83 83// int maxY = Math.Min(h, (int) (ry + (size + 1)));
84 for (x = minX; x < maxX; x++) 84
85 { 85// for (x = minX; x < maxX; x++)
86 for (y = minY; y < maxY; y++) 86// {
87 { 87// for (y = minY; y < maxY; y++)
88 double z = size; 88// {
89 z *= z; 89// double z = size;
90 z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry)); 90// z *= z;
91 91// z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry));
92 if (z < 0) 92
93 z = 0; 93// if (z < 0)
94 94// z = 0;
95 avg += z*amount; 95
96 div += z; 96// avg += z*amount;
97 } 97// div += z;
98 } 98// }
99 99// }
100 double height = avg/div; 100
101 101// double height = avg/div;
102 for (x = minX; x < maxX; x++) 102
103 { 103// for (x = minX; x < maxX; x++)
104 for (y = minY; y < maxY; y++) 104// {
105 { 105// for (y = minY; y < maxY; y++)
106 double z = size; 106// {
107 z *= z; 107// double z = size;
108 z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry)); 108// z *= z;
109 109// z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry));
110 if (z > 0.0) 110
111 Set(x, y, Tools.LinearInterpolate(map[x, y], height, z)); 111// if (z > 0.0)
112 } 112// Set(x, y, Tools.LinearInterpolate(map[x, y], height, z));
113 } 113// }
114 } 114// }
115// }
115 116
116 public void Flatten(Channel mask, double amount) 117 public void Flatten(Channel mask, double amount)
117 { 118 {
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs
index 7840f8b..8f12637 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs
@@ -40,12 +40,13 @@ namespace libTerrain
40 return ((i) + (N + 2)*(j)); 40 return ((i) + (N + 2)*(j));
41 } 41 }
42 42
43 private static void nsSwap(ref double x0, ref double x) 43// TODO: unused
44 { 44// private static void nsSwap(ref double x0, ref double x)
45 double tmp = x0; 45// {
46 x0 = x; 46// double tmp = x0;
47 x = tmp; 47// x0 = x;
48 } 48// x = tmp;
49// }
49 50
50 private static void nsSwap(ref double[] x0, ref double[] x) 51 private static void nsSwap(ref double[] x0, ref double[] x)
51 { 52 {