/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes { public class FlattenArea : ITerrainFloodEffect { #region ITerrainFloodEffect Members public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength) { double sum = 0.0; double steps = 0.0; int x, y; for (x = 0; x < map.Width; x++) { for (y = 0; y < map.Height; y++) { if (fillArea[x, y]) { sum += map[x, y]; steps += 1.0; } } } double avg = sum / steps; double str = 0.1 * strength; // == 0.2 in the default client for (x = 0; x < map.Width; x++) { for (y = 0; y < map.Height; y++) { if (fillArea[x, y]) map[x, y] = (map[x, y] * (1.0 - str)) + (avg * str); } } } #endregion } }