/* * 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 OpenSim 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 System; namespace libTerrain { partial class Channel { /// /// Raises land around the selection /// /// The center the X coordinate of where you wish to raise the land /// The center the Y coordinate of where you wish to raise the land /// The radius of the dimple /// How much impact to add to the terrain (0..2 usually) public void Raise(double rx, double ry, double size, double amount) { RaiseSphere(rx, ry, size, amount); } /// /// Raises land in a sphere around the selection /// /// The center the X coordinate of where you wish to raise the land /// The center the Y coordinate of where you wish to raise the land /// The radius of the sphere dimple /// How much impact to add to the terrain (0..2 usually) public void RaiseSphere(double rx, double ry, double size, double amount) { int x, y; for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { double z = size; z *= z; z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry)); if (z > 0.0) Set(x, y, map[x, y] + (z * amount)); } } } /// /// Raises land in a cone around the selection /// /// The center the X coordinate of where you wish to raise the land /// The center the Y coordinate of where you wish to raise the land /// The radius of the cone /// How much impact to add to the terrain (0..2 usually) public void RaiseCone(double rx, double ry, double size, double amount) { int x, y; for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { double z = size; z -= Math.Sqrt(((x - rx)*(x - rx)) + ((y - ry)*(y - ry))); if (z > 0.0) Set(x, y, map[x, y] + (z * amount)); } } } /// /// Lowers land in a sphere around the selection /// /// The center the X coordinate of where you wish to lower the land /// The center the Y coordinate of where you wish to lower the land /// The radius of the sphere dimple /// How much impact to remove from the terrain (0..2 usually) public void Lower(double rx, double ry, double size, double amount) { LowerSphere(rx, ry, size, amount); } /// /// Lowers land in a sphere around the selection /// /// The center the X coordinate of where you wish to lower the land /// The center the Y coordinate of where you wish to lower the land /// The radius of the sphere dimple /// How much impact to remove from the terrain (0..2 usually) public void LowerSphere(double rx, double ry, double size, double amount) { int x, y; for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { double z = size; z *= z; z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry)); if (z > 0.0) Set(x, y, map[x, y] - (z * amount)); } } } public double SphericalFactor(double x, double y, double rx, double ry, double size) { double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry)); return z; } public void SmoothRegion(double rx, double ry, double size, double amount) { int x, y; double[,] tweak = new double[w, h]; double n, l; double area = size; double step = size / 4.0; // compute delta map for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { double z = SphericalFactor(x, y, rx, ry, size); if (z > 0) // add in non-zero amount { double average = 0.0; int avgsteps = 0; for (n = 0.0 - area; n < area; n += step) { for (l = 0.0 - area; l < area; l += step) { avgsteps++; average += GetBilinearInterpolate(x + n, y + l); } } tweak[x, y] = average / avgsteps; //if (x == rx && y == ry) // Console.WriteLine("tweak[ " + x + " , " + y + " ] = " + tweak[x, y]); } } } // blend in map for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { double z = SphericalFactor(x, y, rx, ry, size); if (z > 0) // add in non-zero amount { double da = z * amount; double a = (map[x, y] - tweak[x, y]) * da; double newz = map[x, y] - a; //if (rx == x || ry == y) // Console.WriteLine("map[ " + x + " , " + y + " ] = " + map[x, y] + " tweak, a , da, z, size, amount = " + tweak[x, y] + " " + a + " " + da + " " + z + " " + size + " " + amount); if (newz > 0.0) Set(x, y, newz); } } } } } }