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* notice, this list of conditions and the following disclaimer in the
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* 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
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*/
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);
}
}
}
}
}
}