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using System;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.Terrain.BasicTerrain
{
static class Hills
{
/// <summary>
/// Generates a series of spheres which are then either max()'d or added together. Inspired by suggestion from jh.
/// </summary>
/// <remarks>3-Clause BSD Licensed</remarks>
/// <param name="number">The number of hills to generate</param>
/// <param name="scale_min">The minimum size of each hill</param>
/// <param name="scale_range">The maximum size of each hill</param>
/// <param name="island">Whether to bias hills towards the center of the map</param>
/// <param name="additive">Whether to add hills together or to pick the largest value</param>
/// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param>
public static void hillsSpheres(float[,] map,int seed, int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
{
Random random = new Random(seed);
int w = map.GetLength(0);
int h = map.GetLength(1);
int x, y;
int i;
for (i = 0; i < number; i++)
{
double rx = Math.Min(255.0, random.NextDouble() * w);
double ry = Math.Min(255.0, random.NextDouble() * h);
double rand = random.NextDouble();
if (island)
{
// Move everything towards the center
rx -= w / 2;
rx /= 2;
rx += w / 2;
ry -= h / 2;
ry /= 2;
ry += h / 2;
}
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
if (noisy)
rand = random.NextDouble();
double z = (scale_min + (scale_range * rand));
z *= z;
z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
if (z < 0)
z = 0;
if (additive)
{
map[x, y] += (float)z;
}
else
{
map[x, y] = (float)Math.Max(map[x, y], z);
}
}
}
}
}
}
}
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