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/*
* 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 OpenSim.Region.Environment.Interfaces;

namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
{
    public class SmoothSphere : ITerrainPaintableEffect
    {
        #region ITerrainPaintableEffect Members

        public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration)
        {
            strength = TerrainUtil.MetersToSphericalStrength(strength);

            int x, y;
            double[,] tweak = new double[map.Width, map.Height];
            
            double n, l;
            double area = strength;
            double step = strength / 4.0;
            
            // compute delta map 
            for (x = 0; x < map.Width; x++)
            {
                for (y = 0; y < map.Height; y++)
                {
                    double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
                    
                    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 += TerrainUtil.GetBilinearInterpolate(x + n, y + l, map);
                            }
                        }
                        tweak[x, y] = average / avgsteps;
                    }
                }
            }
            // blend in map 
            for (x = 0; x < map.Width; x++)
            {
                for (y = 0; y < map.Height; y++)
                {
                    double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
                    
                    if (z > 0) // add in non-zero amount 
                    {
                        double da = z;
                        double a = (map[x, y] - tweak[x, y]) * da;
                        double newz = map[x, y] - (a * duration);

                        if (newz > 0.0)
                            map[x, y] = newz;
                    }
                }
            }
        }

        #endregion
    }
}