/* * 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; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes { public class SmoothSphere : ITerrainPaintableEffect { #region ITerrainPaintableEffect Members public void PaintEffect(ITerrainChannel map, bool[,] mask, float rx, float ry, float rz, float size, float strength, int startX, int endX, int startY, int endY) { float distancefactor; float dx2; float[,] tweak = new float[endX - startX + 1, endY - startY + 1]; int ssize = (int)(size + 0.5); if(ssize > 4) ssize = 4; size *= size; if (strength > 1.0f) strength = 1.0f; // compute delta map for (int x = startX, i = 0; x <= endX; x++, i++) { dx2 = (x - rx) * (x - rx); for (int y = startY, j = 0; y <= endY; y++, j++) { if (!mask[x, y]) continue; distancefactor = (dx2 + (y - ry) * (y - ry)) / size; if (distancefactor <= 1.0f) { distancefactor = strength * (1.0f - distancefactor); float average = 0f; int avgsteps = 0; for (int n = x - ssize; n <= x + ssize; ++n) { if(n >= 0 && n < map.Width) { for (int l = y - ssize; l <= y + ssize; ++l) { if (l >= 0 && l < map.Height) { avgsteps++; average += map[n, l]; } } } } average /= avgsteps; tweak[i, j] = distancefactor * (map[x, y] - average); } } } // blend in map for (int x = startX, i = 0; x <= endX; x++, i++) { for (int y = startY, j = 0; y <= endY; y++, j++) { float tz = tweak[i, j]; if(tz != 0.0) { float newz = map[x, y] - tz; if (newz > 0.0) map[x, y] = newz; } } } } #endregion } }