ChannelDigger.cs 4.2 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using OpenSim.Region.CoreModules.World.Terrain;
  29. using OpenSim.Region.CoreModules.World.Terrain.FloodBrushes;
  30. using OpenSim.Region.Framework.Interfaces;
  31. namespace OpenSim.Region.CoreModules.World.Terrain.Effects
  32. {
  33. public class ChannelDigger : ITerrainEffect
  34. {
  35. private readonly int num_h = 4;
  36. private readonly int num_w = 4;
  37. private readonly ITerrainFloodEffect raiseFunction = new RaiseArea();
  38. private readonly ITerrainFloodEffect smoothFunction = new SmoothArea();
  39. #region ITerrainEffect Members
  40. public void RunEffect(ITerrainChannel map)
  41. {
  42. FillMap(map, 15);
  43. BuildTiles(map, 7);
  44. SmoothMap(map, 3);
  45. }
  46. #endregion
  47. private void SmoothMap(ITerrainChannel map, int rounds)
  48. {
  49. Boolean[,] bitmap = new bool[map.Width,map.Height];
  50. for (int x = 0; x < map.Width; x++)
  51. {
  52. for (int y = 0; y < map.Height; y++)
  53. {
  54. bitmap[x, y] = true;
  55. }
  56. }
  57. for (int i = 0; i < rounds; i++)
  58. {
  59. smoothFunction.FloodEffect(map, bitmap, -1f, 1.0f, 0, map.Width - 1, 0, map.Height - 1);
  60. }
  61. }
  62. private void FillMap(ITerrainChannel map, float val)
  63. {
  64. for (int x = 0; x < map.Width; x++)
  65. for (int y = 0; y < map.Height; y++)
  66. map[x, y] = val;
  67. }
  68. private void BuildTiles(ITerrainChannel map, float height)
  69. {
  70. int channelWidth = (int) Math.Floor((map.Width / num_w) * 0.8);
  71. int channelHeight = (int) Math.Floor((map.Height / num_h) * 0.8);
  72. int channelXOffset = (map.Width / num_w) - channelWidth;
  73. int channelYOffset = (map.Height / num_h) - channelHeight;
  74. for (int x = 0; x < num_w; x++)
  75. {
  76. for (int y = 0; y < num_h; y++)
  77. {
  78. int xoff = ((channelXOffset + channelWidth) * x) + (channelXOffset / 2);
  79. int yoff = ((channelYOffset + channelHeight) * y) + (channelYOffset / 2);
  80. Boolean[,] bitmap = new bool[map.Width,map.Height];
  81. for (int dx = 0; dx < channelWidth; dx++)
  82. {
  83. for (int dy = 0; dy < channelHeight; dy++)
  84. {
  85. bitmap[dx + xoff, dy + yoff] = true;
  86. }
  87. }
  88. raiseFunction.FloodEffect(map, bitmap, -1f,(float)height, 0, map.Width - 1, 0, map.Height - 1);
  89. }
  90. }
  91. }
  92. }
  93. }