SmoothArea.cs 3.7 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 OpenSim.Region.Framework.Interfaces;
  28. namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
  29. {
  30. public class SmoothArea : ITerrainFloodEffect
  31. {
  32. #region ITerrainFloodEffect Members
  33. public void FloodEffect(ITerrainChannel map, bool[,] fillArea, float height, float strength,
  34. int startX, int endX, int startY, int endY)
  35. {
  36. int sx = (endX - startX + 1) / 2;
  37. if (sx > 4)
  38. sx = 4;
  39. int sy = (endY - startY + 1) / 2;
  40. if (sy > 4)
  41. sy = 4;
  42. strength *= 0.002f;
  43. if(strength > 1.0f)
  44. strength = 1.0f;
  45. float[,] tweak = new float[endX - startX + 1, endY - startY + 1];
  46. for (int x = startX, i = 0; x <= endX; x++, i++)
  47. {
  48. for (int y = startY, j = 0; y <= endY; y++, j++)
  49. {
  50. if (!fillArea[x, y])
  51. continue;
  52. float average = 0f;
  53. int avgsteps = 0;
  54. for (int n = x - sx; n <= x + sx; ++n)
  55. {
  56. if (n >= 0 && n < map.Width)
  57. {
  58. for (int l = y - sy; l < y + sy; ++l)
  59. {
  60. if (l >= 0 && l < map.Height)
  61. {
  62. avgsteps++;
  63. average += map[n, l];
  64. }
  65. }
  66. }
  67. }
  68. tweak[i, j] = average / avgsteps;
  69. }
  70. }
  71. for (int x = startX, i = 0; x <= endX; x++, i++)
  72. {
  73. for (int y = startY, j = 0; y <= endY; y++, j++)
  74. {
  75. float ty = tweak[i, j];
  76. if (ty == 0.0)
  77. continue;
  78. map[x, y] = (1.0f - strength) * map[x, y] + strength * ty;
  79. }
  80. }
  81. }
  82. }
  83. #endregion
  84. }