SmoothSphere.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 OpenSim.Region.Framework.Interfaces;
  28. using OpenSim.Region.Framework.Scenes;
  29. namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
  30. {
  31. public class SmoothSphere : ITerrainPaintableEffect
  32. {
  33. #region ITerrainPaintableEffect Members
  34. public void PaintEffect(ITerrainChannel map, bool[,] mask, float rx, float ry, float rz,
  35. float size, float strength, int startX, int endX, int startY, int endY)
  36. {
  37. float distancefactor;
  38. float dx2;
  39. float[,] tweak = new float[endX - startX + 1, endY - startY + 1];
  40. int ssize = (int)(size + 0.5);
  41. if(ssize > 4)
  42. ssize = 4;
  43. size *= size;
  44. if (strength > 1.0f)
  45. strength = 1.0f;
  46. // compute delta map
  47. for (int x = startX, i = 0; x <= endX; x++, i++)
  48. {
  49. dx2 = (x - rx) * (x - rx);
  50. for (int y = startY, j = 0; y <= endY; y++, j++)
  51. {
  52. if (!mask[x, y])
  53. continue;
  54. distancefactor = (dx2 + (y - ry) * (y - ry)) / size;
  55. if (distancefactor <= 1.0f)
  56. {
  57. distancefactor = strength * (1.0f - distancefactor);
  58. float average = 0f;
  59. int avgsteps = 0;
  60. for (int n = x - ssize; n <= x + ssize; ++n)
  61. {
  62. if(n >= 0 && n < map.Width)
  63. {
  64. for (int l = y - ssize; l <= y + ssize; ++l)
  65. {
  66. if (l >= 0 && l < map.Height)
  67. {
  68. avgsteps++;
  69. average += map[n, l];
  70. }
  71. }
  72. }
  73. }
  74. average /= avgsteps;
  75. tweak[i, j] = distancefactor * (map[x, y] - average);
  76. }
  77. }
  78. }
  79. // blend in map
  80. for (int x = startX, i = 0; x <= endX; x++, i++)
  81. {
  82. for (int y = startY, j = 0; y <= endY; y++, j++)
  83. {
  84. float tz = tweak[i, j];
  85. if(tz != 0.0)
  86. {
  87. float newz = map[x, y] - tz;
  88. if (newz > 0.0)
  89. map[x, y] = newz;
  90. }
  91. }
  92. }
  93. }
  94. #endregion
  95. }
  96. }