Flatten.cs 5.4 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 OpenSim 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. namespace libTerrain
  29. {
  30. partial class Channel
  31. {
  32. /// <summary>
  33. /// Flattens the area underneath rx,ry by moving it to the average of the area. Uses a spherical mask provided by the raise() function.
  34. /// </summary>
  35. /// <param name="rx">The X coordinate of the terrain mask</param>
  36. /// <param name="ry">The Y coordinate of the terrain mask</param>
  37. /// <param name="size">The size of the terrain mask</param>
  38. /// <param name="amount">The scale of the terrain mask</param>
  39. public void Flatten(double rx, double ry, double size, double amount)
  40. {
  41. FlattenSlow(rx, ry, size, amount);
  42. }
  43. private void FlattenSlow(double rx, double ry, double size, double amount)
  44. {
  45. // Generate the mask
  46. Channel temp = new Channel(w, h);
  47. temp.Fill(0);
  48. temp.Raise(rx, ry, size, amount);
  49. temp.Normalise();
  50. double total_mod = temp.Sum();
  51. // Establish the average height under the area
  52. Channel newmap = new Channel(w, h);
  53. newmap.map = (double[,]) map.Clone();
  54. newmap *= temp;
  55. double total_terrain = newmap.Sum();
  56. double avg_height = total_terrain/total_mod;
  57. // Create a flat terrain using the average height
  58. Channel flat = new Channel(w, h);
  59. flat.Fill(avg_height);
  60. // Blend the current terrain with the average height terrain
  61. // using the "raised" empty terrain as a mask
  62. Blend(flat, temp);
  63. }
  64. // TODO: unused
  65. // private void FlattenFast(double rx, double ry, double size, double amount)
  66. // {
  67. // int x, y;
  68. // double avg = 0;
  69. // double div = 0;
  70. // int minX = Math.Max(0, (int) (rx - (size + 1)));
  71. // int maxX = Math.Min(w, (int) (rx + (size + 1)));
  72. // int minY = Math.Max(0, (int) (ry - (size + 1)));
  73. // int maxY = Math.Min(h, (int) (ry + (size + 1)));
  74. // for (x = minX; x < maxX; x++)
  75. // {
  76. // for (y = minY; y < maxY; y++)
  77. // {
  78. // double z = size;
  79. // z *= z;
  80. // z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry));
  81. // if (z < 0)
  82. // z = 0;
  83. // avg += z*amount;
  84. // div += z;
  85. // }
  86. // }
  87. // double height = avg/div;
  88. // for (x = minX; x < maxX; x++)
  89. // {
  90. // for (y = minY; y < maxY; y++)
  91. // {
  92. // double z = size;
  93. // z *= z;
  94. // z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry));
  95. // if (z > 0.0)
  96. // Set(x, y, Tools.LinearInterpolate(map[x, y], height, z));
  97. // }
  98. // }
  99. // }
  100. public void Flatten(Channel mask, double amount)
  101. {
  102. // Generate the mask
  103. Channel temp = mask*amount;
  104. temp.Clip(0, 1); // Cut off out-of-bounds values
  105. double total_mod = temp.Sum();
  106. // Establish the average height under the area
  107. Channel map = new Channel(w, h);
  108. map.map = (double[,]) this.map.Clone();
  109. map *= temp;
  110. double total_terrain = map.Sum();
  111. double avg_height = total_terrain/total_mod;
  112. // Create a flat terrain using the average height
  113. Channel flat = new Channel(w, h);
  114. flat.Fill(avg_height);
  115. // Blend the current terrain with the average height terrain
  116. // using the "raised" empty terrain as a mask
  117. Blend(flat, temp);
  118. }
  119. }
  120. }