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- /*
- * Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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 System;
- namespace OpenSim.Framework.Terrain
- {
- public class HeightmapGenHills
- {
- private Random Rand = new Random();
- private int NumHills;
- private float HillMin;
- private float HillMax;
- private bool Island;
- private float[] heightmap;
- public float[] GenerateHeightmap(int numHills, float hillMin, float hillMax, bool island)
- {
- NumHills = numHills;
- HillMin = hillMin;
- HillMax = hillMax;
- Island = island;
- heightmap = new float[256 * 256];
- for (int i = 0; i < numHills; i++)
- {
- AddHill();
- }
- Normalize();
- return heightmap;
- }
- private void AddHill()
- {
- float x, y;
- float radius = RandomRange(HillMin, HillMax);
- if (Island)
- {
- // Which direction from the center of the map the hill is placed
- float theta = RandomRange(0, 6.28f);
- // How far from the center of the map to place the hill. The radius
- // is subtracted from the range to prevent any part of the hill from
- // reaching the edge of the map
- float distance = RandomRange(radius / 2.0f, 128.0f - radius);
- x = 128.0f + (float)Math.Cos(theta) * distance;
- y = 128.0f + (float)Math.Sin(theta) * distance;
- }
- else
- {
- x = RandomRange(-radius, 256.0f + radius);
- y = RandomRange(-radius, 256.0f + radius);
- }
- float radiusSq = radius * radius;
- float distSq;
- float height;
- int xMin = (int)(x - radius) - 1;
- int xMax = (int)(x + radius) + 1;
- if (xMin < 0) xMin = 0;
- if (xMax > 255) xMax = 255;
- int yMin = (int)(y - radius) - 1;
- int yMax = (int)(y + radius) + 1;
- if (yMin < 0) yMin = 0;
- if (yMax > 255) yMax = 255;
- // Loop through each affected cell and determine the height at that point
- for (int v = yMin; v <= yMax; ++v)
- {
- float fv = (float)v;
- for (int h = xMin; h <= xMax; ++h)
- {
- float fh = (float)h;
- // Determine how far from the center of this hill this point is
- distSq = (x - fh) * (x - fh) + (y - fv) * (y - fv);
- height = radiusSq - distSq;
- // Don't add negative hill values
- if (height > 0.0f) heightmap[h + v * 256] += height;
- }
- }
- }
- private void Normalize()
- {
- float min = heightmap[0];
- float max = heightmap[0];
- for (int x = 0; x < 256; x++)
- {
- for (int y = 0; y < 256; y++)
- {
- if (heightmap[x + y * 256] < min) min = heightmap[x + y * 256];
- if (heightmap[x + y * 256] > max) max = heightmap[x + y * 256];
- }
- }
- // Avoid a rare divide by zero
- if (min != max)
- {
- for (int x = 0; x < 256; x++)
- {
- for (int y = 0; y < 256; y++)
- {
- heightmap[x + y * 256] = ((heightmap[x + y * 256] - min) / (max - min)) * (HillMax - HillMin);
- }
- }
- }
- }
- private float RandomRange(float min, float max)
- {
- return (float)Rand.NextDouble() * (max - min) + min;
- }
- }
- }
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