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- /*
- * Copyright (c) Contributors, http://opensimulator.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 libTerrain
- {
- partial class Channel
- {
- /// <summary>
- /// Flattens the area underneath rx,ry by moving it to the average of the area. Uses a spherical mask provided by the raise() function.
- /// </summary>
- /// <param name="rx">The X coordinate of the terrain mask</param>
- /// <param name="ry">The Y coordinate of the terrain mask</param>
- /// <param name="size">The size of the terrain mask</param>
- /// <param name="amount">The scale of the terrain mask</param>
- public void Flatten(double rx, double ry, double size, double amount)
- {
- FlattenSlow(rx, ry, size, amount);
- }
- private void FlattenSlow(double rx, double ry, double size, double amount)
- {
- // Generate the mask
- Channel temp = new Channel(w, h);
- temp.Fill(0);
- temp.Raise(rx, ry, size, amount);
- temp.Normalise();
- double total_mod = temp.Sum();
- // Establish the average height under the area
- Channel newmap = new Channel(w, h);
- newmap.map = (double[,]) map.Clone();
- newmap *= temp;
- double total_terrain = newmap.Sum();
- double avg_height = total_terrain/total_mod;
- // Create a flat terrain using the average height
- Channel flat = new Channel(w, h);
- flat.Fill(avg_height);
- // Blend the current terrain with the average height terrain
- // using the "raised" empty terrain as a mask
- Blend(flat, temp);
- }
- private void FlattenFast(double rx, double ry, double size, double amount)
- {
- int x, y;
- double avg = 0;
- double div = 0;
- int minX = Math.Max(0, (int) (rx - (size + 1)));
- int maxX = Math.Min(w, (int) (rx + (size + 1)));
- int minY = Math.Max(0, (int) (ry - (size + 1)));
- int maxY = Math.Min(h, (int) (ry + (size + 1)));
- for (x = minX; x < maxX; x++)
- {
- for (y = minY; y < maxY; y++)
- {
- double z = size;
- z *= z;
- z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry));
- if (z < 0)
- z = 0;
- avg += z*amount;
- div += z;
- }
- }
- double height = avg/div;
- for (x = minX; x < maxX; x++)
- {
- for (y = minY; y < maxY; y++)
- {
- double z = size;
- z *= z;
- z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry));
- if (z > 0.0)
- Set(x, y, Tools.LinearInterpolate(map[x, y], height, z));
- }
- }
- }
- public void Flatten(Channel mask, double amount)
- {
- // Generate the mask
- Channel temp = mask*amount;
- temp.Clip(0, 1); // Cut off out-of-bounds values
- double total_mod = temp.Sum();
- // Establish the average height under the area
- Channel map = new Channel(w, h);
- map.map = (double[,]) this.map.Clone();
- map *= temp;
- double total_terrain = map.Sum();
- double avg_height = total_terrain/total_mod;
- // Create a flat terrain using the average height
- Channel flat = new Channel(w, h);
- flat.Fill(avg_height);
- // Blend the current terrain with the average height terrain
- // using the "raised" empty terrain as a mask
- Blend(flat, temp);
- }
- }
- }
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