Flatten.cs 5.2 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 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. */
  28. using System;
  29. namespace libTerrain
  30. {
  31. partial class Channel
  32. {
  33. /// <summary>
  34. /// Flattens the area underneath rx,ry by moving it to the average of the area. Uses a spherical mask provided by the raise() function.
  35. /// </summary>
  36. /// <param name="rx">The X coordinate of the terrain mask</param>
  37. /// <param name="ry">The Y coordinate of the terrain mask</param>
  38. /// <param name="size">The size of the terrain mask</param>
  39. /// <param name="amount">The scale of the terrain mask</param>
  40. public void Flatten(double rx, double ry, double size, double amount)
  41. {
  42. FlattenSlow(rx, ry, size, amount);
  43. }
  44. private void FlattenSlow(double rx, double ry, double size, double amount)
  45. {
  46. // Generate the mask
  47. Channel temp = new Channel(w, h);
  48. temp.Fill(0);
  49. temp.Raise(rx, ry, size, amount);
  50. temp.Normalise();
  51. double total_mod = temp.Sum();
  52. // Establish the average height under the area
  53. Channel newmap = new Channel(w, h);
  54. newmap.map = (double[,]) map.Clone();
  55. newmap *= temp;
  56. double total_terrain = newmap.Sum();
  57. double avg_height = total_terrain/total_mod;
  58. // Create a flat terrain using the average height
  59. Channel flat = new Channel(w, h);
  60. flat.Fill(avg_height);
  61. // Blend the current terrain with the average height terrain
  62. // using the "raised" empty terrain as a mask
  63. Blend(flat, temp);
  64. }
  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. }