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- using System;
- using System.Collections.Generic;
- using System.Text;
- namespace OpenSim.Terrain.BasicTerrain
- {
- static class Hills
- {
- /// <summary>
- /// Generates a series of spheres which are then either max()'d or added together. Inspired by suggestion from jh.
- /// </summary>
- /// <remarks>3-Clause BSD Licensed</remarks>
- /// <param name="number">The number of hills to generate</param>
- /// <param name="scale_min">The minimum size of each hill</param>
- /// <param name="scale_range">The maximum size of each hill</param>
- /// <param name="island">Whether to bias hills towards the center of the map</param>
- /// <param name="additive">Whether to add hills together or to pick the largest value</param>
- /// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param>
- public static void hillsSpheres(float[,] map,int seed, int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
- {
- Random random = new Random(seed);
- int w = map.GetLength(0);
- int h = map.GetLength(1);
- int x, y;
- int i;
- for (i = 0; i < number; i++)
- {
- double rx = Math.Min(255.0, random.NextDouble() * w);
- double ry = Math.Min(255.0, random.NextDouble() * h);
- double rand = random.NextDouble();
- if (island)
- {
- // Move everything towards the center
- rx -= w / 2;
- rx /= 2;
- rx += w / 2;
- ry -= h / 2;
- ry /= 2;
- ry += h / 2;
- }
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- if (noisy)
- rand = random.NextDouble();
- double z = (scale_min + (scale_range * rand));
- z *= z;
- z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
- if (z < 0)
- z = 0;
- if (additive)
- {
- map[x, y] += (float)z;
- }
- else
- {
- map[x, y] = (float)Math.Max(map[x, y], z);
- }
- }
- }
- }
- }
- }
- }
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