opensim – Blame information for rev 1
?pathlinks?
Rev | Author | Line No. | Line |
---|---|---|---|
1 | eva | 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 OpenSimulator 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 | using OpenSim.Region.CoreModules.World.Terrain; |
||
30 | using OpenSim.Region.CoreModules.World.Terrain.FloodBrushes; |
||
31 | using OpenSim.Region.Framework.Interfaces; |
||
32 | |||
33 | namespace OpenSim.Region.CoreModules.World.Terrain.Effects |
||
34 | { |
||
35 | public class ChannelDigger : ITerrainEffect |
||
36 | { |
||
37 | private readonly int num_h = 4; |
||
38 | private readonly int num_w = 4; |
||
39 | |||
40 | private readonly ITerrainFloodEffect raiseFunction = new RaiseArea(); |
||
41 | private readonly ITerrainFloodEffect smoothFunction = new SmoothArea(); |
||
42 | |||
43 | #region ITerrainEffect Members |
||
44 | |||
45 | public void RunEffect(ITerrainChannel map) |
||
46 | { |
||
47 | FillMap(map, 15); |
||
48 | BuildTiles(map, 7); |
||
49 | SmoothMap(map, 3); |
||
50 | } |
||
51 | |||
52 | #endregion |
||
53 | |||
54 | private void SmoothMap(ITerrainChannel map, int rounds) |
||
55 | { |
||
56 | Boolean[,] bitmap = new bool[map.Width,map.Height]; |
||
57 | for (int x = 0; x < map.Width; x++) |
||
58 | { |
||
59 | for (int y = 0; y < map.Height; y++) |
||
60 | { |
||
61 | bitmap[x, y] = true; |
||
62 | } |
||
63 | } |
||
64 | |||
65 | for (int i = 0; i < rounds; i++) |
||
66 | { |
||
67 | smoothFunction.FloodEffect(map, bitmap, 1.0); |
||
68 | } |
||
69 | } |
||
70 | |||
71 | private void FillMap(ITerrainChannel map, double val) |
||
72 | { |
||
73 | for (int x = 0; x < map.Width; x++) |
||
74 | for (int y = 0; y < map.Height; y++) |
||
75 | map[x, y] = val; |
||
76 | } |
||
77 | |||
78 | private void BuildTiles(ITerrainChannel map, double height) |
||
79 | { |
||
80 | int channelWidth = (int) Math.Floor((map.Width / num_w) * 0.8); |
||
81 | int channelHeight = (int) Math.Floor((map.Height / num_h) * 0.8); |
||
82 | int channelXOffset = (map.Width / num_w) - channelWidth; |
||
83 | int channelYOffset = (map.Height / num_h) - channelHeight; |
||
84 | |||
85 | for (int x = 0; x < num_w; x++) |
||
86 | { |
||
87 | for (int y = 0; y < num_h; y++) |
||
88 | { |
||
89 | int xoff = ((channelXOffset + channelWidth) * x) + (channelXOffset / 2); |
||
90 | int yoff = ((channelYOffset + channelHeight) * y) + (channelYOffset / 2); |
||
91 | |||
92 | Boolean[,] bitmap = new bool[map.Width,map.Height]; |
||
93 | |||
94 | for (int dx = 0; dx < channelWidth; dx++) |
||
95 | { |
||
96 | for (int dy = 0; dy < channelHeight; dy++) |
||
97 | { |
||
98 | bitmap[dx + xoff, dy + yoff] = true; |
||
99 | } |
||
100 | } |
||
101 | |||
102 | raiseFunction.FloodEffect(map, bitmap, height); |
||
103 | } |
||
104 | } |
||
105 | } |
||
106 | } |
||
107 | } |