Пример #1
0
        private void Weather(int width, int height, float T, Vector2[] neighbs, float[,] buffer)
        {
            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    buffer[x, y] = Overworld.Map[x, y].Height * Overworld.Map[x, y].Faults;
                }
            }

            int weatheringIters = 10;

            for (int iter = 0; iter < weatheringIters; iter++)
            {
                for (int x = 0; x < width; x++)
                {
                    for (int y = 0; y < height; y++)
                    {
                        Vector2 p              = new Vector2(x, y);
                        Vector2 maxDiffNeigh   = Vector2.Zero;
                        float   maxDiff        = 0;
                        float   totalDiff      = 0;
                        float   h              = Overworld.GetHeight(buffer, p);
                        float   lowestNeighbor = 0.0f;
                        for (int i = 0; i < 4; i++)
                        {
                            float nh   = Overworld.GetHeight(buffer, p + neighbs[i]);
                            float diff = h - nh;
                            totalDiff += diff;
                            if (diff > maxDiff)
                            {
                                maxDiffNeigh   = neighbs[i];
                                maxDiff        = diff;
                                lowestNeighbor = nh;
                            }
                        }

                        if (maxDiff > T)
                        {
                            Overworld.AddValue(Overworld.Map, p + maxDiffNeigh, Overworld.ScalarFieldType.Weathering, (float)(maxDiff * 0.4f));
                            Overworld.AddValue(Overworld.Map, p, Overworld.ScalarFieldType.Weathering, (float)(-maxDiff * 0.4f));
                        }
                    }
                }

                for (int x = 0; x < width; x++)
                {
                    for (int y = 0; y < height; y++)
                    {
                        Vector2 p = new Vector2(x, y);
                        float   w = Overworld.GetValue(Overworld.Map, p, Overworld.ScalarFieldType.Weathering);
                        Overworld.AddHeight(buffer, p, w);
                        Overworld.Map[x, y].Weathering = 0.0f;
                    }
                }
            }

            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    Overworld.Map[x, y].Weathering = buffer[x, y] - Overworld.Map[x, y].Height * Overworld.Map[x, y].Faults;
                }
            }
        }