示例#1
0
        public void FloodEffect(ITerrainChannel map, UUID userID, float north,
                                float west, float south, float east, float strength)
        {
            float area = strength;
            float step = strength / 4;

            for (int x = (int)west; x < (int)east; x++)
            {
                for (int y = (int)south; y < (int)north; y++)
                {
                    if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))
                    {
                        continue;
                    }

                    float average  = 0;
                    int   avgsteps = 0;

                    float n;
                    for (n = 0 - area; n < area; n += step)
                    {
                        float l;
                        for (l = 0 - area; l < area; l += step)
                        {
                            avgsteps++;
                            average += TerrainUtil.GetBilinearInterpolate(x + n, y + l, map);
                        }
                    }

                    map[x, y] = average / avgsteps;
                }
            }
        }
        public void PaintEffect(ITerrainChannel map, UUID userID, float rx, float ry, float rz, float strength,
                                float duration, float BrushSize)
        {
            int n = (int)(BrushSize + 0.5f);

            if (BrushSize > 6) //If it gets too high, it will start roughening at an ever increasing rate when held down
            {
                BrushSize = 6;
            }
            strength = TerrainUtil.MetersToSphericalStrength(BrushSize);

            float area = BrushSize;
            float step = BrushSize / 4;

            duration *= 0.01f; //MCP Should be read from ini file

            int zx = (int)(rx + 0.5);
            int zy = (int)(ry + 0.5);

            float average  = 0;
            int   avgsteps = 0;

            float nn;

            for (nn = 0 - area; nn < area; nn += step)
            {
                float l;
                for (l = 0 - area; l < area; l += step)
                {
                    avgsteps++;
                    average += TerrainUtil.GetBilinearInterpolate(rx + nn, ry + l, map);
                }
            }
            int dx;

            for (dx = -n; dx <= n; dx++)
            {
                int dy;
                for (dy = -n; dy <= n; dy++)
                {
                    int x = zx + dx;
                    int y = zy + dy;
                    if (x >= 0 && y >= 0 && x < map.Width && y < map.Height)
                    {
                        if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))
                        {
                            continue;
                        }

                        float z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength) / (strength);
                        if (z > 0) // add in non-zero amount
                        {
                            float avg;
                            if (avgsteps > 0)
                            {
                                avg = average / avgsteps;
                            }
                            else
                            {
                                avg = 0f;
                            }

                            float a    = (map [x, y] - avg);
                            float newz = map [x, y] + (a * duration);

                            if (newz > 0.0)
                            {
                                map [x, y] = newz;
                            }
                        }
                    }
                }
            }
        }
示例#3
0
        public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
                                double strength, double duration, int startX, int endX, int startY, int endY)
        {
            strength = TerrainUtil.MetersToSphericalStrength(strength);

            int x, y;

            double[,] tweak = new double[map.Width, map.Height];

            double area = strength;
            double step = strength / 4.0;

            duration = 0.03; //MCP Should be read from ini file


            // compute delta map
            for (x = startX; x <= endX; x++)
            {
                for (y = startY; y <= endY; y++)
                {
                    if (!mask[x, y])
                    {
                        continue;
                    }

                    double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);

                    if (z > 0) // add in non-zero amount
                    {
                        double average  = 0.0;
                        int    avgsteps = 0;

                        double n;
                        for (n = 0.0 - area; n < area; n += step)
                        {
                            double l;
                            for (l = 0.0 - area; l < area; l += step)
                            {
                                avgsteps++;
                                average += TerrainUtil.GetBilinearInterpolate(x + n, y + l, map);
                            }
                        }
                        tweak[x, y] = average / avgsteps;
                    }
                }
            }
            // blend in map
            for (x = startX; x <= endX; x++)
            {
                for (y = startY; y <= endY; y++)
                {
                    if (!mask[x, y])
                    {
                        continue;
                    }

                    double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);

                    if (z > 0) // add in non-zero amount
                    {
                        double da   = z;
                        double a    = (map[x, y] - tweak[x, y]) * da;
                        double newz = map[x, y] - (a * duration);

                        if (newz > 0.0)
                        {
                            map[x, y] = newz;
                        }
                    }
                }
            }
        }