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ChannelDigger.cs
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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 {
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, 0, map.Width - 1, 0, map.Height - 1);
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, 0, map.Width - 1, 0, map.Height - 1);
103  }
104  }
105  }
106  }
107 }
Interactive OpenSim region server
Definition: OpenSim.cs:55