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SmoothArea.cs
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27 
28 using OpenSim.Region.Framework.Interfaces;
29 
30 namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
31 {
33  {
34  #region ITerrainFloodEffect Members
35 
36  public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
37  int startX, int endX, int startY, int endY)
38  {
39  double area = strength;
40  double step = strength / 4.0;
41 
42  double[,] manipulate = new double[map.Width,map.Height];
43  int x, y;
44  for (x = startX; x <= endX; x++)
45  {
46  for (y = startY; y <= endY; y++)
47  {
48  if (!fillArea[x, y])
49  continue;
50 
51  double average = 0.0;
52  int avgsteps = 0;
53 
54  double n;
55  for (n = 0.0 - area; n < area; n += step)
56  {
57  double l;
58  for (l = 0.0 - area; l < area; l += step)
59  {
60  avgsteps++;
61  average += GetBilinearInterpolate(x + n, y + l, map);
62  }
63  }
64 
65  manipulate[x, y] = average / avgsteps;
66  }
67  }
68  for (x = startX; x <= endX; x++)
69  {
70  for (y = startY; y <= endY; y++)
71  {
72  if (!fillArea[x, y])
73  continue;
74 
75  map[x, y] = manipulate[x, y];
76  }
77  }
78  }
79 
80  #endregion
81 
82  private static double GetBilinearInterpolate(double x, double y, ITerrainChannel map)
83  {
84  int w = map.Width;
85  int h = map.Height;
86 
87  if (x > w - 2.0)
88  x = w - 2.0;
89  if (y > h - 2.0)
90  y = h - 2.0;
91  if (x < 0.0)
92  x = 0.0;
93  if (y < 0.0)
94  y = 0.0;
95 
96  const int stepSize = 1;
97  double h00 = map[(int) x, (int) y];
98  double h10 = map[(int) x + stepSize, (int) y];
99  double h01 = map[(int) x, (int) y + stepSize];
100  double h11 = map[(int) x + stepSize, (int) y + stepSize];
101  double h1 = h00;
102  double h2 = h10;
103  double h3 = h01;
104  double h4 = h11;
105  double a00 = h1;
106  double a10 = h2 - h1;
107  double a01 = h3 - h1;
108  double a11 = h1 - h2 - h3 + h4;
109  double partialx = x - (int) x;
110  double partialz = y - (int) y;
111  double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz);
112  return hi;
113  }
114  }
115 }
void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength, int startX, int endX, int startY, int endY)
Definition: SmoothArea.cs:36