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SmoothSphere.cs
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27 
28 using OpenSim.Region.Framework.Interfaces;
29 using OpenSim.Region.Framework.Scenes;
30 
31 namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
32 {
34  {
35  #region ITerrainPaintableEffect Members
36 
37  public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
38  double strength, double duration, int startX, int endX, int startY, int endY)
39  {
40  strength = TerrainUtil.MetersToSphericalStrength(strength);
41 
42  int x, y;
43  double[,] tweak = new double[map.Width,map.Height];
44 
45  double area = strength;
46  double step = strength / 4.0;
47  duration = 0.03; //MCP Should be read from ini file
48 
49 
50  // compute delta map
51  for (x = startX; x <= endX; x++)
52  {
53  for (y = startY; y <= endY; y++)
54  {
55  if (!mask[x, y])
56  continue;
57 
58  double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
59 
60  if (z > 0) // add in non-zero amount
61  {
62  double average = 0.0;
63  int avgsteps = 0;
64 
65  double n;
66  for (n = 0.0 - area; n < area; n += step)
67  {
68  double l;
69  for (l = 0.0 - area; l < area; l += step)
70  {
71  avgsteps++;
72  average += TerrainUtil.GetBilinearInterpolate(x + n, y + l, map);
73  }
74  }
75  tweak[x, y] = average / avgsteps;
76  }
77  }
78  }
79  // blend in map
80  for (x = startX; x <= endX; x++)
81  {
82  for (y = startY; y <= endY; y++)
83  {
84  if (!mask[x, y])
85  continue;
86 
87  double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
88 
89  if (z > 0) // add in non-zero amount
90  {
91  double da = z;
92  double a = (map[x, y] - tweak[x, y]) * da;
93  double newz = map[x, y] - (a * duration);
94 
95  if (newz > 0.0)
96  map[x, y] = newz;
97  }
98  }
99  }
100  }
101 
102  #endregion
103  }
104 }
void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz, double strength, double duration, int startX, int endX, int startY, int endY)
Definition: SmoothSphere.cs:37