**BREAKING CHANGE** Changing the way terrain is stored and used internally.

This commit is contained in:
Adam Frisby
2007-04-06 18:48:23 +00:00
parent df4df07c39
commit fb0dffbf13
23 changed files with 299 additions and 76 deletions

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@@ -0,0 +1,72 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.Terrain.BasicTerrain
{
static class Hills
{
/// <summary>
/// Generates a series of spheres which are then either max()'d or added together. Inspired by suggestion from jh.
/// </summary>
/// <remarks>3-Clause BSD Licensed</remarks>
/// <param name="number">The number of hills to generate</param>
/// <param name="scale_min">The minimum size of each hill</param>
/// <param name="scale_range">The maximum size of each hill</param>
/// <param name="island">Whether to bias hills towards the center of the map</param>
/// <param name="additive">Whether to add hills together or to pick the largest value</param>
/// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param>
public static void hillsSpheres(float[,] map,int seed, int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
{
Random random = new Random(seed);
int w = map.GetLength(0);
int h = map.GetLength(1);
int x, y;
int i;
for (i = 0; i < number; i++)
{
double rx = Math.Min(255.0, random.NextDouble() * w);
double ry = Math.Min(255.0, random.NextDouble() * h);
double rand = random.NextDouble();
if (island)
{
// Move everything towards the center
rx -= w / 2;
rx /= 2;
rx += w / 2;
ry -= h / 2;
ry /= 2;
ry += h / 2;
}
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
if (noisy)
rand = random.NextDouble();
double z = (scale_min + (scale_range * rand));
z *= z;
z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
if (z < 0)
z = 0;
if (additive)
{
map[x, y] += (float)z;
}
else
{
map[x, y] = (float)Math.Max(map[x, y], z);
}
}
}
}
}
}
}

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@@ -33,7 +33,9 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="TerrainManager.cs" />
<Compile Include="Hills.cs" />
<Compile Include="RaiseLower.cs" />
<Compile Include="TerrainEngine.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />

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using System;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.Terrain.BasicTerrain
{
static class RaiseLower
{
/// <summary>
/// Raises land around the selection
/// </summary>
/// <param name="rx">The center the X coordinate of where you wish to raise the land</param>
/// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
/// <param name="size">The radius of the dimple</param>
/// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
public static void raise(float[,] map, double rx, double ry, double size, double amount)
{
raiseSphere(map, rx, ry, size, amount);
}
/// <summary>
/// Raises land in a sphere around the selection
/// </summary>
/// <param name="rx">The center the X coordinate of where you wish to raise the land</param>
/// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
/// <param name="size">The radius of the sphere dimple</param>
/// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
public static void raiseSphere(float[,] map, double rx, double ry, double size, double amount)
{
int x, y;
int w = map.GetLength(0);
int h = map.GetLength(1);
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
double z = size;
z *= z;
z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
if (z < 0)
z = 0;
map[x, y] += (float)(z * amount);
}
}
}
/// <summary>
/// Lowers land in a sphere around the selection
/// </summary>
/// <param name="rx">The center the X coordinate of where you wish to lower the land</param>
/// <param name="ry">The center the Y coordinate of where you wish to lower the land</param>
/// <param name="size">The radius of the sphere dimple</param>
/// <param name="amount">How much impact to remove from the terrain (0..2 usually)</param>
public static void lower(float[,] map, double rx, double ry, double size, double amount)
{
lowerSphere(map, rx, ry, size, amount);
}
/// <summary>
/// Lowers land in a sphere around the selection
/// </summary>
/// <param name="rx">The center the X coordinate of where you wish to lower the land</param>
/// <param name="ry">The center the Y coordinate of where you wish to lower the land</param>
/// <param name="size">The radius of the sphere dimple</param>
/// <param name="amount">How much impact to remove from the terrain (0..2 usually)</param>
public static void lowerSphere(float[,] map, double rx, double ry, double size, double amount)
{
int x, y;
int w = map.GetLength(0);
int h = map.GetLength(1);
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
double z = size;
z *= z;
z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
if (z < 0)
z = 0;
map[x, y] -= (float)(z * amount);
}
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Text;
using OpenSim.Terrain.BasicTerrain;
namespace OpenSim.Terrain
{
public class TerrainEngine
{
public float[,] map;
public float[,] water;
int w, h;
public TerrainEngine()
{
w = 256;
h = 256;
map = new float[w, h];
water = new float[w, h];
}
/// <summary>
/// Swaps the references between the height and water buffers to allow you to edit the water heightmap. Remember to swap back when you are done.
/// </summary>
public void swapWaterBuffer()
{
float[,] temp = map;
map = water;
water = temp;
}
/// <summary>
/// Raises land in a sphere around the specified coordinates
/// </summary>
/// <param name="rx">Center of the sphere on the X axis</param>
/// <param name="ry">Center of the sphere on the Y axis</param>
/// <param name="size">The radius of the sphere</param>
/// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
public void raise(double rx, double ry, double size, double amount)
{
lock (map)
{
RaiseLower.raiseSphere(this.map, rx, ry, size, amount);
}
}
public void lower(double rx, double ry, double size, double amount)
{
lock (map)
{
RaiseLower.lowerSphere(this.map, rx, ry, size, amount);
}
}
public void hills()
{
lock (map)
{
Hills.hillsSpheres(this.map, 1337, 200, 20, 40, true, true, false);
}
}
}
}

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@@ -1,11 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.Terrain
{
public class TerrainManager
{
}
}

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@@ -0,0 +1,5 @@
bin\Debug\OpenSim.Terrain.BasicTerrain.dll
bin\Debug\OpenSim.Terrain.BasicTerrain.pdb
obj\Debug\ResolveAssemblyReference.cache
obj\Debug\OpenSim.Terrain.BasicTerrain.dll
obj\Debug\OpenSim.Terrain.BasicTerrain.pdb