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authorAdam Frisby2008-03-14 13:37:39 +0000
committerAdam Frisby2008-03-14 13:37:39 +0000
commit53e8d91c06b3fc5cf61ba767930fa733a6efb232 (patch)
tree28db1d0e7e96c737da680bef72de527e2dacfb8f /OpenSim/Region/Environment/Modules/Terrain/TerrainUtil.cs
parent* Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL) (diff)
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* Fixed 'flatten area' brush, so it now has a 'force' instead of instantly flattening the selected area.
* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially. * TerrainModule has been cleaned up slightly. * TerrainUtil class has several new functions related to seeded noise generation. * Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
Diffstat (limited to 'OpenSim/Region/Environment/Modules/Terrain/TerrainUtil.cs')
-rw-r--r--OpenSim/Region/Environment/Modules/Terrain/TerrainUtil.cs55
1 files changed, 55 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Modules/Terrain/TerrainUtil.cs b/OpenSim/Region/Environment/Modules/Terrain/TerrainUtil.cs
index 23ab321..55265d9 100644
--- a/OpenSim/Region/Environment/Modules/Terrain/TerrainUtil.cs
+++ b/OpenSim/Region/Environment/Modules/Terrain/TerrainUtil.cs
@@ -47,5 +47,60 @@ namespace OpenSim.Region.Environment.Modules.Terrain
47 double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz); 47 double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz);
48 return hi; 48 return hi;
49 } 49 }
50
51 private static double Noise(double x, double y)
52 {
53 int n = (int)x + (int)(y * 749);
54 n = (n << 13) ^ n;
55 return (1.0 - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0);
56 }
57
58 private static double SmoothedNoise1(double x, double y)
59 {
60 double corners = (Noise(x - 1, y - 1) + Noise(x + 1, y - 1) + Noise(x - 1, y + 1) + Noise(x + 1, y + 1)) / 16;
61 double sides = (Noise(x - 1, y) + Noise(x + 1, y) + Noise(x, y - 1) + Noise(x, y + 1)) / 8;
62 double center = Noise(x, y) / 4;
63 return corners + sides + center;
64 }
65
66 private static double Interpolate(double x, double y, double z)
67 {
68 return (x * (1.0 - z)) + (y * z);
69 }
70
71 private static double InterpolatedNoise(double x, double y)
72 {
73 int integer_X = (int)(x);
74 double fractional_X = x - integer_X;
75
76 int integer_Y = (int)y;
77 double fractional_Y = y - integer_Y;
78
79 double v1 = SmoothedNoise1(integer_X, integer_Y);
80 double v2 = SmoothedNoise1(integer_X + 1, integer_Y);
81 double v3 = SmoothedNoise1(integer_X, integer_Y + 1);
82 double v4 = SmoothedNoise1(integer_X + 1, integer_Y + 1);
83
84 double i1 = Interpolate(v1, v2, fractional_X);
85 double i2 = Interpolate(v3, v4, fractional_X);
86
87 return Interpolate(i1, i2, fractional_Y);
88 }
89
90 public static double PerlinNoise2D(double x, double y, int octaves, double persistence)
91 {
92 double frequency = 0.0;
93 double amplitude = 0.0;
94 double total = 0.0;
95
96 for (int i = 0; i < octaves; i++)
97 {
98 frequency = System.Math.Pow(2, i);
99 amplitude = System.Math.Pow(persistence, i);
100
101 total += InterpolatedNoise(x * frequency, y * frequency) * amplitude;
102 }
103 return total;
104 }
50 } 105 }
51} 106}