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author | Adam Frisby | 2007-07-23 05:29:52 +0000 |
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committer | Adam Frisby | 2007-07-23 05:29:52 +0000 |
commit | b8da9c3a64b84ab14642bad8c79d3b2ed62e62fb (patch) | |
tree | de4466ffdf017e140ec3aca9bb52cbe14e5e5b12 /OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators | |
parent | Couple of small changes (diff) | |
download | opensim-SC-b8da9c3a64b84ab14642bad8c79d3b2ed62e62fb.zip opensim-SC-b8da9c3a64b84ab14642bad8c79d3b2ed62e62fb.tar.gz opensim-SC-b8da9c3a64b84ab14642bad8c79d3b2ed62e62fb.tar.bz2 opensim-SC-b8da9c3a64b84ab14642bad8c79d3b2ed62e62fb.tar.xz |
* Major style changes in libTerrain.Channel - now uses .NET-style naming syntax.
* Issue#218 - Updated mySQL region table.
Diffstat (limited to 'OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators')
3 files changed, 27 insertions, 27 deletions
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs index 97c2762..198c337 100644 --- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs +++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs | |||
@@ -74,14 +74,14 @@ namespace libTerrain | |||
74 | /// <param name="carry">The percentage of rock which can be picked up to pickup 0..1</param> | 74 | /// <param name="carry">The percentage of rock which can be picked up to pickup 0..1</param> |
75 | /// <param name="rounds">The number of erosion rounds (recommended: 25+)</param> | 75 | /// <param name="rounds">The number of erosion rounds (recommended: 25+)</param> |
76 | /// <param name="lowest">Drop sediment at the lowest point?</param> | 76 | /// <param name="lowest">Drop sediment at the lowest point?</param> |
77 | public void AerobicErosion(double windspeed, double pickup_talus_minimum, double drop_talus_minimum, double carry, int rounds, bool lowest, bool usingFluidDynamics) | 77 | public void AerobicErosion(double windspeed, double pickupTalusMinimum, double dropTalusMinimum, double carry, int rounds, bool lowest, bool usingFluidDynamics) |
78 | { | 78 | { |
79 | Channel wind = new Channel(w, h) ; | 79 | Channel wind = new Channel(w, h) ; |
80 | Channel sediment = new Channel(w, h); | 80 | Channel sediment = new Channel(w, h); |
81 | int x, y, i, j; | 81 | int x, y, i, j; |
82 | 82 | ||
83 | wind = this.copy(); | 83 | wind = this.Copy(); |
84 | wind.normalise(); // Cheap wind calculations | 84 | wind.Normalise(); // Cheap wind calculations |
85 | wind *= windspeed; | 85 | wind *= windspeed; |
86 | 86 | ||
87 | if (usingFluidDynamics) | 87 | if (usingFluidDynamics) |
@@ -90,7 +90,7 @@ namespace libTerrain | |||
90 | } | 90 | } |
91 | else | 91 | else |
92 | { | 92 | { |
93 | wind.pertubation(30); // Can do better later | 93 | wind.Pertubation(30); // Can do better later |
94 | } | 94 | } |
95 | 95 | ||
96 | for (i = 0; i < rounds; i++) | 96 | for (i = 0; i < rounds; i++) |
@@ -100,13 +100,13 @@ namespace libTerrain | |||
100 | { | 100 | { |
101 | for (y = 1; y < h - 1; y++) | 101 | for (y = 1; y < h - 1; y++) |
102 | { | 102 | { |
103 | double me = get(x, y); | 103 | double me = Get(x, y); |
104 | double surfacearea = 0.3; // Everything will erode even if it's flat. Just slower. | 104 | double surfacearea = 0.3; // Everything will erode even if it's flat. Just slower. |
105 | 105 | ||
106 | for (j = 0; j < 9; j++) | 106 | for (j = 0; j < 9; j++) |
107 | { | 107 | { |
108 | int[] coords = neighbours(NEIGHBOURS.NEIGHBOUR_MOORE, j); | 108 | int[] coords = Neighbours(NeighbourSystem.Moore, j); |
109 | double target = get(x + coords[0], y + coords[1]); | 109 | double target = Get(x + coords[0], y + coords[1]); |
110 | 110 | ||
111 | surfacearea += Math.Abs(target - me); | 111 | surfacearea += Math.Abs(target - me); |
112 | } | 112 | } |
@@ -116,7 +116,7 @@ namespace libTerrain | |||
116 | if (amount < 0) | 116 | if (amount < 0) |
117 | amount = 0; | 117 | amount = 0; |
118 | 118 | ||
119 | if (surfacearea > pickup_talus_minimum) | 119 | if (surfacearea > pickupTalusMinimum) |
120 | { | 120 | { |
121 | this.map[x, y] -= amount; | 121 | this.map[x, y] -= amount; |
122 | sediment.map[x, y] += amount; | 122 | sediment.map[x, y] += amount; |
@@ -131,9 +131,9 @@ namespace libTerrain | |||
131 | } | 131 | } |
132 | else | 132 | else |
133 | { | 133 | { |
134 | wind.pertubation(15); // Can do better later | 134 | wind.Pertubation(15); // Can do better later |
135 | wind.seed++; | 135 | wind.seed++; |
136 | sediment.pertubation(10); // Sediment is blown around a bit | 136 | sediment.Pertubation(10); // Sediment is blown around a bit |
137 | sediment.seed++; | 137 | sediment.seed++; |
138 | } | 138 | } |
139 | 139 | ||
@@ -142,15 +142,15 @@ namespace libTerrain | |||
142 | { | 142 | { |
143 | for (y = 1; y < h - 1; y++) | 143 | for (y = 1; y < h - 1; y++) |
144 | { | 144 | { |
145 | double me = get(x, y); | 145 | double me = Get(x, y); |
146 | double surfacearea = 0.01; // Flat land does not get deposition | 146 | double surfacearea = 0.01; // Flat land does not get deposition |
147 | double min = double.MaxValue; | 147 | double min = double.MaxValue; |
148 | int[] minside = new int[2]; | 148 | int[] minside = new int[2]; |
149 | 149 | ||
150 | for (j = 0; j < 9; j++) | 150 | for (j = 0; j < 9; j++) |
151 | { | 151 | { |
152 | int[] coords = neighbours(NEIGHBOURS.NEIGHBOUR_MOORE, j); | 152 | int[] coords = Neighbours(NeighbourSystem.Moore, j); |
153 | double target = get(x + coords[0], y + coords[1]); | 153 | double target = Get(x + coords[0], y + coords[1]); |
154 | 154 | ||
155 | surfacearea += Math.Abs(target - me); | 155 | surfacearea += Math.Abs(target - me); |
156 | 156 | ||
@@ -166,7 +166,7 @@ namespace libTerrain | |||
166 | if (amount < 0) | 166 | if (amount < 0) |
167 | amount = 0; | 167 | amount = 0; |
168 | 168 | ||
169 | if (surfacearea > drop_talus_minimum) | 169 | if (surfacearea > dropTalusMinimum) |
170 | { | 170 | { |
171 | this.map[x + minside[0], y + minside[1]] += amount; | 171 | this.map[x + minside[0], y + minside[1]] += amount; |
172 | sediment.map[x, y] -= amount; | 172 | sediment.map[x, y] -= amount; |
@@ -178,7 +178,7 @@ namespace libTerrain | |||
178 | 178 | ||
179 | Channel myself = this; | 179 | Channel myself = this; |
180 | myself += sediment; | 180 | myself += sediment; |
181 | myself.normalise(); | 181 | myself.Normalise(); |
182 | } | 182 | } |
183 | } | 183 | } |
184 | } \ No newline at end of file | 184 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs index e3463c1..5ace241 100644 --- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs +++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs | |||
@@ -34,17 +34,17 @@ namespace libTerrain | |||
34 | { | 34 | { |
35 | partial class Channel | 35 | partial class Channel |
36 | { | 36 | { |
37 | public void hydraulicErosion(Channel rain, double evaporation, double solubility, int frequency, int rounds) | 37 | public void HydraulicErosion(Channel rain, double evaporation, double solubility, int frequency, int rounds) |
38 | { | 38 | { |
39 | Channel water = new Channel(w, h); | 39 | Channel water = new Channel(w, h); |
40 | Channel sediment = new Channel(w, h); | 40 | Channel sediment = new Channel(w, h); |
41 | Channel terrain = this; | 41 | Channel terrain = this; |
42 | Channel waterFlow = new Channel(w, h); | 42 | Channel waterFlow = new Channel(w, h); |
43 | 43 | ||
44 | NEIGHBOURS type = NEIGHBOURS.NEIGHBOUR_MOORE; | 44 | NeighbourSystem type = NeighbourSystem.Moore; |
45 | int NEIGHBOUR_ME = 4; | 45 | int NEIGHBOUR_ME = 4; |
46 | 46 | ||
47 | int NEIGHBOUR_MAX = type == NEIGHBOURS.NEIGHBOUR_MOORE ? 9 : 5; | 47 | int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; |
48 | 48 | ||
49 | for (int i = 0; i < rounds; i++) | 49 | for (int i = 0; i < rounds; i++) |
50 | { | 50 | { |
@@ -66,7 +66,7 @@ namespace libTerrain | |||
66 | { | 66 | { |
67 | if (j != NEIGHBOUR_ME) | 67 | if (j != NEIGHBOUR_ME) |
68 | { | 68 | { |
69 | int[] coords = neighbours(type, j); | 69 | int[] coords = Neighbours(type, j); |
70 | coords[0] += x; | 70 | coords[0] += x; |
71 | coords[1] += y; | 71 | coords[1] += y; |
72 | 72 | ||
@@ -107,13 +107,13 @@ namespace libTerrain | |||
107 | { | 107 | { |
108 | if (j != NEIGHBOUR_ME) | 108 | if (j != NEIGHBOUR_ME) |
109 | { | 109 | { |
110 | int[] coords = neighbours(type, j); | 110 | int[] coords = Neighbours(type, j); |
111 | coords[0] += x; | 111 | coords[0] += x; |
112 | coords[1] += y; | 112 | coords[1] += y; |
113 | 113 | ||
114 | if (diffs[j] > 0) | 114 | if (diffs[j] > 0) |
115 | { | 115 | { |
116 | waterFlow.setWrap(coords[0], coords[1], waterFlow.map[coords[0], coords[1]] + diffs[j] * totalInverseDiff); | 116 | waterFlow.SetWrap(coords[0], coords[1], waterFlow.map[coords[0], coords[1]] + diffs[j] * totalInverseDiff); |
117 | } | 117 | } |
118 | } | 118 | } |
119 | } | 119 | } |
@@ -121,7 +121,7 @@ namespace libTerrain | |||
121 | } | 121 | } |
122 | 122 | ||
123 | water += waterFlow; | 123 | water += waterFlow; |
124 | waterFlow.fill(0); | 124 | waterFlow.Fill(0); |
125 | 125 | ||
126 | water *= evaporation; | 126 | water *= evaporation; |
127 | 127 | ||
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs index 7514971..449bf85 100644 --- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs +++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs | |||
@@ -40,7 +40,7 @@ namespace libTerrain | |||
40 | /// <param name="talus">The rock angle (represented as a dy/dx ratio) at which point it will be succeptible to breakage</param> | 40 | /// <param name="talus">The rock angle (represented as a dy/dx ratio) at which point it will be succeptible to breakage</param> |
41 | /// <param name="rounds">The number of erosion rounds</param> | 41 | /// <param name="rounds">The number of erosion rounds</param> |
42 | /// <param name="c">The amount of rock to carry each round</param> | 42 | /// <param name="c">The amount of rock to carry each round</param> |
43 | public Channel thermalWeathering(double talus, int rounds, double c) | 43 | public Channel ThermalWeathering(double talus, int rounds, double c) |
44 | { | 44 | { |
45 | double[,] lastFrame; | 45 | double[,] lastFrame; |
46 | double[,] thisFrame; | 46 | double[,] thisFrame; |
@@ -48,10 +48,10 @@ namespace libTerrain | |||
48 | lastFrame = (double[,])map.Clone(); | 48 | lastFrame = (double[,])map.Clone(); |
49 | thisFrame = (double[,])map.Clone(); | 49 | thisFrame = (double[,])map.Clone(); |
50 | 50 | ||
51 | NEIGHBOURS type = NEIGHBOURS.NEIGHBOUR_MOORE; // Using moore neighbourhood (twice as computationally expensive) | 51 | NeighbourSystem type = NeighbourSystem.Moore; // Using moore neighbourhood (twice as computationally expensive) |
52 | int NEIGHBOUR_ME = 4; // I am always 4 in both systems. | 52 | int NEIGHBOUR_ME = 4; // I am always 4 in both systems. |
53 | 53 | ||
54 | int NEIGHBOUR_MAX = type == NEIGHBOURS.NEIGHBOUR_MOORE ? 9 : 5; | 54 | int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; |
55 | 55 | ||
56 | int frames = rounds; // Number of thermal erosion iterations to run | 56 | int frames = rounds; // Number of thermal erosion iterations to run |
57 | int i, j; | 57 | int i, j; |
@@ -67,7 +67,7 @@ namespace libTerrain | |||
67 | { | 67 | { |
68 | if (j != NEIGHBOUR_ME) | 68 | if (j != NEIGHBOUR_ME) |
69 | { | 69 | { |
70 | int[] coords = neighbours(type, j); | 70 | int[] coords = Neighbours(type, j); |
71 | 71 | ||
72 | coords[0] += x; | 72 | coords[0] += x; |
73 | coords[1] += y; | 73 | coords[1] += y; |
@@ -103,7 +103,7 @@ namespace libTerrain | |||
103 | 103 | ||
104 | map = thisFrame; | 104 | map = thisFrame; |
105 | 105 | ||
106 | normalise(); // Just to guaruntee a smooth 0..1 value | 106 | Normalise(); // Just to guaruntee a smooth 0..1 value |
107 | return this; | 107 | return this; |
108 | } | 108 | } |
109 | } | 109 | } |