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authorAdam Frisby2007-07-23 05:29:52 +0000
committerAdam Frisby2007-07-23 05:29:52 +0000
commitb8da9c3a64b84ab14642bad8c79d3b2ed62e62fb (patch)
treede4466ffdf017e140ec3aca9bb52cbe14e5e5b12 /OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel
parentCouple of small changes (diff)
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* 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')
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Common.cs42
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs28
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs14
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/File.cs4
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs10
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Gradient.cs8
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs16
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Noise.cs2
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Spiral.cs18
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs12
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Worms.cs4
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs38
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs30
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs14
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs10
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Neighbours.cs12
16 files changed, 131 insertions, 131 deletions
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Common.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Common.cs
index d56f7a5..0d6d0fc 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Common.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Common.cs
@@ -35,23 +35,23 @@ namespace libTerrain
35{ 35{
36 public partial class Channel 36 public partial class Channel
37 { 37 {
38 public int getWidth() 38 public int GetWidth()
39 { 39 {
40 return w; 40 return w;
41 } 41 }
42 public int getHeight() 42 public int GetHeight()
43 { 43 {
44 return h; 44 return h;
45 } 45 }
46 46
47 public Channel copy() 47 public Channel Copy()
48 { 48 {
49 Channel x = new Channel(w, h); 49 Channel x = new Channel(w, h);
50 x.map = (double[,])this.map.Clone(); 50 x.map = (double[,])this.map.Clone();
51 return x; 51 return x;
52 } 52 }
53 53
54 public void set(int x, int y, double val) 54 public void Set(int x, int y, double val)
55 { 55 {
56 if (x >= w) 56 if (x >= w)
57 throw new Exception("Bounds error while setting pixel (width)"); 57 throw new Exception("Bounds error while setting pixel (width)");
@@ -65,7 +65,7 @@ namespace libTerrain
65 map[x, y] = val; 65 map[x, y] = val;
66 } 66 }
67 67
68 public void setClip(int x, int y, double val) 68 public void SetClip(int x, int y, double val)
69 { 69 {
70 if (x >= w) 70 if (x >= w)
71 throw new Exception("Bounds error while setting pixel (width)"); 71 throw new Exception("Bounds error while setting pixel (width)");
@@ -84,7 +84,7 @@ namespace libTerrain
84 map[x, y] = val; 84 map[x, y] = val;
85 } 85 }
86 86
87 private double getBilinearInterpolate(double x, double y) 87 private double GetBilinearInterpolate(double x, double y)
88 { 88 {
89 if (x > w - 2.0) 89 if (x > w - 2.0)
90 x = w - 2.0; 90 x = w - 2.0;
@@ -95,11 +95,11 @@ namespace libTerrain
95 if (y < 0.0) 95 if (y < 0.0)
96 y = 0.0; 96 y = 0.0;
97 97
98 int STEP_SIZE = 1; 98 int stepSize = 1;
99 double h00 = get((int)x, (int)y); 99 double h00 = Get((int)x, (int)y);
100 double h10 = get((int)x + STEP_SIZE, (int)y); 100 double h10 = Get((int)x + stepSize, (int)y);
101 double h01 = get((int)x, (int)y + STEP_SIZE); 101 double h01 = Get((int)x, (int)y + stepSize);
102 double h11 = get((int)x + STEP_SIZE, (int)y + STEP_SIZE); 102 double h11 = Get((int)x + stepSize, (int)y + stepSize);
103 double h1 = h00; 103 double h1 = h00;
104 double h2 = h10; 104 double h2 = h10;
105 double h3 = h01; 105 double h3 = h01;
@@ -114,7 +114,7 @@ namespace libTerrain
114 return hi; 114 return hi;
115 } 115 }
116 116
117 public double get(int x, int y) 117 public double Get(int x, int y)
118 { 118 {
119 if (x >= w) 119 if (x >= w)
120 x = w - 1; 120 x = w - 1;
@@ -127,12 +127,12 @@ namespace libTerrain
127 return map[x, y]; 127 return map[x, y];
128 } 128 }
129 129
130 public void setWrap(int x, int y, double val) 130 public void SetWrap(int x, int y, double val)
131 { 131 {
132 map[x % w, y % h] = val; 132 map[x % w, y % h] = val;
133 } 133 }
134 134
135 public void setWrapClip(int x, int y, double val) 135 public void SetWrapClip(int x, int y, double val)
136 { 136 {
137 if (val > 1.0) 137 if (val > 1.0)
138 val = 1.0; 138 val = 1.0;
@@ -142,7 +142,7 @@ namespace libTerrain
142 map[x % w, y % h] = val; 142 map[x % w, y % h] = val;
143 } 143 }
144 144
145 public void fill(double val) 145 public void Fill(double val)
146 { 146 {
147 int x, y; 147 int x, y;
148 for (x = 0; x < w; x++) 148 for (x = 0; x < w; x++)
@@ -154,7 +154,7 @@ namespace libTerrain
154 } 154 }
155 } 155 }
156 156
157 public void fill(double min, double max, double val) 157 public void Fill(double min, double max, double val)
158 { 158 {
159 int x, y; 159 int x, y;
160 for (x = 0; x < w; x++) 160 for (x = 0; x < w; x++)
@@ -167,7 +167,7 @@ namespace libTerrain
167 } 167 }
168 } 168 }
169 169
170 public double findMax() 170 public double FindMax()
171 { 171 {
172 int x, y; 172 int x, y;
173 double max = double.MinValue; 173 double max = double.MinValue;
@@ -184,7 +184,7 @@ namespace libTerrain
184 return max; 184 return max;
185 } 185 }
186 186
187 public double findMin() 187 public double FindMin()
188 { 188 {
189 int x, y; 189 int x, y;
190 double min = double.MaxValue; 190 double min = double.MaxValue;
@@ -201,7 +201,7 @@ namespace libTerrain
201 return min; 201 return min;
202 } 202 }
203 203
204 public double sum() 204 public double Sum()
205 { 205 {
206 int x, y; 206 int x, y;
207 double sum = 0.0; 207 double sum = 0.0;
@@ -217,9 +217,9 @@ namespace libTerrain
217 return sum; 217 return sum;
218 } 218 }
219 219
220 public double avg() 220 public double Avg()
221 { 221 {
222 return sum() / (w * h); 222 return Sum() / (w * h);
223 } 223 }
224 } 224 }
225} 225}
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
index eaca695..57ba729 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
@@ -42,14 +42,14 @@ namespace libTerrain
42 /// <param name="ry">The Y coordinate of the terrain mask</param> 42 /// <param name="ry">The Y coordinate of the terrain mask</param>
43 /// <param name="size">The size of the terrain mask</param> 43 /// <param name="size">The size of the terrain mask</param>
44 /// <param name="amount">The scale of the terrain mask</param> 44 /// <param name="amount">The scale of the terrain mask</param>
45 public void flatten(double rx, double ry, double size, double amount) 45 public void Flatten(double rx, double ry, double size, double amount)
46 { 46 {
47 // Generate the mask 47 // Generate the mask
48 Channel temp = new Channel(w, h); 48 Channel temp = new Channel(w, h);
49 temp.fill(0); 49 temp.Fill(0);
50 temp.raise(rx, ry, size, amount); 50 temp.Raise(rx, ry, size, amount);
51 temp.normalise(); 51 temp.Normalise();
52 double total_mod = temp.sum(); 52 double total_mod = temp.Sum();
53 53
54 // Establish the average height under the area 54 // Establish the average height under the area
55 Channel newmap = new Channel(w, h); 55 Channel newmap = new Channel(w, h);
@@ -57,26 +57,26 @@ namespace libTerrain
57 57
58 newmap *= temp; 58 newmap *= temp;
59 59
60 double total_terrain = newmap.sum(); 60 double total_terrain = newmap.Sum();
61 double avg_height = total_terrain / total_mod; 61 double avg_height = total_terrain / total_mod;
62 62
63 // Create a flat terrain using the average height 63 // Create a flat terrain using the average height
64 Channel flat = new Channel(w, h); 64 Channel flat = new Channel(w, h);
65 flat.fill(avg_height); 65 flat.Fill(avg_height);
66 66
67 // Blend the current terrain with the average height terrain 67 // Blend the current terrain with the average height terrain
68 // using the "raised" empty terrain as a mask 68 // using the "raised" empty terrain as a mask
69 blend(flat, temp); 69 Blend(flat, temp);
70 70
71 } 71 }
72 72
73 public void flatten(Channel mask, double amount) 73 public void Flatten(Channel mask, double amount)
74 { 74 {
75 // Generate the mask 75 // Generate the mask
76 Channel temp = mask * amount; 76 Channel temp = mask * amount;
77 temp.clip(0, 1); // Cut off out-of-bounds values 77 temp.Clip(0, 1); // Cut off out-of-bounds values
78 78
79 double total_mod = temp.sum(); 79 double total_mod = temp.Sum();
80 80
81 // Establish the average height under the area 81 // Establish the average height under the area
82 Channel map = new Channel(w, h); 82 Channel map = new Channel(w, h);
@@ -84,16 +84,16 @@ namespace libTerrain
84 84
85 map *= temp; 85 map *= temp;
86 86
87 double total_terrain = map.sum(); 87 double total_terrain = map.Sum();
88 double avg_height = total_terrain / total_mod; 88 double avg_height = total_terrain / total_mod;
89 89
90 // Create a flat terrain using the average height 90 // Create a flat terrain using the average height
91 Channel flat = new Channel(w, h); 91 Channel flat = new Channel(w, h);
92 flat.fill(avg_height); 92 flat.Fill(avg_height);
93 93
94 // Blend the current terrain with the average height terrain 94 // Blend the current terrain with the average height terrain
95 // using the "raised" empty terrain as a mask 95 // using the "raised" empty terrain as a mask
96 blend(flat, temp); 96 Blend(flat, temp);
97 } 97 }
98 } 98 }
99} \ No newline at end of file 99} \ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
index d47f8fb..7bccef3 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
@@ -42,9 +42,9 @@ namespace libTerrain
42 /// <param name="ry">The center the Y coordinate of where you wish to raise the land</param> 42 /// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
43 /// <param name="size">The radius of the dimple</param> 43 /// <param name="size">The radius of the dimple</param>
44 /// <param name="amount">How much impact to add to the terrain (0..2 usually)</param> 44 /// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
45 public void raise(double rx, double ry, double size, double amount) 45 public void Raise(double rx, double ry, double size, double amount)
46 { 46 {
47 raiseSphere(rx, ry, size, amount); 47 RaiseSphere(rx, ry, size, amount);
48 } 48 }
49 49
50 /// <summary> 50 /// <summary>
@@ -54,7 +54,7 @@ namespace libTerrain
54 /// <param name="ry">The center the Y coordinate of where you wish to raise the land</param> 54 /// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
55 /// <param name="size">The radius of the sphere dimple</param> 55 /// <param name="size">The radius of the sphere dimple</param>
56 /// <param name="amount">How much impact to add to the terrain (0..2 usually)</param> 56 /// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
57 public void raiseSphere(double rx, double ry, double size, double amount) 57 public void RaiseSphere(double rx, double ry, double size, double amount)
58 { 58 {
59 int x, y; 59 int x, y;
60 for (x = 0; x < w; x++) 60 for (x = 0; x < w; x++)
@@ -80,7 +80,7 @@ namespace libTerrain
80 /// <param name="ry">The center the Y coordinate of where you wish to raise the land</param> 80 /// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
81 /// <param name="size">The radius of the cone</param> 81 /// <param name="size">The radius of the cone</param>
82 /// <param name="amount">How much impact to add to the terrain (0..2 usually)</param> 82 /// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
83 public void raiseCone(double rx, double ry, double size, double amount) 83 public void RaiseCone(double rx, double ry, double size, double amount)
84 { 84 {
85 int x, y; 85 int x, y;
86 for (x = 0; x < w; x++) 86 for (x = 0; x < w; x++)
@@ -105,9 +105,9 @@ namespace libTerrain
105 /// <param name="ry">The center the Y coordinate of where you wish to lower the land</param> 105 /// <param name="ry">The center the Y coordinate of where you wish to lower the land</param>
106 /// <param name="size">The radius of the sphere dimple</param> 106 /// <param name="size">The radius of the sphere dimple</param>
107 /// <param name="amount">How much impact to remove from the terrain (0..2 usually)</param> 107 /// <param name="amount">How much impact to remove from the terrain (0..2 usually)</param>
108 public void lower(double rx, double ry, double size, double amount) 108 public void Lower(double rx, double ry, double size, double amount)
109 { 109 {
110 lowerSphere(rx, ry, size, amount); 110 LowerSphere(rx, ry, size, amount);
111 } 111 }
112 112
113 /// <summary> 113 /// <summary>
@@ -117,7 +117,7 @@ namespace libTerrain
117 /// <param name="ry">The center the Y coordinate of where you wish to lower the land</param> 117 /// <param name="ry">The center the Y coordinate of where you wish to lower the land</param>
118 /// <param name="size">The radius of the sphere dimple</param> 118 /// <param name="size">The radius of the sphere dimple</param>
119 /// <param name="amount">How much impact to remove from the terrain (0..2 usually)</param> 119 /// <param name="amount">How much impact to remove from the terrain (0..2 usually)</param>
120 public void lowerSphere(double rx, double ry, double size, double amount) 120 public void LowerSphere(double rx, double ry, double size, double amount)
121 { 121 {
122 int x, y; 122 int x, y;
123 for (x = 0; x < w; x++) 123 for (x = 0; x < w; x++)
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/File.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/File.cs
index a27671d..e09dc5a 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/File.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/File.cs
@@ -35,7 +35,7 @@ namespace libTerrain
35{ 35{
36 partial class Channel 36 partial class Channel
37 { 37 {
38 public Channel loadImage(string filename) 38 public Channel LoadImage(string filename)
39 { 39 {
40 Bitmap bit = new Bitmap(filename); 40 Bitmap bit = new Bitmap(filename);
41 Channel chan = new Channel(bit.Width, bit.Height); 41 Channel chan = new Channel(bit.Width, bit.Height);
@@ -53,7 +53,7 @@ namespace libTerrain
53 return chan; 53 return chan;
54 } 54 }
55 55
56 public void saveImage(string filename) 56 public void SaveImage(string filename)
57 { 57 {
58 Bitmap bit = new Bitmap(w, h, System.Drawing.Imaging.PixelFormat.Format24bppRgb); 58 Bitmap bit = new Bitmap(w, h, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
59 int x, y; 59 int x, y;
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs
index 24a8fc4..b585caa 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs
@@ -42,7 +42,7 @@ namespace libTerrain
42 /// <param name="w"></param> 42 /// <param name="w"></param>
43 /// <param name="h"></param> 43 /// <param name="h"></param>
44 /// <returns></returns> 44 /// <returns></returns>
45 private int[] radialEdge256(int val) 45 private int[] RadialEdge256(int val)
46 { 46 {
47 // Four cases: 47 // Four cases:
48 // 1. 000..255 return 0,val 48 // 1. 000..255 return 0,val
@@ -79,7 +79,7 @@ namespace libTerrain
79 79
80 throw new Exception("Out of bounds parameter (val)"); 80 throw new Exception("Out of bounds parameter (val)");
81 } 81 }
82 public void fracture(int number, double scalemin, double scalemax) 82 public void Fracture(int number, double scalemin, double scalemax)
83 { 83 {
84 Random rand = new Random(seed); 84 Random rand = new Random(seed);
85 85
@@ -87,8 +87,8 @@ namespace libTerrain
87 { 87 {
88 int[] a, b; 88 int[] a, b;
89 89
90 a = radialEdge256(rand.Next(1023)); // TODO: Broken 90 a = RadialEdge256(rand.Next(1023)); // TODO: Broken
91 b = radialEdge256(rand.Next(1023)); // TODO: Broken 91 b = RadialEdge256(rand.Next(1023)); // TODO: Broken
92 double z = rand.NextDouble(); 92 double z = rand.NextDouble();
93 93
94 for (int x = 0; x < w; x++) 94 for (int x = 0; x < w; x++)
@@ -104,7 +104,7 @@ namespace libTerrain
104 } 104 }
105 } 105 }
106 } 106 }
107 normalise(); 107 Normalise();
108 } 108 }
109 } 109 }
110} \ No newline at end of file 110} \ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Gradient.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Gradient.cs
index c2ad882..0c9b3c3 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Gradient.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Gradient.cs
@@ -35,7 +35,7 @@ namespace libTerrain
35 partial class Channel 35 partial class Channel
36 { 36 {
37 37
38 public void gradientCube() 38 public void GradientCube()
39 { 39 {
40 int x, y; 40 int x, y;
41 for (x = 0; x < w; x++) 41 for (x = 0; x < w; x++)
@@ -45,10 +45,10 @@ namespace libTerrain
45 map[x, y] = x*y; 45 map[x, y] = x*y;
46 } 46 }
47 } 47 }
48 normalise(); 48 Normalise();
49 } 49 }
50 50
51 public void gradientStripe() 51 public void GradientStripe()
52 { 52 {
53 int x, y; 53 int x, y;
54 for (x = 0; x < w; x++) 54 for (x = 0; x < w; x++)
@@ -58,7 +58,7 @@ namespace libTerrain
58 map[x, y] = x; 58 map[x, y] = x;
59 } 59 }
60 } 60 }
61 normalise(); 61 Normalise();
62 } 62 }
63 } 63 }
64} \ No newline at end of file 64} \ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs
index e8a660f..3b8e963 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs
@@ -44,7 +44,7 @@ namespace libTerrain
44 /// <param name="island">Whether to bias hills towards the center of the map</param> 44 /// <param name="island">Whether to bias hills towards the center of the map</param>
45 /// <param name="additive">Whether to add hills together or to pick the largest value</param> 45 /// <param name="additive">Whether to add hills together or to pick the largest value</param>
46 /// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param> 46 /// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param>
47 public void hillsSpheres(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy) 47 public void HillsSpheres(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
48 { 48 {
49 Random random = new Random(seed); 49 Random random = new Random(seed);
50 50
@@ -95,7 +95,7 @@ namespace libTerrain
95 } 95 }
96 } 96 }
97 97
98 normalise(); 98 Normalise();
99 } 99 }
100 100
101 /// <summary> 101 /// <summary>
@@ -108,7 +108,7 @@ namespace libTerrain
108 /// <param name="island">Whether to bias hills towards the center of the map</param> 108 /// <param name="island">Whether to bias hills towards the center of the map</param>
109 /// <param name="additive">Whether to add hills together or to pick the largest value</param> 109 /// <param name="additive">Whether to add hills together or to pick the largest value</param>
110 /// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param> 110 /// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param>
111 public void hillsCones(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy) 111 public void HillsCones(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
112 { 112 {
113 Random random = new Random(seed); 113 Random random = new Random(seed);
114 114
@@ -158,10 +158,10 @@ namespace libTerrain
158 } 158 }
159 } 159 }
160 160
161 normalise(); 161 Normalise();
162 } 162 }
163 163
164 public void hillsBlocks(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy) 164 public void HillsBlocks(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
165 { 165 {
166 Random random = new Random(seed); 166 Random random = new Random(seed);
167 167
@@ -212,10 +212,10 @@ namespace libTerrain
212 } 212 }
213 } 213 }
214 214
215 normalise(); 215 Normalise();
216 } 216 }
217 217
218 public void hillsSquared(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy) 218 public void HillsSquared(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
219 { 219 {
220 Random random = new Random(seed); 220 Random random = new Random(seed);
221 221
@@ -268,7 +268,7 @@ namespace libTerrain
268 } 268 }
269 } 269 }
270 270
271 normalise(); 271 Normalise();
272 } 272 }
273 273
274 } 274 }
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Noise.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Noise.cs
index e95fb2e..ebb1771 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Noise.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Noise.cs
@@ -38,7 +38,7 @@ namespace libTerrain
38 /// Fills a channel with 0..1 noise 38 /// Fills a channel with 0..1 noise
39 /// </summary> 39 /// </summary>
40 /// <remarks>3-Clause BSD Licensed</remarks> 40 /// <remarks>3-Clause BSD Licensed</remarks>
41 public void noise() 41 public void Noise()
42 { 42 {
43 Random rand = new Random(seed); 43 Random rand = new Random(seed);
44 int x, y; 44 int x, y;
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Spiral.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Spiral.cs
index 04ac283..aeff730 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Spiral.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Spiral.cs
@@ -34,7 +34,7 @@ namespace libTerrain
34{ 34{
35 partial class Channel 35 partial class Channel
36 { 36 {
37 private double[] coordinatesToPolar(int x, int y) 37 private double[] CoordinatesToPolar(int x, int y)
38 { 38 {
39 39
40 double theta = Math.Atan2(x - (w / 2), y - (h / 2)); 40 double theta = Math.Atan2(x - (w / 2), y - (h / 2));
@@ -48,7 +48,7 @@ namespace libTerrain
48 return coords; 48 return coords;
49 } 49 }
50 50
51 public int[] polarToCoordinates(double r, double theta) { 51 public int[] PolarToCoordinates(double r, double theta) {
52 double nx; 52 double nx;
53 double ny; 53 double ny;
54 54
@@ -78,14 +78,14 @@ namespace libTerrain
78 78
79 public void Polar() 79 public void Polar()
80 { 80 {
81 Channel n = this.copy(); 81 Channel n = this.Copy();
82 82
83 int x, y; 83 int x, y;
84 for (x = 0; x < w; x++) 84 for (x = 0; x < w; x++)
85 { 85 {
86 for (y = 0; y < h; y++) 86 for (y = 0; y < h; y++)
87 { 87 {
88 double[] coords = coordinatesToPolar(x,y); 88 double[] coords = CoordinatesToPolar(x,y);
89 89
90 coords[0] += w / 2.0; 90 coords[0] += w / 2.0;
91 coords[1] += h / 2.0; 91 coords[1] += h / 2.0;
@@ -105,8 +105,8 @@ namespace libTerrain
105 r += incRadius; 105 r += incRadius;
106 theta += incAngle; 106 theta += incAngle;
107 107
108 int[] coords = polarToCoordinates(r,theta); 108 int[] coords = PolarToCoordinates(r,theta);
109 raise(coords[0], coords[1], 20, 1); 109 Raise(coords[0], coords[1], 20, 1);
110 } 110 }
111 } 111 }
112 112
@@ -122,11 +122,11 @@ namespace libTerrain
122 r += incRadius; 122 r += incRadius;
123 theta += incAngle; 123 theta += incAngle;
124 124
125 int[] coords = polarToCoordinates(r, theta); 125 int[] coords = PolarToCoordinates(r, theta);
126 points.Add(new Point2D(coords[0],coords[1])); 126 points.Add(new Point2D(coords[0],coords[1]));
127 } 127 }
128 128
129 voronoiDiagram(points, c); 129 VoronoiDiagram(points, c);
130 } 130 }
131 131
132 public void Spiral(double wid, double hig, double offset) 132 public void Spiral(double wid, double hig, double offset)
@@ -143,7 +143,7 @@ namespace libTerrain
143 map[x, y] += Math.Sin(dx / wid) + Math.Cos(dy / hig); 143 map[x, y] += Math.Sin(dx / wid) + Math.Cos(dy / hig);
144 } 144 }
145 } 145 }
146 normalise(); 146 Normalise();
147 } 147 }
148 } 148 }
149} \ No newline at end of file 149} \ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs
index fdd369b..e973d14 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs
@@ -42,7 +42,7 @@ namespace libTerrain
42 /// <param name="blockSize">A multiple of the channel width and height which will have voronoi points generated in it. 42 /// <param name="blockSize">A multiple of the channel width and height which will have voronoi points generated in it.
43 /// <para>This is to ensure a more even distribution of the points than pure random allocation.</para></param> 43 /// <para>This is to ensure a more even distribution of the points than pure random allocation.</para></param>
44 /// <param name="c">The Voronoi diagram type. Usually an array with values consisting of [-1,1]. Experiment with the chain, you can have as many values as you like.</param> 44 /// <param name="c">The Voronoi diagram type. Usually an array with values consisting of [-1,1]. Experiment with the chain, you can have as many values as you like.</param>
45 public void voronoiDiagram(int pointsPerBlock, int blockSize, double[] c) 45 public void VoronoiDiagram(int pointsPerBlock, int blockSize, double[] c)
46 { 46 {
47 List<Point2D> points = new List<Point2D>(); 47 List<Point2D> points = new List<Point2D>();
48 Random generator = new Random(seed); 48 Random generator = new Random(seed);
@@ -98,10 +98,10 @@ namespace libTerrain
98 } 98 }
99 99
100 // Normalise the result 100 // Normalise the result
101 normalise(); 101 Normalise();
102 } 102 }
103 103
104 public void voronoiDiagram(List<Point2D> points, double[] c) 104 public void VoronoiDiagram(List<Point2D> points, double[] c)
105 { 105 {
106 106
107 Random generator = new Random(seed); 107 Random generator = new Random(seed);
@@ -141,10 +141,10 @@ namespace libTerrain
141 } 141 }
142 142
143 // Normalise the result 143 // Normalise the result
144 normalise(); 144 Normalise();
145 } 145 }
146 146
147 public void voroflatDiagram(int pointsPerBlock, int blockSize) 147 public void VoroflatDiagram(int pointsPerBlock, int blockSize)
148 { 148 {
149 List<Point2D> points = new List<Point2D>(); 149 List<Point2D> points = new List<Point2D>();
150 Random generator = new Random(seed); 150 Random generator = new Random(seed);
@@ -203,7 +203,7 @@ namespace libTerrain
203 } 203 }
204 204
205 // Normalise the result 205 // Normalise the result
206 normalise(); 206 Normalise();
207 } 207 }
208 } 208 }
209} 209}
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Worms.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Worms.cs
index 38c8001..38a8023 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Worms.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Worms.cs
@@ -42,7 +42,7 @@ namespace libTerrain
42 /// <param name="movement">The maximum distance each worm will move each step</param> 42 /// <param name="movement">The maximum distance each worm will move each step</param>
43 /// <param name="size">The size of the area around the worm modified</param> 43 /// <param name="size">The size of the area around the worm modified</param>
44 /// <param name="centerspawn">Do worms start in the middle, or randomly?</param> 44 /// <param name="centerspawn">Do worms start in the middle, or randomly?</param>
45 public void worms(int number, int rounds, double movement, double size, bool centerspawn) 45 public void Worms(int number, int rounds, double movement, double size, bool centerspawn)
46 { 46 {
47 Random random = new Random(seed); 47 Random random = new Random(seed);
48 int i, j; 48 int i, j;
@@ -64,7 +64,7 @@ namespace libTerrain
64 { 64 {
65 rx += (random.NextDouble() * movement) - (movement / 2.0); 65 rx += (random.NextDouble() * movement) - (movement / 2.0);
66 ry += (random.NextDouble() * movement) - (movement / 2.0); 66 ry += (random.NextDouble() * movement) - (movement / 2.0);
67 raise(rx, ry, size, 1.0); 67 Raise(rx, ry, size, 1.0);
68 } 68 }
69 } 69 }
70 } 70 }
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs
index 5ba4ca6..a9106b4 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs
@@ -34,10 +34,10 @@ namespace libTerrain
34{ 34{
35 partial class Channel 35 partial class Channel
36 { 36 {
37 public Channel normalise() 37 public Channel Normalise()
38 { 38 {
39 double max = findMax(); 39 double max = FindMax();
40 double min = findMin(); 40 double min = FindMin();
41 41
42 int x, y; 42 int x, y;
43 43
@@ -52,10 +52,10 @@ namespace libTerrain
52 return this; 52 return this;
53 } 53 }
54 54
55 public Channel normalise(double minv, double maxv) 55 public Channel Normalise(double minv, double maxv)
56 { 56 {
57 double max = findMax(); 57 double max = FindMax();
58 double min = findMin(); 58 double min = FindMin();
59 59
60 int x, y; 60 int x, y;
61 61
@@ -74,7 +74,7 @@ namespace libTerrain
74 return this; 74 return this;
75 } 75 }
76 76
77 public Channel clip() 77 public Channel Clip()
78 { 78 {
79 int x, y; 79 int x, y;
80 80
@@ -82,14 +82,14 @@ namespace libTerrain
82 { 82 {
83 for (y = 0; y < h; y++) 83 for (y = 0; y < h; y++)
84 { 84 {
85 setClip(x, y, map[x, y]); 85 SetClip(x, y, map[x, y]);
86 } 86 }
87 } 87 }
88 88
89 return this; 89 return this;
90 } 90 }
91 91
92 public Channel clip(double min, double max) 92 public Channel Clip(double min, double max)
93 { 93 {
94 int x, y; 94 int x, y;
95 for (x = 0; x < w; x++) 95 for (x = 0; x < w; x++)
@@ -105,7 +105,7 @@ namespace libTerrain
105 return this; 105 return this;
106 } 106 }
107 107
108 public Channel crop(int x1, int y1, int x2, int y2) 108 public Channel Crop(int x1, int y1, int x2, int y2)
109 { 109 {
110 int width = x1 - x2 + 1; 110 int width = x1 - x2 + 1;
111 int height = y1 - y2 + 1; 111 int height = y1 - y2 + 1;
@@ -130,7 +130,7 @@ namespace libTerrain
130 return this; 130 return this;
131 } 131 }
132 132
133 public Channel addClip(Channel other) 133 public Channel AddClip(Channel other)
134 { 134 {
135 int x, y; 135 int x, y;
136 for (x = 0; x < w; x++) 136 for (x = 0; x < w; x++)
@@ -147,7 +147,7 @@ namespace libTerrain
147 return this; 147 return this;
148 } 148 }
149 149
150 public void smooth(double amount) 150 public void Smooth(double amount)
151 { 151 {
152 double area = amount; 152 double area = amount;
153 double step = amount / 4.0; 153 double step = amount / 4.0;
@@ -167,7 +167,7 @@ namespace libTerrain
167 for (l = 0.0 - area; l < area; l += step) 167 for (l = 0.0 - area; l < area; l += step)
168 { 168 {
169 avgsteps++; 169 avgsteps++;
170 average += getBilinearInterpolate(x + n, y + l); 170 average += GetBilinearInterpolate(x + n, y + l);
171 } 171 }
172 } 172 }
173 173
@@ -177,7 +177,7 @@ namespace libTerrain
177 map = manipulate; 177 map = manipulate;
178 } 178 }
179 179
180 public void pertubation(double amount) 180 public void Pertubation(double amount)
181 { 181 {
182 // Simple pertubation filter 182 // Simple pertubation filter
183 double[,] manipulated = new double[w, h]; 183 double[,] manipulated = new double[w, h];
@@ -191,14 +191,14 @@ namespace libTerrain
191 { 191 {
192 double offset_x = (double)x + (generator.NextDouble() * amount) - (amount / 2.0); 192 double offset_x = (double)x + (generator.NextDouble() * amount) - (amount / 2.0);
193 double offset_y = (double)y + (generator.NextDouble() * amount) - (amount / 2.0); 193 double offset_y = (double)y + (generator.NextDouble() * amount) - (amount / 2.0);
194 double p = getBilinearInterpolate(offset_x, offset_y); 194 double p = GetBilinearInterpolate(offset_x, offset_y);
195 manipulated[x, y] = p; 195 manipulated[x, y] = p;
196 } 196 }
197 } 197 }
198 map = manipulated; 198 map = manipulated;
199 } 199 }
200 200
201 public void pertubationMask(Channel mask) 201 public void PertubationMask(Channel mask)
202 { 202 {
203 // Simple pertubation filter 203 // Simple pertubation filter
204 double[,] manipulated = new double[w, h]; 204 double[,] manipulated = new double[w, h];
@@ -225,14 +225,14 @@ namespace libTerrain
225 if (offset_x < 0) 225 if (offset_x < 0)
226 offset_x = 0; 226 offset_x = 0;
227 227
228 double p = getBilinearInterpolate(offset_x, offset_y); 228 double p = GetBilinearInterpolate(offset_x, offset_y);
229 manipulated[x, y] = p; 229 manipulated[x, y] = p;
230 } 230 }
231 } 231 }
232 map = manipulated; 232 map = manipulated;
233 } 233 }
234 234
235 public Channel blend(Channel other, double amount) 235 public Channel Blend(Channel other, double amount)
236 { 236 {
237 int x, y; 237 int x, y;
238 for (x = 0; x < w; x++) 238 for (x = 0; x < w; x++)
@@ -245,7 +245,7 @@ namespace libTerrain
245 return this; 245 return this;
246 } 246 }
247 247
248 public Channel blend(Channel other, Channel amount) 248 public Channel Blend(Channel other, Channel amount)
249 { 249 {
250 int x, y; 250 int x, y;
251 for (x = 0; x < w; x++) 251 for (x = 0; x < w; x++)
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 }
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Neighbours.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Neighbours.cs
index cb63d21..6dc2e30 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Neighbours.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Neighbours.cs
@@ -34,13 +34,13 @@ namespace libTerrain
34{ 34{
35 partial class Channel 35 partial class Channel
36 { 36 {
37 enum NEIGHBOURS 37 enum NeighbourSystem
38 { 38 {
39 NEIGHBOUR_MOORE, 39 Moore,
40 NEIGHBOUR_VONNEUMANN 40 VonNeumann
41 }; 41 };
42 42
43 private int[] neighbours(NEIGHBOURS type, int index) 43 private int[] Neighbours(NeighbourSystem type, int index)
44 { 44 {
45 int[] coord = new int[2]; 45 int[] coord = new int[2];
46 46
@@ -48,7 +48,7 @@ namespace libTerrain
48 48
49 switch (type) 49 switch (type)
50 { 50 {
51 case NEIGHBOURS.NEIGHBOUR_MOORE: 51 case NeighbourSystem.Moore:
52 switch (index) 52 switch (index)
53 { 53 {
54 case 1: 54 case 1:
@@ -101,7 +101,7 @@ namespace libTerrain
101 } 101 }
102 break; 102 break;
103 103
104 case NEIGHBOURS.NEIGHBOUR_VONNEUMANN: 104 case NeighbourSystem.VonNeumann:
105 switch (index) 105 switch (index)
106 { 106 {
107 case 1: 107 case 1: