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-rw-r--r-- | OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs | 312 |
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diff --git a/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs b/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs deleted file mode 100644 index cfb1f60..0000000 --- a/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs +++ /dev/null | |||
@@ -1,312 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using OpenSim.Region.Environment.Interfaces; | ||
30 | |||
31 | namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes | ||
32 | { | ||
33 | /// <summary> | ||
34 | /// Hydraulic Erosion Brush | ||
35 | /// </summary> | ||
36 | public class ErodeSphere : ITerrainPaintableEffect | ||
37 | { | ||
38 | private double rainHeight = 0.2; | ||
39 | private int rounds = 10; | ||
40 | private NeighbourSystem type = NeighbourSystem.Moore; // Parameter | ||
41 | private double waterSaturation = 0.30; // Can carry 1% of water in height | ||
42 | |||
43 | #region Supporting Functions | ||
44 | |||
45 | private int[] Neighbours(NeighbourSystem type, int index) | ||
46 | { | ||
47 | int[] coord = new int[2]; | ||
48 | |||
49 | index++; | ||
50 | |||
51 | switch (type) | ||
52 | { | ||
53 | case NeighbourSystem.Moore: | ||
54 | switch (index) | ||
55 | { | ||
56 | case 1: | ||
57 | coord[0] = -1; | ||
58 | coord[1] = -1; | ||
59 | break; | ||
60 | |||
61 | case 2: | ||
62 | coord[0] = -0; | ||
63 | coord[1] = -1; | ||
64 | break; | ||
65 | |||
66 | case 3: | ||
67 | coord[0] = +1; | ||
68 | coord[1] = -1; | ||
69 | break; | ||
70 | |||
71 | case 4: | ||
72 | coord[0] = -1; | ||
73 | coord[1] = -0; | ||
74 | break; | ||
75 | |||
76 | case 5: | ||
77 | coord[0] = -0; | ||
78 | coord[1] = -0; | ||
79 | break; | ||
80 | |||
81 | case 6: | ||
82 | coord[0] = +1; | ||
83 | coord[1] = -0; | ||
84 | break; | ||
85 | |||
86 | case 7: | ||
87 | coord[0] = -1; | ||
88 | coord[1] = +1; | ||
89 | break; | ||
90 | |||
91 | case 8: | ||
92 | coord[0] = -0; | ||
93 | coord[1] = +1; | ||
94 | break; | ||
95 | |||
96 | case 9: | ||
97 | coord[0] = +1; | ||
98 | coord[1] = +1; | ||
99 | break; | ||
100 | |||
101 | default: | ||
102 | break; | ||
103 | } | ||
104 | break; | ||
105 | |||
106 | case NeighbourSystem.VonNeumann: | ||
107 | switch (index) | ||
108 | { | ||
109 | case 1: | ||
110 | coord[0] = 0; | ||
111 | coord[1] = -1; | ||
112 | break; | ||
113 | |||
114 | case 2: | ||
115 | coord[0] = -1; | ||
116 | coord[1] = 0; | ||
117 | break; | ||
118 | |||
119 | case 3: | ||
120 | coord[0] = +1; | ||
121 | coord[1] = 0; | ||
122 | break; | ||
123 | |||
124 | case 4: | ||
125 | coord[0] = 0; | ||
126 | coord[1] = +1; | ||
127 | break; | ||
128 | |||
129 | case 5: | ||
130 | coord[0] = -0; | ||
131 | coord[1] = -0; | ||
132 | break; | ||
133 | |||
134 | default: | ||
135 | break; | ||
136 | } | ||
137 | break; | ||
138 | } | ||
139 | |||
140 | return coord; | ||
141 | } | ||
142 | |||
143 | private enum NeighbourSystem | ||
144 | { | ||
145 | Moore, | ||
146 | VonNeumann | ||
147 | } ; | ||
148 | |||
149 | #endregion | ||
150 | |||
151 | #region ITerrainPaintableEffect Members | ||
152 | |||
153 | public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration) | ||
154 | { | ||
155 | strength = TerrainUtil.MetersToSphericalStrength(strength); | ||
156 | |||
157 | int x, y; | ||
158 | // Using one 'rain' round for this, so skipping a useless loop | ||
159 | // Will need to adapt back in for the Flood brush | ||
160 | |||
161 | ITerrainChannel water = new TerrainChannel(map.Width, map.Height); | ||
162 | ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height); | ||
163 | |||
164 | // Fill with rain | ||
165 | for (x = 0; x < water.Width; x++) | ||
166 | for (y = 0; y < water.Height; y++) | ||
167 | water[x, y] = Math.Max(0.0, TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration); | ||
168 | |||
169 | for (int i = 0; i < rounds; i++) | ||
170 | { | ||
171 | // Erode underlying terrain | ||
172 | for (x = 0; x < water.Width; x++) | ||
173 | { | ||
174 | for (y = 0; y < water.Height; y++) | ||
175 | { | ||
176 | double solConst = (1.0 / rounds); | ||
177 | double sedDelta = water[x, y] * solConst; | ||
178 | map[x, y] -= sedDelta; | ||
179 | sediment[x, y] += sedDelta; | ||
180 | } | ||
181 | } | ||
182 | |||
183 | // Move water | ||
184 | for (x = 0; x < water.Width; x++) | ||
185 | { | ||
186 | for (y = 0; y < water.Height; y++) | ||
187 | { | ||
188 | if (water[x, y] <= 0) | ||
189 | continue; | ||
190 | |||
191 | // Step 1. Calculate average of neighbours | ||
192 | |||
193 | int neighbours = 0; | ||
194 | double altitudeTotal = 0.0; | ||
195 | double altitudeMe = map[x, y] + water[x, y]; | ||
196 | |||
197 | int NEIGHBOUR_ME = 4; | ||
198 | |||
199 | int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; | ||
200 | |||
201 | for (int j = 0; j < NEIGHBOUR_MAX; j++) | ||
202 | { | ||
203 | if (j != NEIGHBOUR_ME) | ||
204 | { | ||
205 | int[] coords = Neighbours(type, j); | ||
206 | |||
207 | coords[0] += x; | ||
208 | coords[1] += y; | ||
209 | |||
210 | if (coords[0] > map.Width - 1) | ||
211 | continue; | ||
212 | if (coords[1] > map.Height - 1) | ||
213 | continue; | ||
214 | if (coords[0] < 0) | ||
215 | continue; | ||
216 | if (coords[1] < 0) | ||
217 | continue; | ||
218 | |||
219 | // Calculate total height of this neighbour | ||
220 | double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]]; | ||
221 | |||
222 | // If it's greater than me... | ||
223 | if (altitudeNeighbour - altitudeMe < 0) | ||
224 | { | ||
225 | // Add it to our calculations | ||
226 | neighbours++; | ||
227 | altitudeTotal += altitudeNeighbour; | ||
228 | } | ||
229 | } | ||
230 | } | ||
231 | |||
232 | if (neighbours == 0) | ||
233 | continue; | ||
234 | |||
235 | double altitudeAvg = altitudeTotal / neighbours; | ||
236 | |||
237 | // Step 2. Allocate water to neighbours. | ||
238 | for (int j = 0; j < NEIGHBOUR_MAX; j++) | ||
239 | { | ||
240 | if (j != NEIGHBOUR_ME) | ||
241 | { | ||
242 | int[] coords = Neighbours(type, j); | ||
243 | |||
244 | coords[0] += x; | ||
245 | coords[1] += y; | ||
246 | |||
247 | if (coords[0] > map.Width - 1) | ||
248 | continue; | ||
249 | if (coords[1] > map.Height - 1) | ||
250 | continue; | ||
251 | if (coords[0] < 0) | ||
252 | continue; | ||
253 | if (coords[1] < 0) | ||
254 | continue; | ||
255 | |||
256 | // Skip if we dont have water to begin with. | ||
257 | if (water[x, y] < 0) | ||
258 | continue; | ||
259 | |||
260 | // Calculate our delta average | ||
261 | double altitudeDelta = altitudeMe - altitudeAvg; | ||
262 | |||
263 | if (altitudeDelta < 0) | ||
264 | continue; | ||
265 | |||
266 | // Calculate how much water we can move | ||
267 | double waterMin = Math.Min(water[x, y], altitudeDelta); | ||
268 | double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]]) | ||
269 | / altitudeTotal); | ||
270 | |||
271 | double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]); | ||
272 | |||
273 | if (sedimentDelta > 0) | ||
274 | { | ||
275 | sediment[x, y] -= sedimentDelta; | ||
276 | sediment[coords[0], coords[1]] += sedimentDelta; | ||
277 | } | ||
278 | } | ||
279 | } | ||
280 | } | ||
281 | } | ||
282 | |||
283 | // Evaporate | ||
284 | |||
285 | for (x = 0; x < water.Width; x++) | ||
286 | { | ||
287 | for (y = 0; y < water.Height; y++) | ||
288 | { | ||
289 | water[x, y] *= 1.0 - (rainHeight / rounds); | ||
290 | |||
291 | double waterCapacity = waterSaturation * water[x, y]; | ||
292 | |||
293 | double sedimentDeposit = sediment[x, y] - waterCapacity; | ||
294 | if (sedimentDeposit > 0) | ||
295 | { | ||
296 | sediment[x, y] -= sedimentDeposit; | ||
297 | map[x, y] += sedimentDeposit; | ||
298 | } | ||
299 | } | ||
300 | } | ||
301 | } | ||
302 | |||
303 | // Deposit any remainder (should be minimal) | ||
304 | for (x = 0; x < water.Width; x++) | ||
305 | for (y = 0; y < water.Height; y++) | ||
306 | if (sediment[x, y] > 0) | ||
307 | map[x, y] += sediment[x, y]; | ||
308 | } | ||
309 | |||
310 | #endregion | ||
311 | } | ||
312 | } \ No newline at end of file | ||