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Diffstat (limited to 'OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs')
-rw-r--r-- | OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs b/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs new file mode 100644 index 0000000..804c642 --- /dev/null +++ b/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs | |||
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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 OpenSim.Region.Environment.Interfaces; | ||
29 | using System; | ||
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 | NeighbourSystem type = NeighbourSystem.Moore; // Parameter | ||
39 | |||
40 | double rainHeight = 1.0; | ||
41 | int rounds = 10; | ||
42 | double waterSaturation = 0.01; // Can carry 1% of water in height | ||
43 | |||
44 | #region Supporting Functions | ||
45 | private enum NeighbourSystem | ||
46 | { | ||
47 | Moore, | ||
48 | VonNeumann | ||
49 | } ; | ||
50 | |||
51 | private int[] Neighbours(NeighbourSystem type, int index) | ||
52 | { | ||
53 | int[] coord = new int[2]; | ||
54 | |||
55 | index++; | ||
56 | |||
57 | switch (type) | ||
58 | { | ||
59 | case NeighbourSystem.Moore: | ||
60 | switch (index) | ||
61 | { | ||
62 | case 1: | ||
63 | coord[0] = -1; | ||
64 | coord[1] = -1; | ||
65 | break; | ||
66 | |||
67 | case 2: | ||
68 | coord[0] = -0; | ||
69 | coord[1] = -1; | ||
70 | break; | ||
71 | |||
72 | case 3: | ||
73 | coord[0] = +1; | ||
74 | coord[1] = -1; | ||
75 | break; | ||
76 | |||
77 | case 4: | ||
78 | coord[0] = -1; | ||
79 | coord[1] = -0; | ||
80 | break; | ||
81 | |||
82 | case 5: | ||
83 | coord[0] = -0; | ||
84 | coord[1] = -0; | ||
85 | break; | ||
86 | |||
87 | case 6: | ||
88 | coord[0] = +1; | ||
89 | coord[1] = -0; | ||
90 | break; | ||
91 | |||
92 | case 7: | ||
93 | coord[0] = -1; | ||
94 | coord[1] = +1; | ||
95 | break; | ||
96 | |||
97 | case 8: | ||
98 | coord[0] = -0; | ||
99 | coord[1] = +1; | ||
100 | break; | ||
101 | |||
102 | case 9: | ||
103 | coord[0] = +1; | ||
104 | coord[1] = +1; | ||
105 | break; | ||
106 | |||
107 | default: | ||
108 | break; | ||
109 | } | ||
110 | break; | ||
111 | |||
112 | case NeighbourSystem.VonNeumann: | ||
113 | switch (index) | ||
114 | { | ||
115 | case 1: | ||
116 | coord[0] = 0; | ||
117 | coord[1] = -1; | ||
118 | break; | ||
119 | |||
120 | case 2: | ||
121 | coord[0] = -1; | ||
122 | coord[1] = 0; | ||
123 | break; | ||
124 | |||
125 | case 3: | ||
126 | coord[0] = +1; | ||
127 | coord[1] = 0; | ||
128 | break; | ||
129 | |||
130 | case 4: | ||
131 | coord[0] = 0; | ||
132 | coord[1] = +1; | ||
133 | break; | ||
134 | |||
135 | case 5: | ||
136 | coord[0] = -0; | ||
137 | coord[1] = -0; | ||
138 | break; | ||
139 | |||
140 | default: | ||
141 | break; | ||
142 | } | ||
143 | break; | ||
144 | } | ||
145 | |||
146 | return coord; | ||
147 | } | ||
148 | |||
149 | private double SphericalFactor(double x, double y, double rx, double ry, double size) | ||
150 | { | ||
151 | double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry)); | ||
152 | return z; | ||
153 | } | ||
154 | |||
155 | private double GetBilinearInterpolate(double x, double y, ITerrainChannel map) | ||
156 | { | ||
157 | int w = map.Width; | ||
158 | int h = map.Height; | ||
159 | |||
160 | if (x > w - 2.0) | ||
161 | x = w - 2.0; | ||
162 | if (y > h - 2.0) | ||
163 | y = h - 2.0; | ||
164 | if (x < 0.0) | ||
165 | x = 0.0; | ||
166 | if (y < 0.0) | ||
167 | y = 0.0; | ||
168 | |||
169 | int stepSize = 1; | ||
170 | double h00 = map[(int)x, (int)y]; | ||
171 | double h10 = map[(int)x + stepSize, (int)y]; | ||
172 | double h01 = map[(int)x, (int)y + stepSize]; | ||
173 | double h11 = map[(int)x + stepSize, (int)y + stepSize]; | ||
174 | double h1 = h00; | ||
175 | double h2 = h10; | ||
176 | double h3 = h01; | ||
177 | double h4 = h11; | ||
178 | double a00 = h1; | ||
179 | double a10 = h2 - h1; | ||
180 | double a01 = h3 - h1; | ||
181 | double a11 = h1 - h2 - h3 + h4; | ||
182 | double partialx = x - (int)x; | ||
183 | double partialz = y - (int)y; | ||
184 | double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz); | ||
185 | return hi; | ||
186 | } | ||
187 | |||
188 | #endregion | ||
189 | |||
190 | #region ITerrainPaintableEffect Members | ||
191 | |||
192 | public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration) | ||
193 | { | ||
194 | int x, y; | ||
195 | // Using one 'rain' round for this, so skipping a useless loop | ||
196 | // Will need to adapt back in for the Flood brush | ||
197 | |||
198 | ITerrainChannel water = new TerrainChannel(map.Width, map.Height); | ||
199 | ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height); | ||
200 | |||
201 | // Fill with rain | ||
202 | for (x = 0; x < water.Width; x++) | ||
203 | for (y = 0; y < water.Height; y++) | ||
204 | water[x, y] = Math.Max(0.0, SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration); | ||
205 | |||
206 | for (int i = 0; i < rounds; i++) | ||
207 | { | ||
208 | // Erode underlying terrain | ||
209 | for (x = 0; x < water.Width; x++) | ||
210 | { | ||
211 | for (y = 0; y < water.Height; y++) | ||
212 | { | ||
213 | double solConst = (1.0 / rounds); | ||
214 | double sedDelta = water[x, y] * solConst; | ||
215 | map[x, y] -= sedDelta; | ||
216 | sediment[x, y] += sedDelta; | ||
217 | } | ||
218 | } | ||
219 | |||
220 | // Move water | ||
221 | for (x = 0; x < water.Width; x++) | ||
222 | { | ||
223 | for (y = 0; y < water.Height; y++) | ||
224 | { | ||
225 | if (water[x, y] <= 0) | ||
226 | continue; | ||
227 | |||
228 | // Step 1. Calculate average of neighbours | ||
229 | |||
230 | int neighbours = 0; | ||
231 | double altitudeTotal = 0.0; | ||
232 | double altitudeMe = map[x, y] + water[x, y]; | ||
233 | |||
234 | int NEIGHBOUR_ME = 4; | ||
235 | |||
236 | int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; | ||
237 | |||
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 | // Calculate total height of this neighbour | ||
257 | double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]]; | ||
258 | |||
259 | // If it's greater than me... | ||
260 | if (altitudeNeighbour - altitudeMe > 0) | ||
261 | { | ||
262 | // Add it to our calculations | ||
263 | neighbours++; | ||
264 | altitudeTotal += altitudeNeighbour; | ||
265 | } | ||
266 | } | ||
267 | } | ||
268 | |||
269 | if (neighbours == 0) | ||
270 | continue; | ||
271 | |||
272 | double altitudeAvg = altitudeTotal / neighbours; | ||
273 | |||
274 | // Step 2. Allocate water to neighbours. | ||
275 | for (int j = 0; j < NEIGHBOUR_MAX; j++) | ||
276 | { | ||
277 | if (j != NEIGHBOUR_ME) | ||
278 | { | ||
279 | int[] coords = Neighbours(type, j); | ||
280 | |||
281 | coords[0] += x; | ||
282 | coords[1] += y; | ||
283 | |||
284 | if (coords[0] > map.Width - 1) | ||
285 | continue; | ||
286 | if (coords[1] > map.Height - 1) | ||
287 | continue; | ||
288 | if (coords[0] < 0) | ||
289 | continue; | ||
290 | if (coords[1] < 0) | ||
291 | continue; | ||
292 | |||
293 | // Calculate our delta average | ||
294 | double altitudeDelta = altitudeMe - altitudeAvg; | ||
295 | |||
296 | // Calculate how much water we can move | ||
297 | double waterDelta = Math.Min(water[x, y], altitudeDelta) | ||
298 | * (water[coords[0], coords[1]] + map[coords[0], coords[1]]) | ||
299 | / altitudeTotal; | ||
300 | |||
301 | double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]); | ||
302 | |||
303 | if (sedimentDelta > 0) | ||
304 | { | ||
305 | sediment[x, y] -= sedimentDelta; | ||
306 | sediment[coords[0], coords[1]] += sedimentDelta; | ||
307 | } | ||
308 | } | ||
309 | } | ||
310 | } | ||
311 | } | ||
312 | |||
313 | // Evaporate | ||
314 | |||
315 | for (x = 0; x < water.Width; x++) | ||
316 | { | ||
317 | for (y = 0; y < water.Height; y++) | ||
318 | { | ||
319 | water[x, y] *= 1.0 - (rainHeight / rounds); | ||
320 | |||
321 | double waterCapacity = waterSaturation * water[x, y]; | ||
322 | |||
323 | double sedimentDeposit = Math.Max(0, sediment[x, y] - waterCapacity); | ||
324 | sediment[x, y] -= sedimentDeposit; | ||
325 | map[x, y] += sedimentDeposit; | ||
326 | } | ||
327 | } | ||
328 | } | ||
329 | |||
330 | // Deposit any remainder (should be minimal) | ||
331 | for (x = 0; x < water.Width; x++) | ||
332 | for (y = 0; y < water.Height; y++) | ||
333 | if (sediment[x, y] > 0) | ||
334 | map[x, y] += sediment[x, y]; | ||
335 | } | ||
336 | |||
337 | #endregion | ||
338 | } | ||
339 | } | ||