From be6d8f6d9af396d541f10e6ec035711b629f17e8 Mon Sep 17 00:00:00 2001 From: Adam Frisby Date: Wed, 12 Mar 2008 13:49:38 +0000 Subject: * Switched Noise 'Flood Area' brush to use Perlin rather than random noise. * Fixed a bug with the Smooth Area brush. --- .../Modules/Terrain/FloodBrushes/NoiseArea.cs | 63 +++++++++++++++++++++- 1 file changed, 61 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs') diff --git a/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs b/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs index d2433c3..6063b2f 100644 --- a/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs +++ b/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs @@ -31,6 +31,65 @@ namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes { public class NoiseArea : ITerrainFloodEffect { + private double Noise(int x, int y) + { + // TODO: Seed + int n = x + y * 57; + n = (n<<13) ^ n; + return (1.0 - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0); + } + + private double SmoothedNoise1(int x, int y) + { + double corners = (Noise(x - 1, y - 1) + Noise(x + 1, y - 1) + Noise(x - 1, y + 1) + Noise(x + 1, y + 1)) / 16; + double sides = (Noise(x - 1, y) + Noise(x + 1, y) + Noise(x, y - 1) + Noise(x, y + 1)) / 8; + double center = Noise(x, y) / 4; + return corners + sides + center; + } + + private double Interpolate(double x, double y, double z) + { + return (x * (1.0 - z)) + (y * z); + } + + private double InterpolatedNoise(double x, double y) + { + int integer_X = (int)(x); + double fractional_X = x - integer_X; + + int integer_Y = (int)y; + double fractional_Y = y - integer_Y; + + double v1 = SmoothedNoise1(integer_X, integer_Y); + double v2 = SmoothedNoise1(integer_X + 1, integer_Y); + double v3 = SmoothedNoise1(integer_X, integer_Y + 1); + double v4 = SmoothedNoise1(integer_X + 1, integer_Y + 1); + + double i1 = Interpolate(v1, v2, fractional_X); + double i2 = Interpolate(v3, v4, fractional_X); + + return Interpolate(i1, i2, fractional_Y); + } + + private double PerlinNoise2D(double x, double y) + { + int octaves = 1; + double persistence = 0.0005; + + double frequency = 0.0; + double amplitude = 0.0; + double total = 0.0; + + for (int i = 0; i < octaves; i++) + { + frequency = System.Math.Pow(2, i); + amplitude = System.Math.Pow(persistence, i); + + total += InterpolatedNoise(x * frequency, y * frequency) * amplitude; + } + return total; + } + #region ITerrainFloodEffect Members public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength) @@ -44,8 +103,8 @@ namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes { lock (OpenSim.Framework.Util.RandomClass) { - double noise = OpenSim.Framework.Util.RandomClass.NextDouble(); - map[x, y] += (noise - 0.5) * strength; + double noise = PerlinNoise2D(x, y);//OpenSim.Framework.Util.RandomClass.NextDouble(); + map[x, y] += (noise /*- 0.5*/) * strength; } } } -- cgit v1.1