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using System;
using System.Collections.Generic;
using System.Text;
namespace libTerrain
{
partial class Channel
{
// Ideas for Aerobic erosion
//
// Unlike thermal (gravity) and hydraulic (water suspension)
// aerobic erosion should displace mass by moving sediment
// in "hops". The length of the hop being dictated by the
// presence of sharp cliffs and wind speed.
// The ability to pickup sediment is defined by the total
// surface area, such that:
// 0 0 0
// 0 1 0
// 0 0 0
// Would be the best possible value for sediment to be
// picked up (total difference = 8) and flatter land
// will erode less quickly.
// Suspended particles assist the erosion process by hitting
// the surface and chiselling additional particles off faster
// than alone.
// Particles are deposited when one of two conditions is met
// First:
// When particles hit a wall - such that the
// wind direction points at a difference >= the
// deposition mininum talus.
// Second:
// When wind speed is lowered to below the minimum
// required for transit. An idea for this is to
// use the navier-stokes algorithms for simulating
// pressure across the terrain.
///
/// An experimental erosion algorithm developed by Adam. Moves sediment by factoring the surface area of each height point.
///
/// 0..1 The speed of the wind
/// The minimum angle at which rock is eroded 0..1 (recommended: <= 0.30)
/// The minimum angle at which rock is dropped 0..1 (recommended: >= 0.00)
/// The percentage of rock which can be picked up to pickup 0..1
/// The number of erosion rounds (recommended: 25+)
/// Drop sediment at the lowest point?
public void AerobicErosion(double windspeed, double pickup_talus_minimum, double drop_talus_minimum, double carry, int rounds, bool lowest)
{
Channel wind = new Channel(w, h) ;
Channel sediment = new Channel(w, h);
int x, y, i, j;
wind = this.copy();
wind.normalise(); // Cheap wind calculations
wind *= windspeed;
wind.pertubation(30); // Can do better later
for (i = 0; i < rounds; i++)
{
// Convert some rocks to sand
for (x = 1; x < w - 1; x++)
{
for (y = 1; y < h - 1; y++)
{
double me = get(x, y);
double surfacearea = 0.3; // Everything will erode even if it's flat. Just slower.
for (j = 0; j < 9; j++)
{
int[] coords = neighbours(NEIGHBOURS.NEIGHBOUR_MOORE, j);
double target = get(x + coords[0], y + coords[1]);
surfacearea += Math.Abs(target - me);
}
double amount = surfacearea * wind.map[x, y] * carry;
if (amount < 0)
amount = 0;
if (surfacearea > pickup_talus_minimum)
{
this.map[x, y] -= amount;
sediment.map[x, y] += amount;
}
}
}
sediment.pertubation(10); // Sediment is blown around a bit
sediment.seed++;
wind.pertubation(15); // So is the wind
wind.seed++;
// Convert some sand to rock
for (x = 1; x < w - 1; x++)
{
for (y = 1; y < h - 1; y++)
{
double me = get(x, y);
double surfacearea = 0.01; // Flat land does not get deposition
double min = double.MaxValue;
int[] minside = new int[2];
for (j = 0; j < 9; j++)
{
int[] coords = neighbours(NEIGHBOURS.NEIGHBOUR_MOORE, j);
double target = get(x + coords[0], y + coords[1]);
surfacearea += Math.Abs(target - me);
if (target < min && lowest)
{
minside = (int[])coords.Clone();
min = target;
}
}
double amount = surfacearea * (1.0 - wind.map[x, y]) * carry;
if (amount < 0)
amount = 0;
if (surfacearea > drop_talus_minimum)
{
this.map[x + minside[0], y + minside[1]] += amount;
sediment.map[x, y] -= amount;
}
}
}
}
Channel myself = this;
myself += sediment;
myself.normalise();
}
}
}