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authorAdam Frisby2008-03-14 13:37:39 +0000
committerAdam Frisby2008-03-14 13:37:39 +0000
commit53e8d91c06b3fc5cf61ba767930fa733a6efb232 (patch)
tree28db1d0e7e96c737da680bef72de527e2dacfb8f /OpenSim/Region/Environment/Modules/Terrain/FloodBrushes
parent* Added proper handling of llSetStatus(STATUS_PHYSICS,BOOL) (diff)
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* Fixed 'flatten area' brush, so it now has a 'force' instead of instantly flattening the selected area.
* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially. * TerrainModule has been cleaned up slightly. * TerrainUtil class has several new functions related to seeded noise generation. * Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
Diffstat (limited to 'OpenSim/Region/Environment/Modules/Terrain/FloodBrushes')
-rw-r--r--OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/FlattenArea.cs4
-rw-r--r--OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs67
2 files changed, 6 insertions, 65 deletions
diff --git a/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/FlattenArea.cs b/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/FlattenArea.cs
index 4551f53..007d37e 100644
--- a/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/FlattenArea.cs
+++ b/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/FlattenArea.cs
@@ -58,12 +58,14 @@ namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes
58 58
59 avg = sum / steps; 59 avg = sum / steps;
60 60
61 double str = 0.1 * strength; // == 0.2 in the default client
62
61 for (x = 0; x < map.Width; x++) 63 for (x = 0; x < map.Width; x++)
62 { 64 {
63 for (y = 0; y < map.Height; y++) 65 for (y = 0; y < map.Height; y++)
64 { 66 {
65 if (fillArea[x, y] == true) 67 if (fillArea[x, y] == true)
66 map[x, y] = avg; 68 map[x, y] = (map[x, y] * (1.0 - str)) + (avg * str);
67 } 69 }
68 } 70 }
69 } 71 }
diff --git a/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs b/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs
index 6063b2f..95ad57d 100644
--- a/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs
+++ b/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs
@@ -31,65 +31,6 @@ namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes
31{ 31{
32 public class NoiseArea : ITerrainFloodEffect 32 public class NoiseArea : ITerrainFloodEffect
33 { 33 {
34 private double Noise(int x, int y)
35 {
36 // TODO: Seed
37 int n = x + y * 57;
38 n = (n<<13) ^ n;
39 return (1.0 - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0);
40 }
41
42 private double SmoothedNoise1(int x, int y)
43 {
44 double corners = (Noise(x - 1, y - 1) + Noise(x + 1, y - 1) + Noise(x - 1, y + 1) + Noise(x + 1, y + 1)) / 16;
45 double sides = (Noise(x - 1, y) + Noise(x + 1, y) + Noise(x, y - 1) + Noise(x, y + 1)) / 8;
46 double center = Noise(x, y) / 4;
47 return corners + sides + center;
48 }
49
50 private double Interpolate(double x, double y, double z)
51 {
52 return (x * (1.0 - z)) + (y * z);
53 }
54
55 private double InterpolatedNoise(double x, double y)
56 {
57 int integer_X = (int)(x);
58 double fractional_X = x - integer_X;
59
60 int integer_Y = (int)y;
61 double fractional_Y = y - integer_Y;
62
63 double v1 = SmoothedNoise1(integer_X, integer_Y);
64 double v2 = SmoothedNoise1(integer_X + 1, integer_Y);
65 double v3 = SmoothedNoise1(integer_X, integer_Y + 1);
66 double v4 = SmoothedNoise1(integer_X + 1, integer_Y + 1);
67
68 double i1 = Interpolate(v1, v2, fractional_X);
69 double i2 = Interpolate(v3, v4, fractional_X);
70
71 return Interpolate(i1, i2, fractional_Y);
72 }
73
74 private double PerlinNoise2D(double x, double y)
75 {
76 int octaves = 1;
77 double persistence = 0.0005;
78
79 double frequency = 0.0;
80 double amplitude = 0.0;
81 double total = 0.0;
82
83 for (int i = 0; i < octaves; i++)
84 {
85 frequency = System.Math.Pow(2, i);
86 amplitude = System.Math.Pow(persistence, i);
87
88 total += InterpolatedNoise(x * frequency, y * frequency) * amplitude;
89 }
90 return total;
91 }
92
93 #region ITerrainFloodEffect Members 34 #region ITerrainFloodEffect Members
94 35
95 public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength) 36 public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
@@ -101,11 +42,9 @@ namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes
101 { 42 {
102 if (fillArea[x, y] == true) 43 if (fillArea[x, y] == true)
103 { 44 {
104 lock (OpenSim.Framework.Util.RandomClass) 45 double noise = TerrainUtil.PerlinNoise2D((double)x / (double)Framework.Constants.RegionSize, (double)y / (double)Framework.Constants.RegionSize, 8, 1.0);
105 { 46
106 double noise = PerlinNoise2D(x, y);//OpenSim.Framework.Util.RandomClass.NextDouble(); 47 map[x, y] += noise * strength;
107 map[x, y] += (noise /*- 0.5*/) * strength;
108 }
109 } 48 }
110 } 49 }
111 } 50 }