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authorAdam Frisby2008-04-30 21:16:36 +0000
committerAdam Frisby2008-04-30 21:16:36 +0000
commitf5c312bc3c2567449c7268a54a08a54119f58d53 (patch)
tree424668a4bbec6873ebc5b8256f3671db102f5e9c /OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs
parent* Adds the AuthbuyerID field to sqlite and makes use of it. (diff)
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* Refactored Environment/Modules directory - modules now reside in their own directory with any associated module-specific classes.
* Each module directory is currently inside one of the following category folders: Agent (Anything relating to do with Client<->Server communications.), Avatar (Anything to do with the avatar or presence inworld), Framework (Classes modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting (Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree modules.) * This should be moved into a seperate project file.
Diffstat (limited to 'OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs')
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diff --git a/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs 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
28using System;
29using OpenSim.Region.Environment.Interfaces;
30
31namespace 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