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author | Adam Frisby | 2008-04-30 21:16:36 +0000 |
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committer | Adam Frisby | 2008-04-30 21:16:36 +0000 |
commit | f5c312bc3c2567449c7268a54a08a54119f58d53 (patch) | |
tree | 424668a4bbec6873ebc5b8256f3671db102f5e9c /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')
-rw-r--r-- | OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs | 312 |
1 files changed, 0 insertions, 312 deletions
diff --git a/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs b/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs deleted file mode 100644 index cfb1f60..0000000 --- a/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs +++ /dev/null | |||
@@ -1,312 +0,0 @@ | |||
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 System; | ||
29 | using OpenSim.Region.Environment.Interfaces; | ||
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 | 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 | ||