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author | Jeff Ames | 2008-03-09 16:51:34 +0000 |
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committer | Jeff Ames | 2008-03-09 16:51:34 +0000 |
commit | 9bc6ee576e49df9fa72f023365870f8065f0fe53 (patch) | |
tree | 35c728457c9b9e0b7994ea7083155aea395944ce /OpenSim/Region/Environment/Modules/Terrain/PaintBrushes | |
parent | * Fix to the OlsenSphere brush to make it more powerful. (diff) | |
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Update svn properties.
Diffstat (limited to 'OpenSim/Region/Environment/Modules/Terrain/PaintBrushes')
-rw-r--r-- | OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs | 678 |
1 files changed, 339 insertions, 339 deletions
diff --git a/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs b/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs index 804c642..d6f666d 100644 --- a/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs +++ b/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs | |||
@@ -1,339 +1,339 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 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 | 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 | 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 | 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. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | 26 | * |
27 | */ | 27 | */ |
28 | using OpenSim.Region.Environment.Interfaces; | 28 | using OpenSim.Region.Environment.Interfaces; |
29 | using System; | 29 | using System; |
30 | 30 | ||
31 | namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes | 31 | namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes |
32 | { | 32 | { |
33 | /// <summary> | 33 | /// <summary> |
34 | /// Hydraulic Erosion Brush | 34 | /// Hydraulic Erosion Brush |
35 | /// </summary> | 35 | /// </summary> |
36 | public class ErodeSphere : ITerrainPaintableEffect | 36 | public class ErodeSphere : ITerrainPaintableEffect |
37 | { | 37 | { |
38 | NeighbourSystem type = NeighbourSystem.Moore; // Parameter | 38 | NeighbourSystem type = NeighbourSystem.Moore; // Parameter |
39 | 39 | ||
40 | double rainHeight = 1.0; | 40 | double rainHeight = 1.0; |
41 | int rounds = 10; | 41 | int rounds = 10; |
42 | double waterSaturation = 0.01; // Can carry 1% of water in height | 42 | double waterSaturation = 0.01; // Can carry 1% of water in height |
43 | 43 | ||
44 | #region Supporting Functions | 44 | #region Supporting Functions |
45 | private enum NeighbourSystem | 45 | private enum NeighbourSystem |
46 | { | 46 | { |
47 | Moore, | 47 | Moore, |
48 | VonNeumann | 48 | VonNeumann |
49 | } ; | 49 | } ; |
50 | 50 | ||
51 | private int[] Neighbours(NeighbourSystem type, int index) | 51 | private int[] Neighbours(NeighbourSystem type, int index) |
52 | { | 52 | { |
53 | int[] coord = new int[2]; | 53 | int[] coord = new int[2]; |
54 | 54 | ||
55 | index++; | 55 | index++; |
56 | 56 | ||
57 | switch (type) | 57 | switch (type) |
58 | { | 58 | { |
59 | case NeighbourSystem.Moore: | 59 | case NeighbourSystem.Moore: |
60 | switch (index) | 60 | switch (index) |
61 | { | 61 | { |
62 | case 1: | 62 | case 1: |
63 | coord[0] = -1; | 63 | coord[0] = -1; |
64 | coord[1] = -1; | 64 | coord[1] = -1; |
65 | break; | 65 | break; |
66 | 66 | ||
67 | case 2: | 67 | case 2: |
68 | coord[0] = -0; | 68 | coord[0] = -0; |
69 | coord[1] = -1; | 69 | coord[1] = -1; |
70 | break; | 70 | break; |
71 | 71 | ||
72 | case 3: | 72 | case 3: |
73 | coord[0] = +1; | 73 | coord[0] = +1; |
74 | coord[1] = -1; | 74 | coord[1] = -1; |
75 | break; | 75 | break; |
76 | 76 | ||
77 | case 4: | 77 | case 4: |
78 | coord[0] = -1; | 78 | coord[0] = -1; |
79 | coord[1] = -0; | 79 | coord[1] = -0; |
80 | break; | 80 | break; |
81 | 81 | ||
82 | case 5: | 82 | case 5: |
83 | coord[0] = -0; | 83 | coord[0] = -0; |
84 | coord[1] = -0; | 84 | coord[1] = -0; |
85 | break; | 85 | break; |
86 | 86 | ||
87 | case 6: | 87 | case 6: |
88 | coord[0] = +1; | 88 | coord[0] = +1; |
89 | coord[1] = -0; | 89 | coord[1] = -0; |
90 | break; | 90 | break; |
91 | 91 | ||
92 | case 7: | 92 | case 7: |
93 | coord[0] = -1; | 93 | coord[0] = -1; |
94 | coord[1] = +1; | 94 | coord[1] = +1; |
95 | break; | 95 | break; |
96 | 96 | ||
97 | case 8: | 97 | case 8: |
98 | coord[0] = -0; | 98 | coord[0] = -0; |
99 | coord[1] = +1; | 99 | coord[1] = +1; |
100 | break; | 100 | break; |
101 | 101 | ||
102 | case 9: | 102 | case 9: |
103 | coord[0] = +1; | 103 | coord[0] = +1; |
104 | coord[1] = +1; | 104 | coord[1] = +1; |
105 | break; | 105 | break; |
106 | 106 | ||
107 | default: | 107 | default: |
108 | break; | 108 | break; |
109 | } | 109 | } |
110 | break; | 110 | break; |
111 | 111 | ||
112 | case NeighbourSystem.VonNeumann: | 112 | case NeighbourSystem.VonNeumann: |
113 | switch (index) | 113 | switch (index) |
114 | { | 114 | { |
115 | case 1: | 115 | case 1: |
116 | coord[0] = 0; | 116 | coord[0] = 0; |
117 | coord[1] = -1; | 117 | coord[1] = -1; |
118 | break; | 118 | break; |
119 | 119 | ||
120 | case 2: | 120 | case 2: |
121 | coord[0] = -1; | 121 | coord[0] = -1; |
122 | coord[1] = 0; | 122 | coord[1] = 0; |
123 | break; | 123 | break; |
124 | 124 | ||
125 | case 3: | 125 | case 3: |
126 | coord[0] = +1; | 126 | coord[0] = +1; |
127 | coord[1] = 0; | 127 | coord[1] = 0; |
128 | break; | 128 | break; |
129 | 129 | ||
130 | case 4: | 130 | case 4: |
131 | coord[0] = 0; | 131 | coord[0] = 0; |
132 | coord[1] = +1; | 132 | coord[1] = +1; |
133 | break; | 133 | break; |
134 | 134 | ||
135 | case 5: | 135 | case 5: |
136 | coord[0] = -0; | 136 | coord[0] = -0; |
137 | coord[1] = -0; | 137 | coord[1] = -0; |
138 | break; | 138 | break; |
139 | 139 | ||
140 | default: | 140 | default: |
141 | break; | 141 | break; |
142 | } | 142 | } |
143 | break; | 143 | break; |
144 | } | 144 | } |
145 | 145 | ||
146 | return coord; | 146 | return coord; |
147 | } | 147 | } |
148 | 148 | ||
149 | private double SphericalFactor(double x, double y, double rx, double ry, double size) | 149 | private double SphericalFactor(double x, double y, double rx, double ry, double size) |
150 | { | 150 | { |
151 | double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry)); | 151 | double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry)); |
152 | return z; | 152 | return z; |
153 | } | 153 | } |
154 | 154 | ||
155 | private double GetBilinearInterpolate(double x, double y, ITerrainChannel map) | 155 | private double GetBilinearInterpolate(double x, double y, ITerrainChannel map) |
156 | { | 156 | { |
157 | int w = map.Width; | 157 | int w = map.Width; |
158 | int h = map.Height; | 158 | int h = map.Height; |
159 | 159 | ||
160 | if (x > w - 2.0) | 160 | if (x > w - 2.0) |
161 | x = w - 2.0; | 161 | x = w - 2.0; |
162 | if (y > h - 2.0) | 162 | if (y > h - 2.0) |
163 | y = h - 2.0; | 163 | y = h - 2.0; |
164 | if (x < 0.0) | 164 | if (x < 0.0) |
165 | x = 0.0; | 165 | x = 0.0; |
166 | if (y < 0.0) | 166 | if (y < 0.0) |
167 | y = 0.0; | 167 | y = 0.0; |
168 | 168 | ||
169 | int stepSize = 1; | 169 | int stepSize = 1; |
170 | double h00 = map[(int)x, (int)y]; | 170 | double h00 = map[(int)x, (int)y]; |
171 | double h10 = map[(int)x + stepSize, (int)y]; | 171 | double h10 = map[(int)x + stepSize, (int)y]; |
172 | double h01 = map[(int)x, (int)y + stepSize]; | 172 | double h01 = map[(int)x, (int)y + stepSize]; |
173 | double h11 = map[(int)x + stepSize, (int)y + stepSize]; | 173 | double h11 = map[(int)x + stepSize, (int)y + stepSize]; |
174 | double h1 = h00; | 174 | double h1 = h00; |
175 | double h2 = h10; | 175 | double h2 = h10; |
176 | double h3 = h01; | 176 | double h3 = h01; |
177 | double h4 = h11; | 177 | double h4 = h11; |
178 | double a00 = h1; | 178 | double a00 = h1; |
179 | double a10 = h2 - h1; | 179 | double a10 = h2 - h1; |
180 | double a01 = h3 - h1; | 180 | double a01 = h3 - h1; |
181 | double a11 = h1 - h2 - h3 + h4; | 181 | double a11 = h1 - h2 - h3 + h4; |
182 | double partialx = x - (int)x; | 182 | double partialx = x - (int)x; |
183 | double partialz = y - (int)y; | 183 | double partialz = y - (int)y; |
184 | double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz); | 184 | double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz); |
185 | return hi; | 185 | return hi; |
186 | } | 186 | } |
187 | 187 | ||
188 | #endregion | 188 | #endregion |
189 | 189 | ||
190 | #region ITerrainPaintableEffect Members | 190 | #region ITerrainPaintableEffect Members |
191 | 191 | ||
192 | public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration) | 192 | public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration) |
193 | { | 193 | { |
194 | int x, y; | 194 | int x, y; |
195 | // Using one 'rain' round for this, so skipping a useless loop | 195 | // Using one 'rain' round for this, so skipping a useless loop |
196 | // Will need to adapt back in for the Flood brush | 196 | // Will need to adapt back in for the Flood brush |
197 | 197 | ||
198 | ITerrainChannel water = new TerrainChannel(map.Width, map.Height); | 198 | ITerrainChannel water = new TerrainChannel(map.Width, map.Height); |
199 | ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height); | 199 | ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height); |
200 | 200 | ||
201 | // Fill with rain | 201 | // Fill with rain |
202 | for (x = 0; x < water.Width; x++) | 202 | for (x = 0; x < water.Width; x++) |
203 | for (y = 0; y < water.Height; y++) | 203 | for (y = 0; y < water.Height; y++) |
204 | water[x, y] = Math.Max(0.0, SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration); | 204 | water[x, y] = Math.Max(0.0, SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration); |
205 | 205 | ||
206 | for (int i = 0; i < rounds; i++) | 206 | for (int i = 0; i < rounds; i++) |
207 | { | 207 | { |
208 | // Erode underlying terrain | 208 | // Erode underlying terrain |
209 | for (x = 0; x < water.Width; x++) | 209 | for (x = 0; x < water.Width; x++) |
210 | { | 210 | { |
211 | for (y = 0; y < water.Height; y++) | 211 | for (y = 0; y < water.Height; y++) |
212 | { | 212 | { |
213 | double solConst = (1.0 / rounds); | 213 | double solConst = (1.0 / rounds); |
214 | double sedDelta = water[x, y] * solConst; | 214 | double sedDelta = water[x, y] * solConst; |
215 | map[x, y] -= sedDelta; | 215 | map[x, y] -= sedDelta; |
216 | sediment[x, y] += sedDelta; | 216 | sediment[x, y] += sedDelta; |
217 | } | 217 | } |
218 | } | 218 | } |
219 | 219 | ||
220 | // Move water | 220 | // Move water |
221 | for (x = 0; x < water.Width; x++) | 221 | for (x = 0; x < water.Width; x++) |
222 | { | 222 | { |
223 | for (y = 0; y < water.Height; y++) | 223 | for (y = 0; y < water.Height; y++) |
224 | { | 224 | { |
225 | if (water[x, y] <= 0) | 225 | if (water[x, y] <= 0) |
226 | continue; | 226 | continue; |
227 | 227 | ||
228 | // Step 1. Calculate average of neighbours | 228 | // Step 1. Calculate average of neighbours |
229 | 229 | ||
230 | int neighbours = 0; | 230 | int neighbours = 0; |
231 | double altitudeTotal = 0.0; | 231 | double altitudeTotal = 0.0; |
232 | double altitudeMe = map[x, y] + water[x, y]; | 232 | double altitudeMe = map[x, y] + water[x, y]; |
233 | 233 | ||
234 | int NEIGHBOUR_ME = 4; | 234 | int NEIGHBOUR_ME = 4; |
235 | 235 | ||
236 | int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; | 236 | int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; |
237 | 237 | ||
238 | for (int j = 0; j < NEIGHBOUR_MAX; j++) | 238 | for (int j = 0; j < NEIGHBOUR_MAX; j++) |
239 | { | 239 | { |
240 | if (j != NEIGHBOUR_ME) | 240 | if (j != NEIGHBOUR_ME) |
241 | { | 241 | { |
242 | int[] coords = Neighbours(type, j); | 242 | int[] coords = Neighbours(type, j); |
243 | 243 | ||
244 | coords[0] += x; | 244 | coords[0] += x; |
245 | coords[1] += y; | 245 | coords[1] += y; |
246 | 246 | ||
247 | if (coords[0] > map.Width - 1) | 247 | if (coords[0] > map.Width - 1) |
248 | continue; | 248 | continue; |
249 | if (coords[1] > map.Height - 1) | 249 | if (coords[1] > map.Height - 1) |
250 | continue; | 250 | continue; |
251 | if (coords[0] < 0) | 251 | if (coords[0] < 0) |
252 | continue; | 252 | continue; |
253 | if (coords[1] < 0) | 253 | if (coords[1] < 0) |
254 | continue; | 254 | continue; |
255 | 255 | ||
256 | // Calculate total height of this neighbour | 256 | // Calculate total height of this neighbour |
257 | double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]]; | 257 | double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]]; |
258 | 258 | ||
259 | // If it's greater than me... | 259 | // If it's greater than me... |
260 | if (altitudeNeighbour - altitudeMe > 0) | 260 | if (altitudeNeighbour - altitudeMe > 0) |
261 | { | 261 | { |
262 | // Add it to our calculations | 262 | // Add it to our calculations |
263 | neighbours++; | 263 | neighbours++; |
264 | altitudeTotal += altitudeNeighbour; | 264 | altitudeTotal += altitudeNeighbour; |
265 | } | 265 | } |
266 | } | 266 | } |
267 | } | 267 | } |
268 | 268 | ||
269 | if (neighbours == 0) | 269 | if (neighbours == 0) |
270 | continue; | 270 | continue; |
271 | 271 | ||
272 | double altitudeAvg = altitudeTotal / neighbours; | 272 | double altitudeAvg = altitudeTotal / neighbours; |
273 | 273 | ||
274 | // Step 2. Allocate water to neighbours. | 274 | // Step 2. Allocate water to neighbours. |
275 | for (int j = 0; j < NEIGHBOUR_MAX; j++) | 275 | for (int j = 0; j < NEIGHBOUR_MAX; j++) |
276 | { | 276 | { |
277 | if (j != NEIGHBOUR_ME) | 277 | if (j != NEIGHBOUR_ME) |
278 | { | 278 | { |
279 | int[] coords = Neighbours(type, j); | 279 | int[] coords = Neighbours(type, j); |
280 | 280 | ||
281 | coords[0] += x; | 281 | coords[0] += x; |
282 | coords[1] += y; | 282 | coords[1] += y; |
283 | 283 | ||
284 | if (coords[0] > map.Width - 1) | 284 | if (coords[0] > map.Width - 1) |
285 | continue; | 285 | continue; |
286 | if (coords[1] > map.Height - 1) | 286 | if (coords[1] > map.Height - 1) |
287 | continue; | 287 | continue; |
288 | if (coords[0] < 0) | 288 | if (coords[0] < 0) |
289 | continue; | 289 | continue; |
290 | if (coords[1] < 0) | 290 | if (coords[1] < 0) |
291 | continue; | 291 | continue; |
292 | 292 | ||
293 | // Calculate our delta average | 293 | // Calculate our delta average |
294 | double altitudeDelta = altitudeMe - altitudeAvg; | 294 | double altitudeDelta = altitudeMe - altitudeAvg; |
295 | 295 | ||
296 | // Calculate how much water we can move | 296 | // Calculate how much water we can move |
297 | double waterDelta = Math.Min(water[x, y], altitudeDelta) | 297 | double waterDelta = Math.Min(water[x, y], altitudeDelta) |
298 | * (water[coords[0], coords[1]] + map[coords[0], coords[1]]) | 298 | * (water[coords[0], coords[1]] + map[coords[0], coords[1]]) |
299 | / altitudeTotal; | 299 | / altitudeTotal; |
300 | 300 | ||
301 | double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]); | 301 | double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]); |
302 | 302 | ||
303 | if (sedimentDelta > 0) | 303 | if (sedimentDelta > 0) |
304 | { | 304 | { |
305 | sediment[x, y] -= sedimentDelta; | 305 | sediment[x, y] -= sedimentDelta; |
306 | sediment[coords[0], coords[1]] += sedimentDelta; | 306 | sediment[coords[0], coords[1]] += sedimentDelta; |
307 | } | 307 | } |
308 | } | 308 | } |
309 | } | 309 | } |
310 | } | 310 | } |
311 | } | 311 | } |
312 | 312 | ||
313 | // Evaporate | 313 | // Evaporate |
314 | 314 | ||
315 | for (x = 0; x < water.Width; x++) | 315 | for (x = 0; x < water.Width; x++) |
316 | { | 316 | { |
317 | for (y = 0; y < water.Height; y++) | 317 | for (y = 0; y < water.Height; y++) |
318 | { | 318 | { |
319 | water[x, y] *= 1.0 - (rainHeight / rounds); | 319 | water[x, y] *= 1.0 - (rainHeight / rounds); |
320 | 320 | ||
321 | double waterCapacity = waterSaturation * water[x, y]; | 321 | double waterCapacity = waterSaturation * water[x, y]; |
322 | 322 | ||
323 | double sedimentDeposit = Math.Max(0, sediment[x, y] - waterCapacity); | 323 | double sedimentDeposit = Math.Max(0, sediment[x, y] - waterCapacity); |
324 | sediment[x, y] -= sedimentDeposit; | 324 | sediment[x, y] -= sedimentDeposit; |
325 | map[x, y] += sedimentDeposit; | 325 | map[x, y] += sedimentDeposit; |
326 | } | 326 | } |
327 | } | 327 | } |
328 | } | 328 | } |
329 | 329 | ||
330 | // Deposit any remainder (should be minimal) | 330 | // Deposit any remainder (should be minimal) |
331 | for (x = 0; x < water.Width; x++) | 331 | for (x = 0; x < water.Width; x++) |
332 | for (y = 0; y < water.Height; y++) | 332 | for (y = 0; y < water.Height; y++) |
333 | if (sediment[x, y] > 0) | 333 | if (sediment[x, y] > 0) |
334 | map[x, y] += sediment[x, y]; | 334 | map[x, y] += sediment[x, y]; |
335 | } | 335 | } |
336 | 336 | ||
337 | #endregion | 337 | #endregion |
338 | } | 338 | } |
339 | } | 339 | } |