diff options
Update svn properties. Minor formatting cleanup.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs | 622 |
1 files changed, 311 insertions, 311 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs b/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs index 29448aa..e036988 100644 --- a/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs +++ b/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs | |||
@@ -1,312 +1,312 @@ | |||
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 System; | 28 | using System; |
29 | using OpenSim.Region.Environment.Interfaces; | 29 | using OpenSim.Region.Environment.Interfaces; |
30 | 30 | ||
31 | namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes | 31 | namespace OpenSim.Region.Environment.Modules.World.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 | private double rainHeight = 0.2; | 38 | private double rainHeight = 0.2; |
39 | private int rounds = 10; | 39 | private int rounds = 10; |
40 | private NeighbourSystem type = NeighbourSystem.Moore; // Parameter | 40 | private NeighbourSystem type = NeighbourSystem.Moore; // Parameter |
41 | private double waterSaturation = 0.30; // Can carry 1% of water in height | 41 | private double waterSaturation = 0.30; // Can carry 1% of water in height |
42 | 42 | ||
43 | #region Supporting Functions | 43 | #region Supporting Functions |
44 | 44 | ||
45 | private int[] Neighbours(NeighbourSystem type, int index) | 45 | private int[] Neighbours(NeighbourSystem type, int index) |
46 | { | 46 | { |
47 | int[] coord = new int[2]; | 47 | int[] coord = new int[2]; |
48 | 48 | ||
49 | index++; | 49 | index++; |
50 | 50 | ||
51 | switch (type) | 51 | switch (type) |
52 | { | 52 | { |
53 | case NeighbourSystem.Moore: | 53 | case NeighbourSystem.Moore: |
54 | switch (index) | 54 | switch (index) |
55 | { | 55 | { |
56 | case 1: | 56 | case 1: |
57 | coord[0] = -1; | 57 | coord[0] = -1; |
58 | coord[1] = -1; | 58 | coord[1] = -1; |
59 | break; | 59 | break; |
60 | 60 | ||
61 | case 2: | 61 | case 2: |
62 | coord[0] = -0; | 62 | coord[0] = -0; |
63 | coord[1] = -1; | 63 | coord[1] = -1; |
64 | break; | 64 | break; |
65 | 65 | ||
66 | case 3: | 66 | case 3: |
67 | coord[0] = +1; | 67 | coord[0] = +1; |
68 | coord[1] = -1; | 68 | coord[1] = -1; |
69 | break; | 69 | break; |
70 | 70 | ||
71 | case 4: | 71 | case 4: |
72 | coord[0] = -1; | 72 | coord[0] = -1; |
73 | coord[1] = -0; | 73 | coord[1] = -0; |
74 | break; | 74 | break; |
75 | 75 | ||
76 | case 5: | 76 | case 5: |
77 | coord[0] = -0; | 77 | coord[0] = -0; |
78 | coord[1] = -0; | 78 | coord[1] = -0; |
79 | break; | 79 | break; |
80 | 80 | ||
81 | case 6: | 81 | case 6: |
82 | coord[0] = +1; | 82 | coord[0] = +1; |
83 | coord[1] = -0; | 83 | coord[1] = -0; |
84 | break; | 84 | break; |
85 | 85 | ||
86 | case 7: | 86 | case 7: |
87 | coord[0] = -1; | 87 | coord[0] = -1; |
88 | coord[1] = +1; | 88 | coord[1] = +1; |
89 | break; | 89 | break; |
90 | 90 | ||
91 | case 8: | 91 | case 8: |
92 | coord[0] = -0; | 92 | coord[0] = -0; |
93 | coord[1] = +1; | 93 | coord[1] = +1; |
94 | break; | 94 | break; |
95 | 95 | ||
96 | case 9: | 96 | case 9: |
97 | coord[0] = +1; | 97 | coord[0] = +1; |
98 | coord[1] = +1; | 98 | coord[1] = +1; |
99 | break; | 99 | break; |
100 | 100 | ||
101 | default: | 101 | default: |
102 | break; | 102 | break; |
103 | } | 103 | } |
104 | break; | 104 | break; |
105 | 105 | ||
106 | case NeighbourSystem.VonNeumann: | 106 | case NeighbourSystem.VonNeumann: |
107 | switch (index) | 107 | switch (index) |
108 | { | 108 | { |
109 | case 1: | 109 | case 1: |
110 | coord[0] = 0; | 110 | coord[0] = 0; |
111 | coord[1] = -1; | 111 | coord[1] = -1; |
112 | break; | 112 | break; |
113 | 113 | ||
114 | case 2: | 114 | case 2: |
115 | coord[0] = -1; | 115 | coord[0] = -1; |
116 | coord[1] = 0; | 116 | coord[1] = 0; |
117 | break; | 117 | break; |
118 | 118 | ||
119 | case 3: | 119 | case 3: |
120 | coord[0] = +1; | 120 | coord[0] = +1; |
121 | coord[1] = 0; | 121 | coord[1] = 0; |
122 | break; | 122 | break; |
123 | 123 | ||
124 | case 4: | 124 | case 4: |
125 | coord[0] = 0; | 125 | coord[0] = 0; |
126 | coord[1] = +1; | 126 | coord[1] = +1; |
127 | break; | 127 | break; |
128 | 128 | ||
129 | case 5: | 129 | case 5: |
130 | coord[0] = -0; | 130 | coord[0] = -0; |
131 | coord[1] = -0; | 131 | coord[1] = -0; |
132 | break; | 132 | break; |
133 | 133 | ||
134 | default: | 134 | default: |
135 | break; | 135 | break; |
136 | } | 136 | } |
137 | break; | 137 | break; |
138 | } | 138 | } |
139 | 139 | ||
140 | return coord; | 140 | return coord; |
141 | } | 141 | } |
142 | 142 | ||
143 | private enum NeighbourSystem | 143 | private enum NeighbourSystem |
144 | { | 144 | { |
145 | Moore, | 145 | Moore, |
146 | VonNeumann | 146 | VonNeumann |
147 | } ; | 147 | } ; |
148 | 148 | ||
149 | #endregion | 149 | #endregion |
150 | 150 | ||
151 | #region ITerrainPaintableEffect Members | 151 | #region ITerrainPaintableEffect Members |
152 | 152 | ||
153 | public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration) | 153 | public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration) |
154 | { | 154 | { |
155 | strength = TerrainUtil.MetersToSphericalStrength(strength); | 155 | strength = TerrainUtil.MetersToSphericalStrength(strength); |
156 | 156 | ||
157 | int x, y; | 157 | int x, y; |
158 | // Using one 'rain' round for this, so skipping a useless loop | 158 | // Using one 'rain' round for this, so skipping a useless loop |
159 | // Will need to adapt back in for the Flood brush | 159 | // Will need to adapt back in for the Flood brush |
160 | 160 | ||
161 | ITerrainChannel water = new TerrainChannel(map.Width, map.Height); | 161 | ITerrainChannel water = new TerrainChannel(map.Width, map.Height); |
162 | ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height); | 162 | ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height); |
163 | 163 | ||
164 | // Fill with rain | 164 | // Fill with rain |
165 | for (x = 0; x < water.Width; x++) | 165 | for (x = 0; x < water.Width; x++) |
166 | for (y = 0; y < water.Height; y++) | 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); | 167 | water[x, y] = Math.Max(0.0, TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration); |
168 | 168 | ||
169 | for (int i = 0; i < rounds; i++) | 169 | for (int i = 0; i < rounds; i++) |
170 | { | 170 | { |
171 | // Erode underlying terrain | 171 | // Erode underlying terrain |
172 | for (x = 0; x < water.Width; x++) | 172 | for (x = 0; x < water.Width; x++) |
173 | { | 173 | { |
174 | for (y = 0; y < water.Height; y++) | 174 | for (y = 0; y < water.Height; y++) |
175 | { | 175 | { |
176 | double solConst = (1.0 / rounds); | 176 | double solConst = (1.0 / rounds); |
177 | double sedDelta = water[x, y] * solConst; | 177 | double sedDelta = water[x, y] * solConst; |
178 | map[x, y] -= sedDelta; | 178 | map[x, y] -= sedDelta; |
179 | sediment[x, y] += sedDelta; | 179 | sediment[x, y] += sedDelta; |
180 | } | 180 | } |
181 | } | 181 | } |
182 | 182 | ||
183 | // Move water | 183 | // Move water |
184 | for (x = 0; x < water.Width; x++) | 184 | for (x = 0; x < water.Width; x++) |
185 | { | 185 | { |
186 | for (y = 0; y < water.Height; y++) | 186 | for (y = 0; y < water.Height; y++) |
187 | { | 187 | { |
188 | if (water[x, y] <= 0) | 188 | if (water[x, y] <= 0) |
189 | continue; | 189 | continue; |
190 | 190 | ||
191 | // Step 1. Calculate average of neighbours | 191 | // Step 1. Calculate average of neighbours |
192 | 192 | ||
193 | int neighbours = 0; | 193 | int neighbours = 0; |
194 | double altitudeTotal = 0.0; | 194 | double altitudeTotal = 0.0; |
195 | double altitudeMe = map[x, y] + water[x, y]; | 195 | double altitudeMe = map[x, y] + water[x, y]; |
196 | 196 | ||
197 | int NEIGHBOUR_ME = 4; | 197 | int NEIGHBOUR_ME = 4; |
198 | 198 | ||
199 | int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; | 199 | int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; |
200 | 200 | ||
201 | for (int j = 0; j < NEIGHBOUR_MAX; j++) | 201 | for (int j = 0; j < NEIGHBOUR_MAX; j++) |
202 | { | 202 | { |
203 | if (j != NEIGHBOUR_ME) | 203 | if (j != NEIGHBOUR_ME) |
204 | { | 204 | { |
205 | int[] coords = Neighbours(type, j); | 205 | int[] coords = Neighbours(type, j); |
206 | 206 | ||
207 | coords[0] += x; | 207 | coords[0] += x; |
208 | coords[1] += y; | 208 | coords[1] += y; |
209 | 209 | ||
210 | if (coords[0] > map.Width - 1) | 210 | if (coords[0] > map.Width - 1) |
211 | continue; | 211 | continue; |
212 | if (coords[1] > map.Height - 1) | 212 | if (coords[1] > map.Height - 1) |
213 | continue; | 213 | continue; |
214 | if (coords[0] < 0) | 214 | if (coords[0] < 0) |
215 | continue; | 215 | continue; |
216 | if (coords[1] < 0) | 216 | if (coords[1] < 0) |
217 | continue; | 217 | continue; |
218 | 218 | ||
219 | // Calculate total height of this neighbour | 219 | // Calculate total height of this neighbour |
220 | double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]]; | 220 | double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]]; |
221 | 221 | ||
222 | // If it's greater than me... | 222 | // If it's greater than me... |
223 | if (altitudeNeighbour - altitudeMe < 0) | 223 | if (altitudeNeighbour - altitudeMe < 0) |
224 | { | 224 | { |
225 | // Add it to our calculations | 225 | // Add it to our calculations |
226 | neighbours++; | 226 | neighbours++; |
227 | altitudeTotal += altitudeNeighbour; | 227 | altitudeTotal += altitudeNeighbour; |
228 | } | 228 | } |
229 | } | 229 | } |
230 | } | 230 | } |
231 | 231 | ||
232 | if (neighbours == 0) | 232 | if (neighbours == 0) |
233 | continue; | 233 | continue; |
234 | 234 | ||
235 | double altitudeAvg = altitudeTotal / neighbours; | 235 | double altitudeAvg = altitudeTotal / neighbours; |
236 | 236 | ||
237 | // Step 2. Allocate water to neighbours. | 237 | // Step 2. Allocate water to neighbours. |
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 | // Skip if we dont have water to begin with. | 256 | // Skip if we dont have water to begin with. |
257 | if (water[x, y] < 0) | 257 | if (water[x, y] < 0) |
258 | continue; | 258 | continue; |
259 | 259 | ||
260 | // Calculate our delta average | 260 | // Calculate our delta average |
261 | double altitudeDelta = altitudeMe - altitudeAvg; | 261 | double altitudeDelta = altitudeMe - altitudeAvg; |
262 | 262 | ||
263 | if (altitudeDelta < 0) | 263 | if (altitudeDelta < 0) |
264 | continue; | 264 | continue; |
265 | 265 | ||
266 | // Calculate how much water we can move | 266 | // Calculate how much water we can move |
267 | double waterMin = Math.Min(water[x, y], altitudeDelta); | 267 | double waterMin = Math.Min(water[x, y], altitudeDelta); |
268 | double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]]) | 268 | double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]]) |
269 | / altitudeTotal); | 269 | / altitudeTotal); |
270 | 270 | ||
271 | double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]); | 271 | double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]); |
272 | 272 | ||
273 | if (sedimentDelta > 0) | 273 | if (sedimentDelta > 0) |
274 | { | 274 | { |
275 | sediment[x, y] -= sedimentDelta; | 275 | sediment[x, y] -= sedimentDelta; |
276 | sediment[coords[0], coords[1]] += sedimentDelta; | 276 | sediment[coords[0], coords[1]] += sedimentDelta; |
277 | } | 277 | } |
278 | } | 278 | } |
279 | } | 279 | } |
280 | } | 280 | } |
281 | } | 281 | } |
282 | 282 | ||
283 | // Evaporate | 283 | // Evaporate |
284 | 284 | ||
285 | for (x = 0; x < water.Width; x++) | 285 | for (x = 0; x < water.Width; x++) |
286 | { | 286 | { |
287 | for (y = 0; y < water.Height; y++) | 287 | for (y = 0; y < water.Height; y++) |
288 | { | 288 | { |
289 | water[x, y] *= 1.0 - (rainHeight / rounds); | 289 | water[x, y] *= 1.0 - (rainHeight / rounds); |
290 | 290 | ||
291 | double waterCapacity = waterSaturation * water[x, y]; | 291 | double waterCapacity = waterSaturation * water[x, y]; |
292 | 292 | ||
293 | double sedimentDeposit = sediment[x, y] - waterCapacity; | 293 | double sedimentDeposit = sediment[x, y] - waterCapacity; |
294 | if (sedimentDeposit > 0) | 294 | if (sedimentDeposit > 0) |
295 | { | 295 | { |
296 | sediment[x, y] -= sedimentDeposit; | 296 | sediment[x, y] -= sedimentDeposit; |
297 | map[x, y] += sedimentDeposit; | 297 | map[x, y] += sedimentDeposit; |
298 | } | 298 | } |
299 | } | 299 | } |
300 | } | 300 | } |
301 | } | 301 | } |
302 | 302 | ||
303 | // Deposit any remainder (should be minimal) | 303 | // Deposit any remainder (should be minimal) |
304 | for (x = 0; x < water.Width; x++) | 304 | for (x = 0; x < water.Width; x++) |
305 | for (y = 0; y < water.Height; y++) | 305 | for (y = 0; y < water.Height; y++) |
306 | if (sediment[x, y] > 0) | 306 | if (sediment[x, y] > 0) |
307 | map[x, y] += sediment[x, y]; | 307 | map[x, y] += sediment[x, y]; |
308 | } | 308 | } |
309 | 309 | ||
310 | #endregion | 310 | #endregion |
311 | } | 311 | } |
312 | } \ No newline at end of file | 312 | } \ No newline at end of file |