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authorAdam Frisby2008-03-12 13:49:38 +0000
committerAdam Frisby2008-03-12 13:49:38 +0000
commitbe6d8f6d9af396d541f10e6ec035711b629f17e8 (patch)
tree1c9edd39e5372d2574aab465e6d69bb1bf94b766 /OpenSim/Region/Environment/Modules
parent* Fix for Smooth Area Flood Brush, now doesn't flood the entire sim. (diff)
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* Switched Noise 'Flood Area' brush to use Perlin rather than random noise.
* Fixed a bug with the Smooth Area brush.
Diffstat (limited to 'OpenSim/Region/Environment/Modules')
-rw-r--r--OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs63
-rw-r--r--OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/SmoothArea.cs3
2 files changed, 64 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs b/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs
index d2433c3..6063b2f 100644
--- a/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs
+++ b/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/NoiseArea.cs
@@ -31,6 +31,65 @@ 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
34 #region ITerrainFloodEffect Members 93 #region ITerrainFloodEffect Members
35 94
36 public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength) 95 public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
@@ -44,8 +103,8 @@ namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes
44 { 103 {
45 lock (OpenSim.Framework.Util.RandomClass) 104 lock (OpenSim.Framework.Util.RandomClass)
46 { 105 {
47 double noise = OpenSim.Framework.Util.RandomClass.NextDouble(); 106 double noise = PerlinNoise2D(x, y);//OpenSim.Framework.Util.RandomClass.NextDouble();
48 map[x, y] += (noise - 0.5) * strength; 107 map[x, y] += (noise /*- 0.5*/) * strength;
49 } 108 }
50 } 109 }
51 } 110 }
diff --git a/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/SmoothArea.cs b/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/SmoothArea.cs
index fd25a06..17f658d 100644
--- a/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/SmoothArea.cs
+++ b/OpenSim/Region/Environment/Modules/Terrain/FloodBrushes/SmoothArea.cs
@@ -100,6 +100,9 @@ namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes
100 { 100 {
101 for (y = 0; y < map.Height; y++) 101 for (y = 0; y < map.Height; y++)
102 { 102 {
103 if (!fillArea[x, y])
104 continue;
105
103 map[x, y] = manipulate[x, y]; 106 map[x, y] = manipulate[x, y];
104 } 107 }
105 } 108 }