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authorAdam Frisby2008-04-23 10:55:04 +0000
committerAdam Frisby2008-04-23 10:55:04 +0000
commit7c897043bab19bf748ac3078a05a74969c409fa7 (patch)
treef3f89972edbdebd9678025e754734f6aeb8b2952 /OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators
parent* Get rid of missing texture notification drop messages for now - obscuring t... (diff)
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* Removing old libTerrainBSD and associated Plugin & Project.
* Updated prebuild.xml accordingly.
Diffstat (limited to 'OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators')
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs211
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs144
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs307
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs107
4 files changed, 0 insertions, 769 deletions
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs
deleted file mode 100644
index 6a846cd..0000000
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs
+++ /dev/null
@@ -1,211 +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
28using System;
29
30namespace libTerrain
31{
32 partial class Channel
33 {
34 // Ideas for Aerobic erosion
35 //
36 // Unlike thermal (gravity) and hydraulic (water suspension)
37 // aerobic erosion should displace mass by moving sediment
38 // in "hops". The length of the hop being dictated by the
39 // presence of sharp cliffs and wind speed.
40
41 // The ability to pickup sediment is defined by the total
42 // surface area, such that:
43 // 0 0 0
44 // 0 1 0
45 // 0 0 0
46 // Would be the best possible value for sediment to be
47 // picked up (total difference = 8) and flatter land
48 // will erode less quickly.
49
50 // Suspended particles assist the erosion process by hitting
51 // the surface and chiselling additional particles off faster
52 // than alone.
53
54 // Particles are deposited when one of two conditions is met
55 // First:
56 // When particles hit a wall - such that the
57 // wind direction points at a difference >= the
58 // deposition mininum talus.
59 // Second:
60 // When wind speed is lowered to below the minimum
61 // required for transit. An idea for this is to
62 // use the navier-stokes algorithms for simulating
63 // pressure across the terrain.
64
65 /// <summary>
66 /// An experimental erosion algorithm developed by Adam. Moves sediment by factoring the surface area of each height point.
67 /// </summary>
68 /// <param name="windspeed">0..1 The speed of the wind</param>
69 /// <param name="pickup_talus_minimum">The minimum angle at which rock is eroded 0..1 (recommended: <= 0.30)</param>
70 /// <param name="drop_talus_minimum">The minimum angle at which rock is dropped 0..1 (recommended: >= 0.00)</param>
71 /// <param name="carry">The percentage of rock which can be picked up to pickup 0..1</param>
72 /// <param name="rounds">The number of erosion rounds (recommended: 25+)</param>
73 /// <param name="lowest">Drop sediment at the lowest point?</param>
74 public void AerobicErosion(double windspeed, double pickupTalusMinimum, double dropTalusMinimum, double carry,
75 int rounds, bool lowest, bool usingFluidDynamics)
76 {
77 bool debugImages = false;
78
79 Channel wind = new Channel(w, h);
80 Channel sediment = new Channel(w, h);
81 int x, y, i, j;
82
83 Normalise();
84
85 wind = Copy();
86 wind.Noise();
87
88 if (debugImages)
89 wind.SaveImage("testimg/wind_start.png");
90
91 if (usingFluidDynamics)
92 {
93 wind.navierStokes(20, 0.1, 0.0, 0.0);
94 }
95 else
96 {
97 wind.Pertubation(30);
98 }
99
100 if (debugImages)
101 wind.SaveImage("testimg/wind_begin.png");
102
103 for (i = 0; i < rounds; i++)
104 {
105 // Convert some rocks to sand
106 for (x = 1; x < w - 1; x++)
107 {
108 for (y = 1; y < h - 1; y++)
109 {
110 double me = Get(x, y);
111 double surfacearea = 0.3; // Everything will erode even if it's flat. Just slower.
112
113 for (j = 0; j < 9; j++)
114 {
115 int[] coords = Neighbours(NeighbourSystem.Moore, j);
116 double target = Get(x + coords[0], y + coords[1]);
117
118 surfacearea += Math.Abs(target - me);
119 }
120
121 double amount = surfacearea*wind.map[x, y]*carry;
122
123 if (amount < 0)
124 amount = 0;
125
126 if (surfacearea > pickupTalusMinimum)
127 {
128 Set(x, y, map[x, y] - amount);
129 sediment.map[x, y] += amount;
130 }
131 }
132 }
133
134 if (usingFluidDynamics)
135 {
136 sediment.navierStokes(7, 0.1, 0.0, 0.1);
137
138 Channel noiseChan = new Channel(w, h);
139 noiseChan.Noise();
140 wind.Blend(noiseChan, 0.01);
141
142 wind.navierStokes(10, 0.1, 0.01, 0.01);
143
144 sediment.Distort(wind, windspeed);
145 }
146 else
147 {
148 wind.Pertubation(15); // Can do better later
149 wind.seed++;
150 sediment.Pertubation(10); // Sediment is blown around a bit
151 sediment.seed++;
152 }
153
154 if (debugImages)
155 wind.SaveImage("testimg/wind_" + i.ToString() + ".png");
156
157 // Convert some sand to rock
158 for (x = 1; x < w - 1; x++)
159 {
160 for (y = 1; y < h - 1; y++)
161 {
162 double me = Get(x, y);
163 double surfacearea = 0.01; // Flat land does not get deposition
164 double min = double.MaxValue;
165 int[] minside = new int[2];
166
167 for (j = 0; j < 9; j++)
168 {
169 int[] coords = Neighbours(NeighbourSystem.Moore, j);
170 double target = Get(x + coords[0], y + coords[1]);
171
172 surfacearea += Math.Abs(target - me);
173
174 if (target < min && lowest)
175 {
176 minside = (int[]) coords.Clone();
177 min = target;
178 }
179 }
180
181 double amount = surfacearea*(1.0 - wind.map[x, y])*carry;
182
183 if (amount < 0)
184 amount = 0;
185
186 if (surfacearea > dropTalusMinimum)
187 {
188 Set(x + minside[0], y + minside[1], map[x + minside[0], y + minside[1]] + amount);
189 sediment.map[x, y] -= amount;
190 }
191 }
192 }
193
194 if (debugImages)
195 sediment.SaveImage("testimg/sediment_" + i.ToString() + ".png");
196
197 wind.Normalise();
198 wind *= windspeed;
199
200 Normalise();
201 }
202
203 Channel myself = this;
204 myself += sediment;
205 myself.Normalise();
206
207 if (debugImages)
208 SaveImage("testimg/output.png");
209 }
210 }
211}
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs
deleted file mode 100644
index 608e0e3..0000000
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs
+++ /dev/null
@@ -1,144 +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
28using System;
29
30namespace libTerrain
31{
32 partial class Channel
33 {
34 public void HydraulicErosion(Channel rain, double evaporation, double solubility, int frequency, int rounds)
35 {
36 SetDiff();
37
38 Channel water = new Channel(w, h);
39 Channel sediment = new Channel(w, h);
40 Channel terrain = this;
41 Channel waterFlow = new Channel(w, h);
42
43 NeighbourSystem type = NeighbourSystem.Moore;
44 int NEIGHBOUR_ME = 4;
45
46 int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
47
48 for (int i = 0; i < rounds; i++)
49 {
50 water += rain;
51
52 sediment = terrain*water;
53 terrain -= sediment;
54
55 for (int x = 1; x < w - 1; x++)
56 {
57 for (int y = 1; y < h - 1; y++)
58 {
59 double[] heights = new double[NEIGHBOUR_MAX];
60 double[] diffs = new double[NEIGHBOUR_MAX];
61
62 double heightCenter = map[x, y];
63
64 for (int j = 0; j < NEIGHBOUR_MAX; j++)
65 {
66 if (j != NEIGHBOUR_ME)
67 {
68 int[] coords = Neighbours(type, j);
69 coords[0] += x;
70 coords[1] += y;
71
72 heights[j] = map[coords[0], coords[1]] + water.map[coords[0], coords[1]] +
73 sediment.map[coords[0], coords[1]];
74 diffs[j] = heightCenter - heights[j];
75 }
76 }
77
78 double totalHeight = 0;
79 double totalHeightDiff = 0;
80 int totalCellsCounted = 1;
81
82 for (int j = 0; j < NEIGHBOUR_MAX; j++)
83 {
84 if (j != NEIGHBOUR_ME)
85 {
86 if (diffs[j] > 0)
87 {
88 totalHeight += heights[j];
89 totalHeightDiff += diffs[j];
90 totalCellsCounted++;
91 }
92 }
93 }
94
95 if (totalCellsCounted == 1)
96 continue;
97
98 double averageHeight = totalHeight/totalCellsCounted;
99 double waterAmount = Math.Min(water.map[x, y], heightCenter - averageHeight);
100
101 // TODO: Check this.
102 waterFlow.map[x, y] += waterFlow.map[x, y] - waterAmount;
103
104 double totalInverseDiff = waterAmount/totalHeightDiff;
105
106 for (int j = 0; j < NEIGHBOUR_MAX; j++)
107 {
108 if (j != NEIGHBOUR_ME)
109 {
110 int[] coords = Neighbours(type, j);
111 coords[0] += x;
112 coords[1] += y;
113
114 if (diffs[j] > 0)
115 {
116 waterFlow.SetWrap(coords[0], coords[1],
117 waterFlow.map[coords[0], coords[1]] + diffs[j]*totalInverseDiff);
118 }
119 }
120 }
121 }
122 }
123
124 water += waterFlow;
125 waterFlow.Fill(0);
126
127 water *= evaporation;
128
129 for (int x = 0; x < w; x++)
130 {
131 for (int y = 0; y < h; y++)
132 {
133 double deposition = sediment.map[x, y] - water.map[x, y]*solubility;
134 if (deposition > 0)
135 {
136 sediment.map[x, y] -= deposition;
137 terrain.map[x, y] += deposition;
138 }
139 }
140 }
141 }
142 }
143 }
144}
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs
deleted file mode 100644
index 8f12637..0000000
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs
+++ /dev/null
@@ -1,307 +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
28namespace libTerrain
29{
30 partial class Channel
31 {
32 // Navier Stokes Algorithms ported from
33 // "Real-Time Fluid Dynamics for Games" by Jos Stam.
34 // presented at GDC 2003.
35
36 // Poorly ported from C++. (I gave up making it properly native somewhere after nsSetBnd)
37
38 private static int nsIX(int i, int j, int N)
39 {
40 return ((i) + (N + 2)*(j));
41 }
42
43// TODO: unused
44// private static void nsSwap(ref double x0, ref double x)
45// {
46// double tmp = x0;
47// x0 = x;
48// x = tmp;
49// }
50
51 private static void nsSwap(ref double[] x0, ref double[] x)
52 {
53 double[] tmp = x0;
54 x0 = x;
55 x = tmp;
56 }
57
58 private void nsAddSource(int N, ref double[] x, ref double[] s, double dt)
59 {
60 int i;
61 int size = (N + 2)*(N + 2);
62 for (i = 0; i < size; i++)
63 {
64 x[i] += dt*s[i];
65 }
66 }
67
68 private void nsSetBnd(int N, int b, ref double[] x)
69 {
70 int i;
71 for (i = 0; i <= N; i++)
72 {
73 x[nsIX(0, i, N)] = b == 1 ? -x[nsIX(1, i, N)] : x[nsIX(1, i, N)];
74 x[nsIX(0, N + 1, N)] = b == 1 ? -x[nsIX(N, i, N)] : x[nsIX(N, i, N)];
75 x[nsIX(i, 0, N)] = b == 2 ? -x[nsIX(i, 1, N)] : x[nsIX(i, 1, N)];
76 x[nsIX(i, N + 1, N)] = b == 2 ? -x[nsIX(i, N, N)] : x[nsIX(i, N, N)];
77 }
78 x[nsIX(0, 0, N)] = 0.5f*(x[nsIX(1, 0, N)] + x[nsIX(0, 1, N)]);
79 x[nsIX(0, N + 1, N)] = 0.5f*(x[nsIX(1, N + 1, N)] + x[nsIX(0, N, N)]);
80 x[nsIX(N + 1, 0, N)] = 0.5f*(x[nsIX(N, 0, N)] + x[nsIX(N + 1, 1, N)]);
81 x[nsIX(N + 1, N + 1, N)] = 0.5f*(x[nsIX(N, N + 1, N)] + x[nsIX(N + 1, N, N)]);
82 }
83
84 private void nsLinSolve(int N, int b, ref double[] x, ref double[] x0, double a, double c)
85 {
86 int i, j;
87 for (i = 1; i <= N; i++)
88 {
89 for (j = 1; j <= N; j++)
90 {
91 x[nsIX(i, j, N)] = (x0[nsIX(i, j, N)] + a*
92 (x[nsIX(i - 1, j, N)] +
93 x[nsIX(i + 1, j, N)] +
94 x[nsIX(i, j - 1, N)] + x[nsIX(i, j + 1, N)])
95 )/c;
96 }
97 }
98
99 nsSetBnd(N, b, ref x);
100 }
101
102 private void nsDiffuse(int N, int b, ref double[] x, ref double[] x0, double diff, double dt)
103 {
104 double a = dt*diff*N*N;
105 nsLinSolve(N, b, ref x, ref x0, a, 1 + 4*a);
106 }
107
108 private void nsAdvect(int N, int b, ref double[] d, ref double[] d0, ref double[] u, ref double[] v, double dt)
109 {
110 int i, j, i0, j0, i1, j1;
111 double x, y, s0, t0, s1, t1, dt0;
112
113 dt0 = dt*N;
114
115 for (i = 1; i <= N; i++)
116 {
117 for (j = 1; j <= N; j++)
118 {
119 x = i - dt0*u[nsIX(i, j, N)];
120 y = j - dt0*v[nsIX(i, j, N)];
121
122 if (x < 0.5)
123 x = 0.5;
124 if (x > N + 0.5)
125 x = N + 0.5;
126 i0 = (int) x;
127 i1 = i0 + 1;
128
129 if (y < 0.5)
130 y = 0.5;
131 if (y > N + 0.5)
132 y = N + 0.5;
133 j0 = (int) y;
134 j1 = j0 + 1;
135
136 s1 = x - i0;
137 s0 = 1 - s1;
138 t1 = y - j0;
139 t0 = 1 - t1;
140
141 d[nsIX(i, j, N)] = s0*(t0*d0[nsIX(i0, j0, N)] + t1*d0[nsIX(i0, j1, N)]) +
142 s1*(t0*d0[nsIX(i1, j0, N)] + t1*d0[nsIX(i1, j1, N)]);
143 }
144 }
145
146 nsSetBnd(N, b, ref d);
147 }
148
149 public void nsProject(int N, ref double[] u, ref double[] v, ref double[] p, ref double[] div)
150 {
151 int i, j;
152
153 for (i = 1; i <= N; i++)
154 {
155 for (j = 1; j <= N; j++)
156 {
157 div[nsIX(i, j, N)] = -0.5*
158 (u[nsIX(i + 1, j, N)] - u[nsIX(i - 1, j, N)] + v[nsIX(i, j + 1, N)] -
159 v[nsIX(i, j - 1, N)])/N;
160 p[nsIX(i, j, N)] = 0;
161 }
162 }
163
164 nsSetBnd(N, 0, ref div);
165 nsSetBnd(N, 0, ref p);
166
167 nsLinSolve(N, 0, ref p, ref div, 1, 4);
168
169 for (i = 1; i <= N; i++)
170 {
171 for (j = 1; j <= N; j++)
172 {
173 u[nsIX(i, j, N)] -= 0.5*N*(p[nsIX(i + 1, j, N)] - p[nsIX(i - 1, j, N)]);
174 v[nsIX(i, j, N)] -= 0.5*N*(p[nsIX(i, j + 1, N)] - p[nsIX(i, j - 1, N)]);
175 }
176 }
177
178 nsSetBnd(N, 1, ref u);
179 nsSetBnd(N, 2, ref v);
180 }
181
182 private void nsDensStep(int N, ref double[] x, ref double[] x0, ref double[] u, ref double[] v, double diff,
183 double dt)
184 {
185 nsAddSource(N, ref x, ref x0, dt);
186 nsSwap(ref x0, ref x);
187 nsDiffuse(N, 0, ref x, ref x0, diff, dt);
188 nsSwap(ref x0, ref x);
189 nsAdvect(N, 0, ref x, ref x0, ref u, ref v, dt);
190 }
191
192 private void nsVelStep(int N, ref double[] u, ref double[] v, ref double[] u0, ref double[] v0, double visc,
193 double dt)
194 {
195 nsAddSource(N, ref u, ref u0, dt);
196 nsAddSource(N, ref v, ref v0, dt);
197 nsSwap(ref u0, ref u);
198 nsDiffuse(N, 1, ref u, ref u0, visc, dt);
199 nsSwap(ref v0, ref v);
200 nsDiffuse(N, 2, ref v, ref v0, visc, dt);
201 nsProject(N, ref u, ref v, ref u0, ref v0);
202 nsSwap(ref u0, ref u);
203 nsSwap(ref v0, ref v);
204 nsAdvect(N, 1, ref u, ref u0, ref u0, ref v0, dt);
205 nsAdvect(N, 2, ref v, ref v0, ref u0, ref v0, dt);
206 nsProject(N, ref u, ref v, ref u0, ref v0);
207 }
208
209 private void nsBufferToDoubles(ref double[] dens, int N, ref double[,] doubles)
210 {
211 int i;
212 int j;
213
214 for (i = 1; i <= N; i++)
215 {
216 for (j = 1; j <= N; j++)
217 {
218 doubles[i - 1, j - 1] = dens[nsIX(i, j, N)];
219 }
220 }
221 }
222
223 private void nsDoublesToBuffer(double[,] doubles, int N, ref double[] dens)
224 {
225 int i;
226 int j;
227
228 for (i = 1; i <= N; i++)
229 {
230 for (j = 1; j <= N; j++)
231 {
232 dens[nsIX(i, j, N)] = doubles[i - 1, j - 1];
233 }
234 }
235 }
236
237 private void nsSimulate(int N, int rounds, double dt, double diff, double visc)
238 {
239 int size = (N*2)*(N*2);
240
241 double[] u = new double[size]; // Force, X axis
242 double[] v = new double[size]; // Force, Y axis
243 double[] u_prev = new double[size];
244 double[] v_prev = new double[size];
245 double[] dens = new double[size];
246 double[] dens_prev = new double[size];
247
248 nsDoublesToBuffer(map, N, ref dens);
249 nsDoublesToBuffer(map, N, ref dens_prev);
250
251 for (int i = 0; i < rounds; i++)
252 {
253 u_prev = u;
254 v_prev = v;
255 dens_prev = dens;
256
257 nsVelStep(N, ref u, ref v, ref u_prev, ref v_prev, visc, dt);
258 nsDensStep(N, ref dens, ref dens_prev, ref u, ref v, diff, dt);
259 }
260
261 nsBufferToDoubles(ref dens, N, ref map);
262 }
263
264 /// <summary>
265 /// Performs computational fluid dynamics on a channel
266 /// </summary>
267 /// <param name="rounds">The number of steps to perform (Recommended: 20)</param>
268 /// <param name="dt">Delta Time - The time between steps (Recommended: 0.1)</param>
269 /// <param name="diff">Fluid diffusion rate (Recommended: 0.0)</param>
270 /// <param name="visc">Fluid viscosity (Recommended: 0.0)</param>
271 public void navierStokes(int rounds, double dt, double diff, double visc)
272 {
273 nsSimulate(h, rounds, dt, diff, visc);
274 }
275
276 public void navierStokes(int rounds, double dt, double diff, double visc, ref double[,] uret, ref double[,] vret)
277 {
278 int N = h;
279
280 int size = (N*2)*(N*2);
281
282 double[] u = new double[size]; // Force, X axis
283 double[] v = new double[size]; // Force, Y axis
284 double[] u_prev = new double[size];
285 double[] v_prev = new double[size];
286 double[] dens = new double[size];
287 double[] dens_prev = new double[size];
288
289 nsDoublesToBuffer(map, N, ref dens);
290 nsDoublesToBuffer(map, N, ref dens_prev);
291
292 for (int i = 0; i < rounds; i++)
293 {
294 u_prev = u;
295 v_prev = v;
296 dens_prev = dens;
297
298 nsVelStep(N, ref u, ref v, ref u_prev, ref v_prev, visc, dt);
299 nsDensStep(N, ref dens, ref dens_prev, ref u, ref v, diff, dt);
300 }
301
302 nsBufferToDoubles(ref u, N, ref uret);
303 nsBufferToDoubles(ref v, N, ref vret);
304 nsBufferToDoubles(ref dens, N, ref map);
305 }
306 }
307}
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs
deleted file mode 100644
index 532c2d6..0000000
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs
+++ /dev/null
@@ -1,107 +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
28namespace libTerrain
29{
30 partial class Channel
31 {
32 /// <summary>
33 /// A thermal weathering implementation based on Musgrave's original 1989 algorithm. This is Adam's custom implementation which may differ slightly from the original.
34 /// </summary>
35 /// <param name="talus">The rock angle (represented as a dy/dx ratio) at which point it will be succeptible to breakage</param>
36 /// <param name="rounds">The number of erosion rounds</param>
37 /// <param name="c">The amount of rock to carry each round</param>
38 public Channel ThermalWeathering(double talus, int rounds, double c)
39 {
40 SetDiff();
41
42 double[,] lastFrame;
43 double[,] thisFrame;
44
45 lastFrame = (double[,]) map.Clone();
46 thisFrame = (double[,]) map.Clone();
47
48 NeighbourSystem type = NeighbourSystem.Moore;
49 // Using moore neighbourhood (twice as computationally expensive)
50 int NEIGHBOUR_ME = 4; // I am always 4 in both systems.
51
52 int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
53
54 int frames = rounds; // Number of thermal erosion iterations to run
55 int i, j;
56 int x, y;
57
58 for (i = 0; i < frames; i++)
59 {
60 for (x = 0; x < w; x++)
61 {
62 for (y = 0; y < h; y++)
63 {
64 for (j = 0; j < NEIGHBOUR_MAX; j++)
65 {
66 if (j != NEIGHBOUR_ME)
67 {
68 int[] coords = Neighbours(type, j);
69
70 coords[0] += x;
71 coords[1] += y;
72
73 if (coords[0] > w - 1)
74 coords[0] = w - 1;
75 if (coords[1] > h - 1)
76 coords[1] = h - 1;
77 if (coords[0] < 0)
78 coords[0] = 0;
79 if (coords[1] < 0)
80 coords[1] = 0;
81
82 double heightF = thisFrame[x, y];
83 double target = thisFrame[coords[0], coords[1]];
84
85 if (target > heightF + talus)
86 {
87 double calc = c*((target - heightF) - talus);
88 heightF += calc;
89 target -= calc;
90 }
91
92 thisFrame[x, y] = heightF;
93 thisFrame[coords[0], coords[1]] = target;
94 }
95 }
96 }
97 }
98 lastFrame = (double[,]) thisFrame.Clone();
99 }
100
101 map = thisFrame;
102
103 Normalise(); // Just to guaruntee a smooth 0..1 value
104 return this;
105 }
106 }
107}