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diff --git a/OpenSim/Region/CoreModules/World/Terrain/Effects/CookieCutter.cs b/OpenSim/Region/CoreModules/World/Terrain/Effects/CookieCutter.cs
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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 */
27using System;
28using OpenSim.Region.Framework.Interfaces;
29using OpenSim.Region.Framework.Scenes;
30using OpenSim.Region.CoreModules.World.Terrain.PaintBrushes;
31
32namespace OpenSim.Region.CoreModules.World.Terrain.Effects
33{
34 internal class CookieCutter : ITerrainEffect
35 {
36 #region ITerrainEffect Members
37
38 public void RunEffect(ITerrainChannel map)
39 {
40 ITerrainPaintableEffect eroder = new WeatherSphere();
41
42 bool[,] cliffMask = new bool[map.Width,map.Height];
43 bool[,] channelMask = new bool[map.Width,map.Height];
44 bool[,] smoothMask = new bool[map.Width,map.Height];
45 bool[,] allowMask = new bool[map.Width,map.Height];
46
47 Console.WriteLine("S1");
48
49 // Step one, generate rough mask
50 int x, y;
51 for (x = 0; x < map.Width; x++)
52 {
53 for (y = 0; y < map.Height; y++)
54 {
55 Console.Write(".");
56 smoothMask[x, y] = true;
57 allowMask[x,y] = true;
58
59 // Start underwater
60 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 5;
61 // Add a little height. (terrain should now be above water, mostly.)
62 map[x, y] += 20;
63
64 const int channelsX = 4;
65 int channelWidth = (map.Width / channelsX / 4);
66 const int channelsY = 4;
67 int channelHeight = (map.Height / channelsY / 4);
68
69 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsX, channelWidth, map.Width, x);
70 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsY, channelHeight, map.Height, y);
71 }
72 }
73
74 Console.WriteLine("S2");
75 //smooth.FloodEffect(map, smoothMask, 4.0);
76
77 Console.WriteLine("S3");
78 for (x = 0; x < map.Width; x++)
79 {
80 for (y = 0; y < map.Height; y++)
81 {
82 if (cliffMask[x, y])
83 eroder.PaintEffect(map, allowMask, x, y, -1, 4, 0.1);
84 }
85 }
86
87 for (x = 0; x < map.Width; x += 2)
88 {
89 for (y = 0; y < map.Height; y += 2)
90 {
91 if (map[x, y] < 0.1)
92 map[x, y] = 0.1;
93 if (map[x, y] > 256)
94 map[x, y] = 256;
95 }
96 }
97 //smooth.FloodEffect(map, smoothMask, 4.0);
98 }
99
100 #endregion
101
102 private static void SetLowerChannel(ITerrainChannel map, bool[,] cliffMask, bool[,] channelMask, int x, int y, int numChannels, int channelWidth,
103 int mapSize, int rp)
104 {
105 for (int i = 0; i < numChannels; i++)
106 {
107 double distanceToLine = Math.Abs(rp - ((mapSize / numChannels) * i));
108
109 if (distanceToLine < channelWidth)
110 {
111 if (channelMask[x, y])
112 return;
113
114 // Remove channels
115 map[x, y] -= 10;
116 channelMask[x, y] = true;
117 }
118 if (distanceToLine < 1)
119 {
120 cliffMask[x, y] = true;
121 }
122 }
123 }
124 }
125}