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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 System.Collections.Generic;
29using System.Text;
30using OpenSim.Region.Environment.Modules.Terrain;
31using OpenSim.Region.Environment.Interfaces;
32using OpenSim.Framework;
33
34namespace OpenSim.Region.Environment.Modules.Terrain.Effects
35{
36 class DefaultTerrainGenerator : ITerrainEffect
37 {
38 #region ITerrainEffect Members
39
40 public void RunEffect(ITerrainChannel map)
41 {
42 int x, y;
43 for (x = 0; x < map.Width; x++)
44 {
45 for (y = 0; y < map.Height; y++)
46 {
47 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 10;
48 double spherFac = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2, Constants.RegionSize / 2, 50) * 0.01;
49 if (map[x, y] < spherFac)
50 {
51 map[x, y] = spherFac;
52 }
53 }
54 }
55 }
56
57 #endregion
58 }
59}