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-rw-r--r--OpenSim/Region/Environment/Modules/World/Terrain/Effects/CookieCutter.cs246
1 files changed, 123 insertions, 123 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Terrain/Effects/CookieCutter.cs b/OpenSim/Region/Environment/Modules/World/Terrain/Effects/CookieCutter.cs
index 731326e..a2e0c40 100644
--- a/OpenSim/Region/Environment/Modules/World/Terrain/Effects/CookieCutter.cs
+++ b/OpenSim/Region/Environment/Modules/World/Terrain/Effects/CookieCutter.cs
@@ -1,124 +1,124 @@
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 */
27using System; 27using System;
28using OpenSim.Region.Environment.Interfaces; 28using OpenSim.Region.Environment.Interfaces;
29using OpenSim.Region.Environment.Modules.World.Terrain.FloodBrushes; 29using OpenSim.Region.Environment.Modules.World.Terrain.FloodBrushes;
30using OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes; 30using OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes;
31 31
32namespace OpenSim.Region.Environment.Modules.World.Terrain.Effects 32namespace OpenSim.Region.Environment.Modules.World.Terrain.Effects
33{ 33{
34 internal class CookieCutter : ITerrainEffect 34 internal class CookieCutter : ITerrainEffect
35 { 35 {
36 #region ITerrainEffect Members 36 #region ITerrainEffect Members
37 37
38 public void RunEffect(ITerrainChannel map) 38 public void RunEffect(ITerrainChannel map)
39 { 39 {
40 SmoothArea smooth = new SmoothArea(); 40 SmoothArea smooth = new SmoothArea();
41 ITerrainPaintableEffect eroder = new WeatherSphere(); 41 ITerrainPaintableEffect eroder = new WeatherSphere();
42 42
43 bool[,] cliffMask = new bool[map.Width,map.Height]; 43 bool[,] cliffMask = new bool[map.Width,map.Height];
44 bool[,] channelMask = new bool[map.Width,map.Height]; 44 bool[,] channelMask = new bool[map.Width,map.Height];
45 bool[,] smoothMask = new bool[map.Width,map.Height]; 45 bool[,] smoothMask = new bool[map.Width,map.Height];
46 46
47 Console.WriteLine("S1"); 47 Console.WriteLine("S1");
48 48
49 // Step one, generate rough mask 49 // Step one, generate rough mask
50 int x, y; 50 int x, y;
51 for (x = 0; x < map.Width; x++) 51 for (x = 0; x < map.Width; x++)
52 { 52 {
53 for (y = 0; y < map.Height; y++) 53 for (y = 0; y < map.Height; y++)
54 { 54 {
55 Console.Write("."); 55 Console.Write(".");
56 smoothMask[x, y] = true; 56 smoothMask[x, y] = true;
57 57
58 // Start underwater 58 // Start underwater
59 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 5; 59 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 5;
60 // Add a little height. (terrain should now be above water, mostly.) 60 // Add a little height. (terrain should now be above water, mostly.)
61 map[x, y] += 20; 61 map[x, y] += 20;
62 62
63 int channelsX = 4; 63 int channelsX = 4;
64 int channelWidth = (map.Width / channelsX / 4); 64 int channelWidth = (map.Width / channelsX / 4);
65 int channelsY = 4; 65 int channelsY = 4;
66 int channelHeight = (map.Height / channelsY / 4); 66 int channelHeight = (map.Height / channelsY / 4);
67 67
68 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsX, channelWidth, map.Width, x); 68 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsX, channelWidth, map.Width, x);
69 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsY, channelHeight, map.Height, y); 69 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsY, channelHeight, map.Height, y);
70 } 70 }
71 } 71 }
72 72
73 Console.WriteLine("S2"); 73 Console.WriteLine("S2");
74 //smooth.FloodEffect(map, smoothMask, 4.0); 74 //smooth.FloodEffect(map, smoothMask, 4.0);
75 75
76 Console.WriteLine("S3"); 76 Console.WriteLine("S3");
77 for (x = 0; x < map.Width; x++) 77 for (x = 0; x < map.Width; x++)
78 { 78 {
79 for (y = 0; y < map.Height; y++) 79 for (y = 0; y < map.Height; y++)
80 { 80 {
81 if (cliffMask[x, y] == true) 81 if (cliffMask[x, y] == true)
82 eroder.PaintEffect(map, x, y, 4, 0.1); 82 eroder.PaintEffect(map, x, y, 4, 0.1);
83 } 83 }
84 } 84 }
85 85
86 for (x = 0; x < map.Width; x += 2) 86 for (x = 0; x < map.Width; x += 2)
87 { 87 {
88 for (y = 0; y < map.Height; y += 2) 88 for (y = 0; y < map.Height; y += 2)
89 { 89 {
90 if (map[x, y] < 0.1) 90 if (map[x, y] < 0.1)
91 map[x, y] = 0.1; 91 map[x, y] = 0.1;
92 if (map[x, y] > 256) 92 if (map[x, y] > 256)
93 map[x, y] = 256; 93 map[x, y] = 256;
94 } 94 }
95 } 95 }
96 //smooth.FloodEffect(map, smoothMask, 4.0); 96 //smooth.FloodEffect(map, smoothMask, 4.0);
97 } 97 }
98 98
99 #endregion 99 #endregion
100 100
101 private static void SetLowerChannel(ITerrainChannel map, bool[,] cliffMask, bool[,] channelMask, int x, int y, int numChannels, int channelWidth, 101 private static void SetLowerChannel(ITerrainChannel map, bool[,] cliffMask, bool[,] channelMask, int x, int y, int numChannels, int channelWidth,
102 int mapSize, int rp) 102 int mapSize, int rp)
103 { 103 {
104 for (int i = 0; i < numChannels; i++) 104 for (int i = 0; i < numChannels; i++)
105 { 105 {
106 double distanceToLine = Math.Abs(rp - ((mapSize / numChannels) * i)); 106 double distanceToLine = Math.Abs(rp - ((mapSize / numChannels) * i));
107 107
108 if (distanceToLine < channelWidth) 108 if (distanceToLine < channelWidth)
109 { 109 {
110 if (channelMask[x, y]) 110 if (channelMask[x, y])
111 return; 111 return;
112 112
113 // Remove channels 113 // Remove channels
114 map[x, y] -= 10; 114 map[x, y] -= 10;
115 channelMask[x, y] = true; 115 channelMask[x, y] = true;
116 } 116 }
117 if (distanceToLine < 1) 117 if (distanceToLine < 1)
118 { 118 {
119 cliffMask[x, y] = true; 119 cliffMask[x, y] = true;
120 } 120 }
121 } 121 }
122 } 122 }
123 } 123 }
124} \ No newline at end of file 124} \ No newline at end of file