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Diffstat (limited to 'OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs | 318 |
1 files changed, 0 insertions, 318 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs b/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs deleted file mode 100644 index 4d694cc..0000000 --- a/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs +++ /dev/null | |||
@@ -1,318 +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 | |||
28 | using System; | ||
29 | using OpenSim.Region.Framework.Interfaces; | ||
30 | using OpenSim.Region.Framework.Scenes; | ||
31 | |||
32 | namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes | ||
33 | { | ||
34 | /// <summary> | ||
35 | /// Hydraulic Erosion Brush | ||
36 | /// </summary> | ||
37 | public class ErodeSphere : ITerrainPaintableEffect | ||
38 | { | ||
39 | private const double rainHeight = 0.2; | ||
40 | private const int rounds = 10; | ||
41 | private const NeighbourSystem type = NeighbourSystem.Moore; | ||
42 | private const double waterSaturation = 0.30; | ||
43 | |||
44 | #region Supporting Functions | ||
45 | |||
46 | private static int[] Neighbours(NeighbourSystem neighbourType, int index) | ||
47 | { | ||
48 | int[] coord = new int[2]; | ||
49 | |||
50 | index++; | ||
51 | |||
52 | switch (neighbourType) | ||
53 | { | ||
54 | case NeighbourSystem.Moore: | ||
55 | switch (index) | ||
56 | { | ||
57 | case 1: | ||
58 | coord[0] = -1; | ||
59 | coord[1] = -1; | ||
60 | break; | ||
61 | |||
62 | case 2: | ||
63 | coord[0] = -0; | ||
64 | coord[1] = -1; | ||
65 | break; | ||
66 | |||
67 | case 3: | ||
68 | coord[0] = +1; | ||
69 | coord[1] = -1; | ||
70 | break; | ||
71 | |||
72 | case 4: | ||
73 | coord[0] = -1; | ||
74 | coord[1] = -0; | ||
75 | break; | ||
76 | |||
77 | case 5: | ||
78 | coord[0] = -0; | ||
79 | coord[1] = -0; | ||
80 | break; | ||
81 | |||
82 | case 6: | ||
83 | coord[0] = +1; | ||
84 | coord[1] = -0; | ||
85 | break; | ||
86 | |||
87 | case 7: | ||
88 | coord[0] = -1; | ||
89 | coord[1] = +1; | ||
90 | break; | ||
91 | |||
92 | case 8: | ||
93 | coord[0] = -0; | ||
94 | coord[1] = +1; | ||
95 | break; | ||
96 | |||
97 | case 9: | ||
98 | coord[0] = +1; | ||
99 | coord[1] = +1; | ||
100 | break; | ||
101 | |||
102 | default: | ||
103 | break; | ||
104 | } | ||
105 | break; | ||
106 | |||
107 | case NeighbourSystem.VonNeumann: | ||
108 | switch (index) | ||
109 | { | ||
110 | case 1: | ||
111 | coord[0] = 0; | ||
112 | coord[1] = -1; | ||
113 | break; | ||
114 | |||
115 | case 2: | ||
116 | coord[0] = -1; | ||
117 | coord[1] = 0; | ||
118 | break; | ||
119 | |||
120 | case 3: | ||
121 | coord[0] = +1; | ||
122 | coord[1] = 0; | ||
123 | break; | ||
124 | |||
125 | case 4: | ||
126 | coord[0] = 0; | ||
127 | coord[1] = +1; | ||
128 | break; | ||
129 | |||
130 | case 5: | ||
131 | coord[0] = -0; | ||
132 | coord[1] = -0; | ||
133 | break; | ||
134 | |||
135 | default: | ||
136 | break; | ||
137 | } | ||
138 | break; | ||
139 | } | ||
140 | |||
141 | return coord; | ||
142 | } | ||
143 | |||
144 | private enum NeighbourSystem | ||
145 | { | ||
146 | Moore, | ||
147 | VonNeumann | ||
148 | } ; | ||
149 | |||
150 | #endregion | ||
151 | |||
152 | #region ITerrainPaintableEffect Members | ||
153 | |||
154 | public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz, double strength, double duration) | ||
155 | { | ||
156 | strength = TerrainUtil.MetersToSphericalStrength(strength); | ||
157 | |||
158 | int x, y; | ||
159 | // Using one 'rain' round for this, so skipping a useless loop | ||
160 | // Will need to adapt back in for the Flood brush | ||
161 | |||
162 | ITerrainChannel water = new TerrainChannel(map.Width, map.Height); | ||
163 | ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height); | ||
164 | |||
165 | // Fill with rain | ||
166 | for (x = 0; x < water.Width; x++) | ||
167 | for (y = 0; y < water.Height; y++) | ||
168 | water[x, y] = Math.Max(0.0, TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration); | ||
169 | |||
170 | for (int i = 0; i < rounds; i++) | ||
171 | { | ||
172 | // Erode underlying terrain | ||
173 | for (x = 0; x < water.Width; x++) | ||
174 | { | ||
175 | for (y = 0; y < water.Height; y++) | ||
176 | { | ||
177 | if (mask[x,y]) | ||
178 | { | ||
179 | const double solConst = (1.0 / rounds); | ||
180 | double sedDelta = water[x, y] * solConst; | ||
181 | map[x, y] -= sedDelta; | ||
182 | sediment[x, y] += sedDelta; | ||
183 | } | ||
184 | } | ||
185 | } | ||
186 | |||
187 | // Move water | ||
188 | for (x = 0; x < water.Width; x++) | ||
189 | { | ||
190 | for (y = 0; y < water.Height; y++) | ||
191 | { | ||
192 | if (water[x, y] <= 0) | ||
193 | continue; | ||
194 | |||
195 | // Step 1. Calculate average of neighbours | ||
196 | |||
197 | int neighbours = 0; | ||
198 | double altitudeTotal = 0.0; | ||
199 | double altitudeMe = map[x, y] + water[x, y]; | ||
200 | |||
201 | const int NEIGHBOUR_ME = 4; | ||
202 | const int NEIGHBOUR_MAX = 9; | ||
203 | |||
204 | for (int j = 0; j < NEIGHBOUR_MAX; j++) | ||
205 | { | ||
206 | if (j != NEIGHBOUR_ME) | ||
207 | { | ||
208 | int[] coords = Neighbours(type, j); | ||
209 | |||
210 | coords[0] += x; | ||
211 | coords[1] += y; | ||
212 | |||
213 | if (coords[0] > map.Width - 1) | ||
214 | continue; | ||
215 | if (coords[1] > map.Height - 1) | ||
216 | continue; | ||
217 | if (coords[0] < 0) | ||
218 | continue; | ||
219 | if (coords[1] < 0) | ||
220 | continue; | ||
221 | |||
222 | // Calculate total height of this neighbour | ||
223 | double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]]; | ||
224 | |||
225 | // If it's greater than me... | ||
226 | if (altitudeNeighbour - altitudeMe < 0) | ||
227 | { | ||
228 | // Add it to our calculations | ||
229 | neighbours++; | ||
230 | altitudeTotal += altitudeNeighbour; | ||
231 | } | ||
232 | } | ||
233 | } | ||
234 | |||
235 | if (neighbours == 0) | ||
236 | continue; | ||
237 | |||
238 | double altitudeAvg = altitudeTotal / neighbours; | ||
239 | |||
240 | // Step 2. Allocate water to neighbours. | ||
241 | for (int j = 0; j < NEIGHBOUR_MAX; j++) | ||
242 | { | ||
243 | if (j != NEIGHBOUR_ME) | ||
244 | { | ||
245 | int[] coords = Neighbours(type, j); | ||
246 | |||
247 | coords[0] += x; | ||
248 | coords[1] += y; | ||
249 | |||
250 | if (coords[0] > map.Width - 1) | ||
251 | continue; | ||
252 | if (coords[1] > map.Height - 1) | ||
253 | continue; | ||
254 | if (coords[0] < 0) | ||
255 | continue; | ||
256 | if (coords[1] < 0) | ||
257 | continue; | ||
258 | |||
259 | // Skip if we dont have water to begin with. | ||
260 | if (water[x, y] < 0) | ||
261 | continue; | ||
262 | |||
263 | // Calculate our delta average | ||
264 | double altitudeDelta = altitudeMe - altitudeAvg; | ||
265 | |||
266 | if (altitudeDelta < 0) | ||
267 | continue; | ||
268 | |||
269 | // Calculate how much water we can move | ||
270 | double waterMin = Math.Min(water[x, y], altitudeDelta); | ||
271 | double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]]) | ||
272 | / altitudeTotal); | ||
273 | |||
274 | double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]); | ||
275 | |||
276 | if (sedimentDelta > 0) | ||
277 | { | ||
278 | sediment[x, y] -= sedimentDelta; | ||
279 | sediment[coords[0], coords[1]] += sedimentDelta; | ||
280 | } | ||
281 | } | ||
282 | } | ||
283 | } | ||
284 | } | ||
285 | |||
286 | // Evaporate | ||
287 | |||
288 | for (x = 0; x < water.Width; x++) | ||
289 | { | ||
290 | for (y = 0; y < water.Height; y++) | ||
291 | { | ||
292 | water[x, y] *= 1.0 - (rainHeight / rounds); | ||
293 | |||
294 | double waterCapacity = waterSaturation * water[x, y]; | ||
295 | |||
296 | double sedimentDeposit = sediment[x, y] - waterCapacity; | ||
297 | if (sedimentDeposit > 0) | ||
298 | { | ||
299 | if (mask[x,y]) | ||
300 | { | ||
301 | sediment[x, y] -= sedimentDeposit; | ||
302 | map[x, y] += sedimentDeposit; | ||
303 | } | ||
304 | } | ||
305 | } | ||
306 | } | ||
307 | } | ||
308 | |||
309 | // Deposit any remainder (should be minimal) | ||
310 | for (x = 0; x < water.Width; x++) | ||
311 | for (y = 0; y < water.Height; y++) | ||
312 | if (mask[x,y] && sediment[x, y] > 0) | ||
313 | map[x, y] += sediment[x, y]; | ||
314 | } | ||
315 | |||
316 | #endregion | ||
317 | } | ||
318 | } | ||