From 9bc6ee576e49df9fa72f023365870f8065f0fe53 Mon Sep 17 00:00:00 2001
From: Jeff Ames
Date: Sun, 9 Mar 2008 16:51:34 +0000
Subject: Update svn properties.
---
.../Modules/Terrain/PaintBrushes/ErodeSphere.cs | 678 ++++++++++-----------
1 file changed, 339 insertions(+), 339 deletions(-)
(limited to 'OpenSim/Region/Environment/Modules/Terrain/PaintBrushes')
diff --git a/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs b/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs
index 804c642..d6f666d 100644
--- a/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs
+++ b/OpenSim/Region/Environment/Modules/Terrain/PaintBrushes/ErodeSphere.cs
@@ -1,339 +1,339 @@
-/*
-* Copyright (c) Contributors, http://opensimulator.org/
-* See CONTRIBUTORS.TXT for a full list of copyright holders.
-*
-* Redistribution and use in source and binary forms, with or without
-* modification, are permitted provided that the following conditions are met:
-* * Redistributions of source code must retain the above copyright
-* notice, this list of conditions and the following disclaimer.
-* * Redistributions in binary form must reproduce the above copyright
-* notice, this list of conditions and the following disclaimer in the
-* documentation and/or other materials provided with the distribution.
-* * Neither the name of the OpenSim Project nor the
-* names of its contributors may be used to endorse or promote products
-* derived from this software without specific prior written permission.
-*
-* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
-* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
-* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
-* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-*
-*/
-using OpenSim.Region.Environment.Interfaces;
-using System;
-
-namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
-{
- ///
- /// Hydraulic Erosion Brush
- ///
- public class ErodeSphere : ITerrainPaintableEffect
- {
- NeighbourSystem type = NeighbourSystem.Moore; // Parameter
-
- double rainHeight = 1.0;
- int rounds = 10;
- double waterSaturation = 0.01; // Can carry 1% of water in height
-
- #region Supporting Functions
- private enum NeighbourSystem
- {
- Moore,
- VonNeumann
- } ;
-
- private int[] Neighbours(NeighbourSystem type, int index)
- {
- int[] coord = new int[2];
-
- index++;
-
- switch (type)
- {
- case NeighbourSystem.Moore:
- switch (index)
- {
- case 1:
- coord[0] = -1;
- coord[1] = -1;
- break;
-
- case 2:
- coord[0] = -0;
- coord[1] = -1;
- break;
-
- case 3:
- coord[0] = +1;
- coord[1] = -1;
- break;
-
- case 4:
- coord[0] = -1;
- coord[1] = -0;
- break;
-
- case 5:
- coord[0] = -0;
- coord[1] = -0;
- break;
-
- case 6:
- coord[0] = +1;
- coord[1] = -0;
- break;
-
- case 7:
- coord[0] = -1;
- coord[1] = +1;
- break;
-
- case 8:
- coord[0] = -0;
- coord[1] = +1;
- break;
-
- case 9:
- coord[0] = +1;
- coord[1] = +1;
- break;
-
- default:
- break;
- }
- break;
-
- case NeighbourSystem.VonNeumann:
- switch (index)
- {
- case 1:
- coord[0] = 0;
- coord[1] = -1;
- break;
-
- case 2:
- coord[0] = -1;
- coord[1] = 0;
- break;
-
- case 3:
- coord[0] = +1;
- coord[1] = 0;
- break;
-
- case 4:
- coord[0] = 0;
- coord[1] = +1;
- break;
-
- case 5:
- coord[0] = -0;
- coord[1] = -0;
- break;
-
- default:
- break;
- }
- break;
- }
-
- return coord;
- }
-
- private double SphericalFactor(double x, double y, double rx, double ry, double size)
- {
- double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
- return z;
- }
-
- private double GetBilinearInterpolate(double x, double y, ITerrainChannel map)
- {
- int w = map.Width;
- int h = map.Height;
-
- if (x > w - 2.0)
- x = w - 2.0;
- if (y > h - 2.0)
- y = h - 2.0;
- if (x < 0.0)
- x = 0.0;
- if (y < 0.0)
- y = 0.0;
-
- int stepSize = 1;
- double h00 = map[(int)x, (int)y];
- double h10 = map[(int)x + stepSize, (int)y];
- double h01 = map[(int)x, (int)y + stepSize];
- double h11 = map[(int)x + stepSize, (int)y + stepSize];
- double h1 = h00;
- double h2 = h10;
- double h3 = h01;
- double h4 = h11;
- double a00 = h1;
- double a10 = h2 - h1;
- double a01 = h3 - h1;
- double a11 = h1 - h2 - h3 + h4;
- double partialx = x - (int)x;
- double partialz = y - (int)y;
- double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz);
- return hi;
- }
-
- #endregion
-
- #region ITerrainPaintableEffect Members
-
- public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration)
- {
- int x, y;
- // Using one 'rain' round for this, so skipping a useless loop
- // Will need to adapt back in for the Flood brush
-
- ITerrainChannel water = new TerrainChannel(map.Width, map.Height);
- ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height);
-
- // Fill with rain
- for (x = 0; x < water.Width; x++)
- for (y = 0; y < water.Height; y++)
- water[x, y] = Math.Max(0.0, SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration);
-
- for (int i = 0; i < rounds; i++)
- {
- // Erode underlying terrain
- for (x = 0; x < water.Width; x++)
- {
- for (y = 0; y < water.Height; y++)
- {
- double solConst = (1.0 / rounds);
- double sedDelta = water[x, y] * solConst;
- map[x, y] -= sedDelta;
- sediment[x, y] += sedDelta;
- }
- }
-
- // Move water
- for (x = 0; x < water.Width; x++)
- {
- for (y = 0; y < water.Height; y++)
- {
- if (water[x, y] <= 0)
- continue;
-
- // Step 1. Calculate average of neighbours
-
- int neighbours = 0;
- double altitudeTotal = 0.0;
- double altitudeMe = map[x, y] + water[x, y];
-
- int NEIGHBOUR_ME = 4;
-
- int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
-
- for (int j = 0; j < NEIGHBOUR_MAX; j++)
- {
- if (j != NEIGHBOUR_ME)
- {
- int[] coords = Neighbours(type, j);
-
- coords[0] += x;
- coords[1] += y;
-
- if (coords[0] > map.Width - 1)
- continue;
- if (coords[1] > map.Height - 1)
- continue;
- if (coords[0] < 0)
- continue;
- if (coords[1] < 0)
- continue;
-
- // Calculate total height of this neighbour
- double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]];
-
- // If it's greater than me...
- if (altitudeNeighbour - altitudeMe > 0)
- {
- // Add it to our calculations
- neighbours++;
- altitudeTotal += altitudeNeighbour;
- }
- }
- }
-
- if (neighbours == 0)
- continue;
-
- double altitudeAvg = altitudeTotal / neighbours;
-
- // Step 2. Allocate water to neighbours.
- for (int j = 0; j < NEIGHBOUR_MAX; j++)
- {
- if (j != NEIGHBOUR_ME)
- {
- int[] coords = Neighbours(type, j);
-
- coords[0] += x;
- coords[1] += y;
-
- if (coords[0] > map.Width - 1)
- continue;
- if (coords[1] > map.Height - 1)
- continue;
- if (coords[0] < 0)
- continue;
- if (coords[1] < 0)
- continue;
-
- // Calculate our delta average
- double altitudeDelta = altitudeMe - altitudeAvg;
-
- // Calculate how much water we can move
- double waterDelta = Math.Min(water[x, y], altitudeDelta)
- * (water[coords[0], coords[1]] + map[coords[0], coords[1]])
- / altitudeTotal;
-
- double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]);
-
- if (sedimentDelta > 0)
- {
- sediment[x, y] -= sedimentDelta;
- sediment[coords[0], coords[1]] += sedimentDelta;
- }
- }
- }
- }
- }
-
- // Evaporate
-
- for (x = 0; x < water.Width; x++)
- {
- for (y = 0; y < water.Height; y++)
- {
- water[x, y] *= 1.0 - (rainHeight / rounds);
-
- double waterCapacity = waterSaturation * water[x, y];
-
- double sedimentDeposit = Math.Max(0, sediment[x, y] - waterCapacity);
- sediment[x, y] -= sedimentDeposit;
- map[x, y] += sedimentDeposit;
- }
- }
- }
-
- // Deposit any remainder (should be minimal)
- for (x = 0; x < water.Width; x++)
- for (y = 0; y < water.Height; y++)
- if (sediment[x, y] > 0)
- map[x, y] += sediment[x, y];
- }
-
- #endregion
- }
-}
+/*
+* Copyright (c) Contributors, http://opensimulator.org/
+* See CONTRIBUTORS.TXT for a full list of copyright holders.
+*
+* Redistribution and use in source and binary forms, with or without
+* modification, are permitted provided that the following conditions are met:
+* * Redistributions of source code must retain the above copyright
+* notice, this list of conditions and the following disclaimer.
+* * Redistributions in binary form must reproduce the above copyright
+* notice, this list of conditions and the following disclaimer in the
+* documentation and/or other materials provided with the distribution.
+* * Neither the name of the OpenSim Project nor the
+* names of its contributors may be used to endorse or promote products
+* derived from this software without specific prior written permission.
+*
+* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*
+*/
+using OpenSim.Region.Environment.Interfaces;
+using System;
+
+namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
+{
+ ///
+ /// Hydraulic Erosion Brush
+ ///
+ public class ErodeSphere : ITerrainPaintableEffect
+ {
+ NeighbourSystem type = NeighbourSystem.Moore; // Parameter
+
+ double rainHeight = 1.0;
+ int rounds = 10;
+ double waterSaturation = 0.01; // Can carry 1% of water in height
+
+ #region Supporting Functions
+ private enum NeighbourSystem
+ {
+ Moore,
+ VonNeumann
+ } ;
+
+ private int[] Neighbours(NeighbourSystem type, int index)
+ {
+ int[] coord = new int[2];
+
+ index++;
+
+ switch (type)
+ {
+ case NeighbourSystem.Moore:
+ switch (index)
+ {
+ case 1:
+ coord[0] = -1;
+ coord[1] = -1;
+ break;
+
+ case 2:
+ coord[0] = -0;
+ coord[1] = -1;
+ break;
+
+ case 3:
+ coord[0] = +1;
+ coord[1] = -1;
+ break;
+
+ case 4:
+ coord[0] = -1;
+ coord[1] = -0;
+ break;
+
+ case 5:
+ coord[0] = -0;
+ coord[1] = -0;
+ break;
+
+ case 6:
+ coord[0] = +1;
+ coord[1] = -0;
+ break;
+
+ case 7:
+ coord[0] = -1;
+ coord[1] = +1;
+ break;
+
+ case 8:
+ coord[0] = -0;
+ coord[1] = +1;
+ break;
+
+ case 9:
+ coord[0] = +1;
+ coord[1] = +1;
+ break;
+
+ default:
+ break;
+ }
+ break;
+
+ case NeighbourSystem.VonNeumann:
+ switch (index)
+ {
+ case 1:
+ coord[0] = 0;
+ coord[1] = -1;
+ break;
+
+ case 2:
+ coord[0] = -1;
+ coord[1] = 0;
+ break;
+
+ case 3:
+ coord[0] = +1;
+ coord[1] = 0;
+ break;
+
+ case 4:
+ coord[0] = 0;
+ coord[1] = +1;
+ break;
+
+ case 5:
+ coord[0] = -0;
+ coord[1] = -0;
+ break;
+
+ default:
+ break;
+ }
+ break;
+ }
+
+ return coord;
+ }
+
+ private double SphericalFactor(double x, double y, double rx, double ry, double size)
+ {
+ double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
+ return z;
+ }
+
+ private double GetBilinearInterpolate(double x, double y, ITerrainChannel map)
+ {
+ int w = map.Width;
+ int h = map.Height;
+
+ if (x > w - 2.0)
+ x = w - 2.0;
+ if (y > h - 2.0)
+ y = h - 2.0;
+ if (x < 0.0)
+ x = 0.0;
+ if (y < 0.0)
+ y = 0.0;
+
+ int stepSize = 1;
+ double h00 = map[(int)x, (int)y];
+ double h10 = map[(int)x + stepSize, (int)y];
+ double h01 = map[(int)x, (int)y + stepSize];
+ double h11 = map[(int)x + stepSize, (int)y + stepSize];
+ double h1 = h00;
+ double h2 = h10;
+ double h3 = h01;
+ double h4 = h11;
+ double a00 = h1;
+ double a10 = h2 - h1;
+ double a01 = h3 - h1;
+ double a11 = h1 - h2 - h3 + h4;
+ double partialx = x - (int)x;
+ double partialz = y - (int)y;
+ double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz);
+ return hi;
+ }
+
+ #endregion
+
+ #region ITerrainPaintableEffect Members
+
+ public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration)
+ {
+ int x, y;
+ // Using one 'rain' round for this, so skipping a useless loop
+ // Will need to adapt back in for the Flood brush
+
+ ITerrainChannel water = new TerrainChannel(map.Width, map.Height);
+ ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height);
+
+ // Fill with rain
+ for (x = 0; x < water.Width; x++)
+ for (y = 0; y < water.Height; y++)
+ water[x, y] = Math.Max(0.0, SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration);
+
+ for (int i = 0; i < rounds; i++)
+ {
+ // Erode underlying terrain
+ for (x = 0; x < water.Width; x++)
+ {
+ for (y = 0; y < water.Height; y++)
+ {
+ double solConst = (1.0 / rounds);
+ double sedDelta = water[x, y] * solConst;
+ map[x, y] -= sedDelta;
+ sediment[x, y] += sedDelta;
+ }
+ }
+
+ // Move water
+ for (x = 0; x < water.Width; x++)
+ {
+ for (y = 0; y < water.Height; y++)
+ {
+ if (water[x, y] <= 0)
+ continue;
+
+ // Step 1. Calculate average of neighbours
+
+ int neighbours = 0;
+ double altitudeTotal = 0.0;
+ double altitudeMe = map[x, y] + water[x, y];
+
+ int NEIGHBOUR_ME = 4;
+
+ int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
+
+ for (int j = 0; j < NEIGHBOUR_MAX; j++)
+ {
+ if (j != NEIGHBOUR_ME)
+ {
+ int[] coords = Neighbours(type, j);
+
+ coords[0] += x;
+ coords[1] += y;
+
+ if (coords[0] > map.Width - 1)
+ continue;
+ if (coords[1] > map.Height - 1)
+ continue;
+ if (coords[0] < 0)
+ continue;
+ if (coords[1] < 0)
+ continue;
+
+ // Calculate total height of this neighbour
+ double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]];
+
+ // If it's greater than me...
+ if (altitudeNeighbour - altitudeMe > 0)
+ {
+ // Add it to our calculations
+ neighbours++;
+ altitudeTotal += altitudeNeighbour;
+ }
+ }
+ }
+
+ if (neighbours == 0)
+ continue;
+
+ double altitudeAvg = altitudeTotal / neighbours;
+
+ // Step 2. Allocate water to neighbours.
+ for (int j = 0; j < NEIGHBOUR_MAX; j++)
+ {
+ if (j != NEIGHBOUR_ME)
+ {
+ int[] coords = Neighbours(type, j);
+
+ coords[0] += x;
+ coords[1] += y;
+
+ if (coords[0] > map.Width - 1)
+ continue;
+ if (coords[1] > map.Height - 1)
+ continue;
+ if (coords[0] < 0)
+ continue;
+ if (coords[1] < 0)
+ continue;
+
+ // Calculate our delta average
+ double altitudeDelta = altitudeMe - altitudeAvg;
+
+ // Calculate how much water we can move
+ double waterDelta = Math.Min(water[x, y], altitudeDelta)
+ * (water[coords[0], coords[1]] + map[coords[0], coords[1]])
+ / altitudeTotal;
+
+ double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]);
+
+ if (sedimentDelta > 0)
+ {
+ sediment[x, y] -= sedimentDelta;
+ sediment[coords[0], coords[1]] += sedimentDelta;
+ }
+ }
+ }
+ }
+ }
+
+ // Evaporate
+
+ for (x = 0; x < water.Width; x++)
+ {
+ for (y = 0; y < water.Height; y++)
+ {
+ water[x, y] *= 1.0 - (rainHeight / rounds);
+
+ double waterCapacity = waterSaturation * water[x, y];
+
+ double sedimentDeposit = Math.Max(0, sediment[x, y] - waterCapacity);
+ sediment[x, y] -= sedimentDeposit;
+ map[x, y] += sedimentDeposit;
+ }
+ }
+ }
+
+ // Deposit any remainder (should be minimal)
+ for (x = 0; x < water.Width; x++)
+ for (y = 0; y < water.Height; y++)
+ if (sediment[x, y] > 0)
+ map[x, y] += sediment[x, y];
+ }
+
+ #endregion
+ }
+}
--
cgit v1.1