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