From d51ce47b2d7635b17f3dd429158e8f59b78b83aa Mon Sep 17 00:00:00 2001
From: Jeff Ames
Date: Thu, 1 May 2008 14:31:30 +0000
Subject: Update svn properties. Minor formatting cleanup.
---
.../World/Terrain/PaintBrushes/ErodeSphere.cs | 622 ++++++++++-----------
1 file changed, 311 insertions(+), 311 deletions(-)
(limited to 'OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs')
diff --git a/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs b/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs
index 29448aa..e036988 100644
--- a/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs
+++ b/OpenSim/Region/Environment/Modules/World/Terrain/PaintBrushes/ErodeSphere.cs
@@ -1,312 +1,312 @@
-/*
- * 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 System;
-using OpenSim.Region.Environment.Interfaces;
-
-namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes
-{
- ///
- /// Hydraulic Erosion Brush
- ///
- public class ErodeSphere : ITerrainPaintableEffect
- {
- private double rainHeight = 0.2;
- private int rounds = 10;
- private NeighbourSystem type = NeighbourSystem.Moore; // Parameter
- private double waterSaturation = 0.30; // Can carry 1% of water in height
-
- #region Supporting Functions
-
- 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 enum NeighbourSystem
- {
- Moore,
- VonNeumann
- } ;
-
- #endregion
-
- #region ITerrainPaintableEffect Members
-
- public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration)
- {
- strength = TerrainUtil.MetersToSphericalStrength(strength);
-
- 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, TerrainUtil.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;
-
- // Skip if we dont have water to begin with.
- if (water[x, y] < 0)
- continue;
-
- // Calculate our delta average
- double altitudeDelta = altitudeMe - altitudeAvg;
-
- if (altitudeDelta < 0)
- continue;
-
- // Calculate how much water we can move
- double waterMin = Math.Min(water[x, y], altitudeDelta);
- double waterDelta = waterMin * ((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 = sediment[x, y] - waterCapacity;
- if (sedimentDeposit > 0)
- {
- 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 System;
+using OpenSim.Region.Environment.Interfaces;
+
+namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes
+{
+ ///
+ /// Hydraulic Erosion Brush
+ ///
+ public class ErodeSphere : ITerrainPaintableEffect
+ {
+ private double rainHeight = 0.2;
+ private int rounds = 10;
+ private NeighbourSystem type = NeighbourSystem.Moore; // Parameter
+ private double waterSaturation = 0.30; // Can carry 1% of water in height
+
+ #region Supporting Functions
+
+ 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 enum NeighbourSystem
+ {
+ Moore,
+ VonNeumann
+ } ;
+
+ #endregion
+
+ #region ITerrainPaintableEffect Members
+
+ public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration)
+ {
+ strength = TerrainUtil.MetersToSphericalStrength(strength);
+
+ 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, TerrainUtil.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;
+
+ // Skip if we dont have water to begin with.
+ if (water[x, y] < 0)
+ continue;
+
+ // Calculate our delta average
+ double altitudeDelta = altitudeMe - altitudeAvg;
+
+ if (altitudeDelta < 0)
+ continue;
+
+ // Calculate how much water we can move
+ double waterMin = Math.Min(water[x, y], altitudeDelta);
+ double waterDelta = waterMin * ((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 = sediment[x, y] - waterCapacity;
+ if (sedimentDeposit > 0)
+ {
+ 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
+ }
}
\ No newline at end of file
--
cgit v1.1