From f84937367f7180140bd17444d507977f9b7e3d2e Mon Sep 17 00:00:00 2001 From: Adam Frisby Date: Sat, 21 Jul 2007 22:25:42 +0000 Subject: * Deleted libTerrain-BSD.dll * Added libTerrain to BasicTerrain directly as a subfolder --- .../Channel/Generators/HillPlanter.cs | 278 +++++++++++++++++++++ 1 file changed, 278 insertions(+) create mode 100644 OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs (limited to 'OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs') diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs new file mode 100644 index 0000000..9316911 --- /dev/null +++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs @@ -0,0 +1,278 @@ +/* +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 libTerrain 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 COPYRIGHT HOLDERS AND CONTRIBUTORS +"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 COPYRIGHT +OWNER OR 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 System.Collections.Generic; +using System.Text; + +namespace libTerrain +{ + partial class Channel + { + /// + /// Generates a series of spheres which are then either max()'d or added together. Inspired by suggestion from jh. + /// + /// 3-Clause BSD Licensed + /// The number of hills to generate + /// The minimum size of each hill + /// The maximum size of each hill + /// Whether to bias hills towards the center of the map + /// Whether to add hills together or to pick the largest value + /// Generates hill-shaped noise instead of consistent hills + public void hillsSpheres(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy) + { + Random random = new Random(seed); + + int x, y; + int i; + + for (i = 0; i < number; i++) + { + double rx = Math.Min(255.0, random.NextDouble() * w); + double ry = Math.Min(255.0, random.NextDouble() * h); + double rand = random.NextDouble(); + + if (island) + { + // Move everything towards the center + rx -= w / 2; + rx /= 2; + rx += w / 2; + + ry -= h / 2; + ry /= 2; + ry += h / 2; + } + + for (x = 0; x < w; x++) + { + for (y = 0; y < h; y++) + { + if (noisy) + rand = random.NextDouble(); + + double z = (scale_min + (scale_range * rand)); + z *= z; + z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry)); + + if (z < 0) + z = 0; + + if (additive) + { + map[x, y] += z; + } + else + { + map[x, y] = Math.Max(map[x, y], z); + } + } + } + } + + normalise(); + } + + /// + /// Generates a series of cones which are then either max()'d or added together. Inspired by suggestion from jh. + /// + /// 3-Clause BSD Licensed + /// The number of hills to generate + /// The minimum size of each hill + /// The maximum size of each hill + /// Whether to bias hills towards the center of the map + /// Whether to add hills together or to pick the largest value + /// Generates hill-shaped noise instead of consistent hills + public void hillsCones(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy) + { + Random random = new Random(seed); + + int x, y; + int i; + + for (i = 0; i < number; i++) + { + double rx = Math.Min(255.0, random.NextDouble() * w); + double ry = Math.Min(255.0, random.NextDouble() * h); + double rand = random.NextDouble(); + + if (island) + { + // Move everything towards the center + rx -= w / 2; + rx /= 2; + rx += w / 2; + + ry -= h / 2; + ry /= 2; + ry += h / 2; + } + + for (x = 0; x < w; x++) + { + for (y = 0; y < h; y++) + { + if (noisy) + rand = random.NextDouble(); + + double z = (scale_min + (scale_range * rand)); + z -= Math.Sqrt(((x - rx) * (x - rx)) + ((y - ry) * (y - ry))); + + if (z < 0) + z = 0; + + if (additive) + { + map[x, y] += z; + } + else + { + map[x, y] = Math.Max(map[x, y], z); + } + } + } + } + + normalise(); + } + + public void hillsBlocks(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy) + { + Random random = new Random(seed); + + int x, y; + int i; + + for (i = 0; i < number; i++) + { + double rx = Math.Min(255.0, random.NextDouble() * w); + double ry = Math.Min(255.0, random.NextDouble() * h); + double rand = random.NextDouble(); + + if (island) + { + // Move everything towards the center + rx -= w / 2; + rx /= 2; + rx += w / 2; + + ry -= h / 2; + ry /= 2; + ry += h / 2; + } + + for (x = 0; x < w; x++) + { + for (y = 0; y < h; y++) + { + if (noisy) + rand = random.NextDouble(); + + double z = (scale_min + (scale_range * rand)); + z -= Math.Abs(x-rx) + Math.Abs(y-ry); + //z -= Math.Sqrt(((x - rx) * (x - rx)) + ((y - ry) * (y - ry))); + + if (z < 0) + z = 0; + + if (additive) + { + map[x, y] += z; + } + else + { + map[x, y] = Math.Max(map[x, y], z); + } + } + } + } + + normalise(); + } + + public void hillsSquared(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy) + { + Random random = new Random(seed); + + int x, y; + int i; + + for (i = 0; i < number; i++) + { + double rx = Math.Min(255.0, random.NextDouble() * w); + double ry = Math.Min(255.0, random.NextDouble() * h); + double rand = random.NextDouble(); + + if (island) + { + // Move everything towards the center + rx -= w / 2; + rx /= 2; + rx += w / 2; + + ry -= h / 2; + ry /= 2; + ry += h / 2; + } + + for (x = 0; x < w; x++) + { + for (y = 0; y < h; y++) + { + if (noisy) + rand = random.NextDouble(); + + double z = (scale_min + (scale_range * rand)); + z *= z * z * z; + double dx = Math.Abs(x - rx); + double dy = Math.Abs(y - ry); + z -= (dx * dx * dx * dx) + (dy * dy * dy * dy); + + if (z < 0) + z = 0; + + if (additive) + { + map[x, y] += z; + } + else + { + map[x, y] = Math.Max(map[x, y], z); + } + } + } + } + + normalise(); + } + + } +} -- cgit v1.1