From 7c897043bab19bf748ac3078a05a74969c409fa7 Mon Sep 17 00:00:00 2001 From: Adam Frisby Date: Wed, 23 Apr 2008 10:55:04 +0000 Subject: * Removing old libTerrainBSD and associated Plugin & Project. * Updated prebuild.xml accordingly. --- .../Channel/Manipulators/AerobicErosion.cs | 211 --------------------- 1 file changed, 211 deletions(-) delete mode 100644 OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs (limited to 'OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs') diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs deleted file mode 100644 index 6a846cd..0000000 --- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs +++ /dev/null @@ -1,211 +0,0 @@ -/* - * 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; - -namespace libTerrain -{ - partial class Channel - { - // Ideas for Aerobic erosion - // - // Unlike thermal (gravity) and hydraulic (water suspension) - // aerobic erosion should displace mass by moving sediment - // in "hops". The length of the hop being dictated by the - // presence of sharp cliffs and wind speed. - - // The ability to pickup sediment is defined by the total - // surface area, such that: - // 0 0 0 - // 0 1 0 - // 0 0 0 - // Would be the best possible value for sediment to be - // picked up (total difference = 8) and flatter land - // will erode less quickly. - - // Suspended particles assist the erosion process by hitting - // the surface and chiselling additional particles off faster - // than alone. - - // Particles are deposited when one of two conditions is met - // First: - // When particles hit a wall - such that the - // wind direction points at a difference >= the - // deposition mininum talus. - // Second: - // When wind speed is lowered to below the minimum - // required for transit. An idea for this is to - // use the navier-stokes algorithms for simulating - // pressure across the terrain. - - /// - /// An experimental erosion algorithm developed by Adam. Moves sediment by factoring the surface area of each height point. - /// - /// 0..1 The speed of the wind - /// The minimum angle at which rock is eroded 0..1 (recommended: <= 0.30) - /// The minimum angle at which rock is dropped 0..1 (recommended: >= 0.00) - /// The percentage of rock which can be picked up to pickup 0..1 - /// The number of erosion rounds (recommended: 25+) - /// Drop sediment at the lowest point? - public void AerobicErosion(double windspeed, double pickupTalusMinimum, double dropTalusMinimum, double carry, - int rounds, bool lowest, bool usingFluidDynamics) - { - bool debugImages = false; - - Channel wind = new Channel(w, h); - Channel sediment = new Channel(w, h); - int x, y, i, j; - - Normalise(); - - wind = Copy(); - wind.Noise(); - - if (debugImages) - wind.SaveImage("testimg/wind_start.png"); - - if (usingFluidDynamics) - { - wind.navierStokes(20, 0.1, 0.0, 0.0); - } - else - { - wind.Pertubation(30); - } - - if (debugImages) - wind.SaveImage("testimg/wind_begin.png"); - - for (i = 0; i < rounds; i++) - { - // Convert some rocks to sand - for (x = 1; x < w - 1; x++) - { - for (y = 1; y < h - 1; y++) - { - double me = Get(x, y); - double surfacearea = 0.3; // Everything will erode even if it's flat. Just slower. - - for (j = 0; j < 9; j++) - { - int[] coords = Neighbours(NeighbourSystem.Moore, j); - double target = Get(x + coords[0], y + coords[1]); - - surfacearea += Math.Abs(target - me); - } - - double amount = surfacearea*wind.map[x, y]*carry; - - if (amount < 0) - amount = 0; - - if (surfacearea > pickupTalusMinimum) - { - Set(x, y, map[x, y] - amount); - sediment.map[x, y] += amount; - } - } - } - - if (usingFluidDynamics) - { - sediment.navierStokes(7, 0.1, 0.0, 0.1); - - Channel noiseChan = new Channel(w, h); - noiseChan.Noise(); - wind.Blend(noiseChan, 0.01); - - wind.navierStokes(10, 0.1, 0.01, 0.01); - - sediment.Distort(wind, windspeed); - } - else - { - wind.Pertubation(15); // Can do better later - wind.seed++; - sediment.Pertubation(10); // Sediment is blown around a bit - sediment.seed++; - } - - if (debugImages) - wind.SaveImage("testimg/wind_" + i.ToString() + ".png"); - - // Convert some sand to rock - for (x = 1; x < w - 1; x++) - { - for (y = 1; y < h - 1; y++) - { - double me = Get(x, y); - double surfacearea = 0.01; // Flat land does not get deposition - double min = double.MaxValue; - int[] minside = new int[2]; - - for (j = 0; j < 9; j++) - { - int[] coords = Neighbours(NeighbourSystem.Moore, j); - double target = Get(x + coords[0], y + coords[1]); - - surfacearea += Math.Abs(target - me); - - if (target < min && lowest) - { - minside = (int[]) coords.Clone(); - min = target; - } - } - - double amount = surfacearea*(1.0 - wind.map[x, y])*carry; - - if (amount < 0) - amount = 0; - - if (surfacearea > dropTalusMinimum) - { - Set(x + minside[0], y + minside[1], map[x + minside[0], y + minside[1]] + amount); - sediment.map[x, y] -= amount; - } - } - } - - if (debugImages) - sediment.SaveImage("testimg/sediment_" + i.ToString() + ".png"); - - wind.Normalise(); - wind *= windspeed; - - Normalise(); - } - - Channel myself = this; - myself += sediment; - myself.Normalise(); - - if (debugImages) - SaveImage("testimg/output.png"); - } - } -} -- cgit v1.1