From b8da9c3a64b84ab14642bad8c79d3b2ed62e62fb Mon Sep 17 00:00:00 2001
From: Adam Frisby
Date: Mon, 23 Jul 2007 05:29:52 +0000
Subject: * Major style changes in libTerrain.Channel - now uses .NET-style
naming syntax. * Issue#218 - Updated mySQL region table.
---
.../Channel/Manipulators/AerobicErosion.cs | 30 +++++++++++-----------
1 file changed, 15 insertions(+), 15 deletions(-)
(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
index 97c2762..198c337 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs
@@ -74,14 +74,14 @@ namespace libTerrain
/// 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 pickup_talus_minimum, double drop_talus_minimum, double carry, int rounds, bool lowest, bool usingFluidDynamics)
+ public void AerobicErosion(double windspeed, double pickupTalusMinimum, double dropTalusMinimum, double carry, int rounds, bool lowest, bool usingFluidDynamics)
{
Channel wind = new Channel(w, h) ;
Channel sediment = new Channel(w, h);
int x, y, i, j;
- wind = this.copy();
- wind.normalise(); // Cheap wind calculations
+ wind = this.Copy();
+ wind.Normalise(); // Cheap wind calculations
wind *= windspeed;
if (usingFluidDynamics)
@@ -90,7 +90,7 @@ namespace libTerrain
}
else
{
- wind.pertubation(30); // Can do better later
+ wind.Pertubation(30); // Can do better later
}
for (i = 0; i < rounds; i++)
@@ -100,13 +100,13 @@ namespace libTerrain
{
for (y = 1; y < h - 1; y++)
{
- double me = get(x, 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(NEIGHBOURS.NEIGHBOUR_MOORE, j);
- double target = get(x + coords[0], y + coords[1]);
+ int[] coords = Neighbours(NeighbourSystem.Moore, j);
+ double target = Get(x + coords[0], y + coords[1]);
surfacearea += Math.Abs(target - me);
}
@@ -116,7 +116,7 @@ namespace libTerrain
if (amount < 0)
amount = 0;
- if (surfacearea > pickup_talus_minimum)
+ if (surfacearea > pickupTalusMinimum)
{
this.map[x, y] -= amount;
sediment.map[x, y] += amount;
@@ -131,9 +131,9 @@ namespace libTerrain
}
else
{
- wind.pertubation(15); // Can do better later
+ wind.Pertubation(15); // Can do better later
wind.seed++;
- sediment.pertubation(10); // Sediment is blown around a bit
+ sediment.Pertubation(10); // Sediment is blown around a bit
sediment.seed++;
}
@@ -142,15 +142,15 @@ namespace libTerrain
{
for (y = 1; y < h - 1; y++)
{
- double me = get(x, 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(NEIGHBOURS.NEIGHBOUR_MOORE, j);
- double target = get(x + coords[0], y + coords[1]);
+ int[] coords = Neighbours(NeighbourSystem.Moore, j);
+ double target = Get(x + coords[0], y + coords[1]);
surfacearea += Math.Abs(target - me);
@@ -166,7 +166,7 @@ namespace libTerrain
if (amount < 0)
amount = 0;
- if (surfacearea > drop_talus_minimum)
+ if (surfacearea > dropTalusMinimum)
{
this.map[x + minside[0], y + minside[1]] += amount;
sediment.map[x, y] -= amount;
@@ -178,7 +178,7 @@ namespace libTerrain
Channel myself = this;
myself += sediment;
- myself.normalise();
+ myself.Normalise();
}
}
}
\ No newline at end of file
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