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/Manipulators/AerobicErosion.cs | 170 +++++++++++++++++++++ 1 file changed, 170 insertions(+) create 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 new file mode 100644 index 0000000..ebeabe9 --- /dev/null +++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs @@ -0,0 +1,170 @@ +/* +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 + { + // 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 pickup_talus_minimum, double drop_talus_minimum, double carry, int rounds, bool lowest) + { + 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 *= windspeed; + wind.pertubation(30); // Can do better later + + 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(NEIGHBOURS.NEIGHBOUR_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 > pickup_talus_minimum) + { + this.map[x, y] -= amount; + sediment.map[x, y] += amount; + } + } + } + sediment.pertubation(10); // Sediment is blown around a bit + sediment.seed++; + wind.pertubation(15); // So is the wind + wind.seed++; + + // 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(NEIGHBOURS.NEIGHBOUR_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 > drop_talus_minimum) + { + this.map[x + minside[0], y + minside[1]] += amount; + sediment.map[x, y] -= amount; + } + } + } + + } + + Channel myself = this; + myself += sediment; + myself.normalise(); + } + } +} \ No newline at end of file -- cgit v1.1