From 2b42ea0a429c722bd7c5c67d3815c2ddc8399e78 Mon Sep 17 00:00:00 2001
From: MW
Date: Wed, 25 Jul 2007 18:19:38 +0000
Subject: Start of the OpenSim library , for now only contains a few textures.
---
.../Channel/Manipulators/AerobicErosion.cs | 424 +++++++-------
.../Channel/Manipulators/HydraulicErosion.cs | 290 +++++-----
.../Channel/Manipulators/NavierStokes.cs | 612 ++++++++++-----------
.../Channel/Manipulators/ThermalWeathering.cs | 224 ++++----
4 files changed, 775 insertions(+), 775 deletions(-)
(limited to 'OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators')
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs
index 589d360..5d2b4d4 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/AerobicErosion.cs
@@ -1,213 +1,213 @@
-/*
-* Copyright (c) Contributors, http://www.openmetaverse.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 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 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;
-
- this.Normalise();
-
- wind = this.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;
-
- this.Normalise();
- }
-
- Channel myself = this;
- myself += sediment;
- myself.Normalise();
-
- if (debugImages)
- this.SaveImage("testimg/output.png");
- }
- }
+/*
+* Copyright (c) Contributors, http://www.openmetaverse.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 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 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;
+
+ this.Normalise();
+
+ wind = this.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;
+
+ this.Normalise();
+ }
+
+ Channel myself = this;
+ myself += sediment;
+ myself.Normalise();
+
+ if (debugImages)
+ this.SaveImage("testimg/output.png");
+ }
+ }
}
\ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs
index 36da77c..fb9e21e 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs
@@ -1,146 +1,146 @@
-/*
-* Copyright (c) Contributors, http://www.openmetaverse.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 System.Collections.Generic;
-using System.Text;
-
-namespace libTerrain
-{
- partial class Channel
- {
- public void HydraulicErosion(Channel rain, double evaporation, double solubility, int frequency, int rounds)
- {
- SetDiff();
-
- Channel water = new Channel(w, h);
- Channel sediment = new Channel(w, h);
- Channel terrain = this;
- Channel waterFlow = new Channel(w, h);
-
- NeighbourSystem type = NeighbourSystem.Moore;
- int NEIGHBOUR_ME = 4;
-
- int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
-
- for (int i = 0; i < rounds; i++)
- {
- water += rain;
-
- sediment = terrain * water;
- terrain -= sediment;
-
- for (int x = 1; x < w - 1; x++)
- {
- for (int y = 1; y < h - 1; y++)
- {
- double[] heights = new double[NEIGHBOUR_MAX];
- double[] diffs = new double[NEIGHBOUR_MAX];
-
- double heightCenter = map[x, y];
-
- for (int j = 0; j < NEIGHBOUR_MAX; j++)
- {
- if (j != NEIGHBOUR_ME)
- {
- int[] coords = Neighbours(type, j);
- coords[0] += x;
- coords[1] += y;
-
- heights[j] = map[coords[0], coords[1]] + water.map[coords[0], coords[1]] + sediment.map[coords[0], coords[1]];
- diffs[j] = heightCenter - heights[j];
- }
- }
-
- double totalHeight = 0;
- double totalHeightDiff = 0;
- int totalCellsCounted = 1;
-
- for (int j = 0; j < NEIGHBOUR_MAX; j++)
- {
- if (j != NEIGHBOUR_ME)
- {
- if (diffs[j] > 0)
- {
- totalHeight += heights[j];
- totalHeightDiff += diffs[j];
- totalCellsCounted++;
- }
- }
- }
-
- if (totalCellsCounted == 1)
- continue;
-
- double averageHeight = totalHeight / totalCellsCounted;
- double waterAmount = Math.Min(water.map[x, y], heightCenter - averageHeight);
-
- // TODO: Check this.
- waterFlow.map[x, y] += waterFlow.map[x, y] - waterAmount;
-
- double totalInverseDiff = waterAmount / totalHeightDiff;
-
- for (int j = 0; j < NEIGHBOUR_MAX; j++)
- {
- if (j != NEIGHBOUR_ME)
- {
- int[] coords = Neighbours(type, j);
- coords[0] += x;
- coords[1] += y;
-
- if (diffs[j] > 0)
- {
- waterFlow.SetWrap(coords[0], coords[1], waterFlow.map[coords[0], coords[1]] + diffs[j] * totalInverseDiff);
- }
- }
- }
- }
- }
-
- water += waterFlow;
- waterFlow.Fill(0);
-
- water *= evaporation;
-
- for (int x = 0; x < w; x++)
- {
- for (int y = 0; y < h; y++)
- {
- double deposition = sediment.map[x, y] - water.map[x, y] * solubility;
- if (deposition > 0)
- {
- sediment.map[x, y] -= deposition;
- terrain.map[x, y] += deposition;
- }
- }
- }
-
- }
- }
- }
+/*
+* Copyright (c) Contributors, http://www.openmetaverse.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 System.Collections.Generic;
+using System.Text;
+
+namespace libTerrain
+{
+ partial class Channel
+ {
+ public void HydraulicErosion(Channel rain, double evaporation, double solubility, int frequency, int rounds)
+ {
+ SetDiff();
+
+ Channel water = new Channel(w, h);
+ Channel sediment = new Channel(w, h);
+ Channel terrain = this;
+ Channel waterFlow = new Channel(w, h);
+
+ NeighbourSystem type = NeighbourSystem.Moore;
+ int NEIGHBOUR_ME = 4;
+
+ int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
+
+ for (int i = 0; i < rounds; i++)
+ {
+ water += rain;
+
+ sediment = terrain * water;
+ terrain -= sediment;
+
+ for (int x = 1; x < w - 1; x++)
+ {
+ for (int y = 1; y < h - 1; y++)
+ {
+ double[] heights = new double[NEIGHBOUR_MAX];
+ double[] diffs = new double[NEIGHBOUR_MAX];
+
+ double heightCenter = map[x, y];
+
+ for (int j = 0; j < NEIGHBOUR_MAX; j++)
+ {
+ if (j != NEIGHBOUR_ME)
+ {
+ int[] coords = Neighbours(type, j);
+ coords[0] += x;
+ coords[1] += y;
+
+ heights[j] = map[coords[0], coords[1]] + water.map[coords[0], coords[1]] + sediment.map[coords[0], coords[1]];
+ diffs[j] = heightCenter - heights[j];
+ }
+ }
+
+ double totalHeight = 0;
+ double totalHeightDiff = 0;
+ int totalCellsCounted = 1;
+
+ for (int j = 0; j < NEIGHBOUR_MAX; j++)
+ {
+ if (j != NEIGHBOUR_ME)
+ {
+ if (diffs[j] > 0)
+ {
+ totalHeight += heights[j];
+ totalHeightDiff += diffs[j];
+ totalCellsCounted++;
+ }
+ }
+ }
+
+ if (totalCellsCounted == 1)
+ continue;
+
+ double averageHeight = totalHeight / totalCellsCounted;
+ double waterAmount = Math.Min(water.map[x, y], heightCenter - averageHeight);
+
+ // TODO: Check this.
+ waterFlow.map[x, y] += waterFlow.map[x, y] - waterAmount;
+
+ double totalInverseDiff = waterAmount / totalHeightDiff;
+
+ for (int j = 0; j < NEIGHBOUR_MAX; j++)
+ {
+ if (j != NEIGHBOUR_ME)
+ {
+ int[] coords = Neighbours(type, j);
+ coords[0] += x;
+ coords[1] += y;
+
+ if (diffs[j] > 0)
+ {
+ waterFlow.SetWrap(coords[0], coords[1], waterFlow.map[coords[0], coords[1]] + diffs[j] * totalInverseDiff);
+ }
+ }
+ }
+ }
+ }
+
+ water += waterFlow;
+ waterFlow.Fill(0);
+
+ water *= evaporation;
+
+ for (int x = 0; x < w; x++)
+ {
+ for (int y = 0; y < h; y++)
+ {
+ double deposition = sediment.map[x, y] - water.map[x, y] * solubility;
+ if (deposition > 0)
+ {
+ sediment.map[x, y] -= deposition;
+ terrain.map[x, y] += deposition;
+ }
+ }
+ }
+
+ }
+ }
+ }
}
\ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs
index 8a111ed..1cd213b 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/NavierStokes.cs
@@ -1,307 +1,307 @@
-/*
-* Copyright (c) Contributors, http://www.openmetaverse.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 System.Collections.Generic;
-using System.Text;
-
-namespace libTerrain
-{
- partial class Channel
- {
- // Navier Stokes Algorithms ported from
- // "Real-Time Fluid Dynamics for Games" by Jos Stam.
- // presented at GDC 2003.
-
- // Poorly ported from C++. (I gave up making it properly native somewhere after nsSetBnd)
-
- private static int nsIX(int i, int j, int N)
- {
- return ((i) + (N + 2) * (j));
- }
-
- private static void nsSwap(ref double x0, ref double x)
- {
- double tmp = x0;
- x0 = x;
- x = tmp;
- }
-
- private static void nsSwap(ref double[] x0, ref double[] x)
- {
- double[] tmp = x0;
- x0 = x;
- x = tmp;
- }
-
- private void nsAddSource(int N, ref double[] x, ref double[] s, double dt)
- {
- int i;
- int size = (N + 2) * (N + 2);
- for (i = 0; i < size; i++)
- {
- x[i] += dt * s[i];
- }
- }
-
- private void nsSetBnd(int N, int b, ref double[] x)
- {
- int i;
- for (i = 0; i <= N; i++)
- {
- x[nsIX(0, i, N)] = b == 1 ? -x[nsIX(1, i, N)] : x[nsIX(1, i, N)];
- x[nsIX(0, N + 1, N)] = b == 1 ? -x[nsIX(N, i, N)] : x[nsIX(N, i, N)];
- x[nsIX(i, 0, N)] = b == 2 ? -x[nsIX(i, 1, N)] : x[nsIX(i, 1, N)];
- x[nsIX(i, N + 1, N)] = b == 2 ? -x[nsIX(i, N, N)] : x[nsIX(i, N, N)];
- }
- x[nsIX(0, 0, N)] = 0.5f * (x[nsIX(1, 0, N)] + x[nsIX(0, 1, N)]);
- x[nsIX(0, N + 1, N)] = 0.5f * (x[nsIX(1, N + 1, N)] + x[nsIX(0, N, N)]);
- x[nsIX(N + 1, 0, N)] = 0.5f * (x[nsIX(N, 0, N)] + x[nsIX(N + 1, 1, N)]);
- x[nsIX(N + 1, N + 1, N)] = 0.5f * (x[nsIX(N, N + 1, N)] + x[nsIX(N + 1, N, N)]);
- }
-
- private void nsLinSolve(int N, int b, ref double[] x, ref double[] x0, double a, double c)
- {
- int i, j;
- for (i = 1; i <= N; i++)
- {
- for (j = 1; j <= N; j++)
- {
- x[nsIX(i, j, N)] = (x0[nsIX(i, j, N)] + a *
- (x[nsIX(i - 1, j, N)] +
- x[nsIX(i + 1, j, N)] +
- x[nsIX(i, j - 1, N)] + x[nsIX(i, j + 1, N)])
- ) / c;
- }
- }
-
- nsSetBnd(N, b, ref x);
- }
-
- private void nsDiffuse(int N, int b, ref double[] x, ref double[] x0, double diff, double dt)
- {
- double a = dt * diff * N * N;
- nsLinSolve(N, b, ref x, ref x0, a, 1 + 4 * a);
- }
-
- private void nsAdvect(int N, int b, ref double[] d, ref double[] d0, ref double[] u, ref double[] v, double dt)
- {
- int i, j, i0, j0, i1, j1;
- double x, y, s0, t0, s1, t1, dt0;
-
- dt0 = dt * N;
-
- for (i = 1; i <= N; i++)
- {
- for (j = 1; j <= N; j++)
- {
- x = i - dt0 * u[nsIX(i, j, N)];
- y = j - dt0 * v[nsIX(i, j, N)];
-
- if (x < 0.5)
- x = 0.5;
- if (x > N + 0.5)
- x = N + 0.5;
- i0 = (int)x;
- i1 = i0 + 1;
-
- if (y < 0.5)
- y = 0.5;
- if (y > N + 0.5)
- y = N + 0.5;
- j0 = (int)y;
- j1 = j0 + 1;
-
- s1 = x - i0;
- s0 = 1 - s1;
- t1 = y - j0;
- t0 = 1 - t1;
-
- d[nsIX(i, j, N)] = s0 * (t0 * d0[nsIX(i0, j0, N)] + t1 * d0[nsIX(i0, j1, N)]) +
- s1 * (t0 * d0[nsIX(i1, j0, N)] + t1 * d0[nsIX(i1, j1, N)]);
- }
- }
-
- nsSetBnd(N, b, ref d);
- }
-
- public void nsProject(int N, ref double[] u, ref double[] v, ref double[] p, ref double[] div)
- {
- int i, j;
-
- for (i = 1; i <= N; i++)
- {
- for (j = 1; j <= N; j++)
- {
- div[nsIX(i, j, N)] = -0.5 * (u[nsIX(i + 1, j, N)] - u[nsIX(i - 1, j, N)] + v[nsIX(i, j + 1, N)] - v[nsIX(i, j - 1, N)]) / N;
- p[nsIX(i, j, N)] = 0;
- }
- }
-
- nsSetBnd(N, 0, ref div);
- nsSetBnd(N, 0, ref p);
-
- nsLinSolve(N, 0, ref p, ref div, 1, 4);
-
- for (i = 1; i <= N; i++)
- {
- for (j = 1; j <= N; j++)
- {
- u[nsIX(i, j, N)] -= 0.5 * N * (p[nsIX(i + 1, j, N)] - p[nsIX(i - 1, j, N)]);
- v[nsIX(i, j, N)] -= 0.5 * N * (p[nsIX(i, j + 1, N)] - p[nsIX(i, j - 1, N)]);
- }
- }
-
- nsSetBnd(N, 1, ref u);
- nsSetBnd(N, 2, ref v);
- }
-
- private void nsDensStep(int N, ref double[] x, ref double[] x0, ref double[] u, ref double[] v, double diff, double dt)
- {
- nsAddSource(N, ref x, ref x0, dt);
- nsSwap(ref x0, ref x);
- nsDiffuse(N, 0, ref x, ref x0, diff, dt);
- nsSwap(ref x0, ref x);
- nsAdvect(N, 0, ref x, ref x0, ref u, ref v, dt);
- }
-
- private void nsVelStep(int N, ref double[] u, ref double[] v, ref double[] u0, ref double[] v0, double visc, double dt)
- {
- nsAddSource(N, ref u, ref u0, dt);
- nsAddSource(N, ref v, ref v0, dt);
- nsSwap(ref u0, ref u);
- nsDiffuse(N, 1, ref u, ref u0, visc, dt);
- nsSwap(ref v0, ref v);
- nsDiffuse(N, 2, ref v, ref v0, visc, dt);
- nsProject(N, ref u, ref v, ref u0, ref v0);
- nsSwap(ref u0, ref u);
- nsSwap(ref v0, ref v);
- nsAdvect(N, 1, ref u, ref u0, ref u0, ref v0, dt);
- nsAdvect(N, 2, ref v, ref v0, ref u0, ref v0, dt);
- nsProject(N, ref u, ref v, ref u0, ref v0);
- }
-
- private void nsBufferToDoubles(ref double[] dens, int N, ref double[,] doubles)
- {
- int i;
- int j;
-
- for (i = 1; i <= N; i++)
- {
- for (j = 1; j <= N; j++)
- {
- doubles[i - 1, j - 1] = dens[nsIX(i, j, N)];
- }
- }
- }
-
- private void nsDoublesToBuffer(double[,] doubles, int N, ref double[] dens)
- {
- int i;
- int j;
-
- for (i = 1; i <= N; i++)
- {
- for (j = 1; j <= N; j++)
- {
- dens[nsIX(i, j, N)] = doubles[i - 1, j - 1];
- }
- }
- }
-
- private void nsSimulate(int N, int rounds, double dt, double diff, double visc)
- {
- int size = (N * 2) * (N * 2);
-
- double[] u = new double[size]; // Force, X axis
- double[] v = new double[size]; // Force, Y axis
- double[] u_prev = new double[size];
- double[] v_prev = new double[size];
- double[] dens = new double[size];
- double[] dens_prev = new double[size];
-
- nsDoublesToBuffer(this.map, N, ref dens);
- nsDoublesToBuffer(this.map, N, ref dens_prev);
-
- for (int i = 0; i < rounds; i++)
- {
- u_prev = u;
- v_prev = v;
- dens_prev = dens;
-
- nsVelStep(N, ref u, ref v, ref u_prev, ref v_prev, visc, dt);
- nsDensStep(N, ref dens, ref dens_prev, ref u, ref v, diff, dt);
- }
-
- nsBufferToDoubles(ref dens, N, ref this.map);
- }
-
- ///
- /// Performs computational fluid dynamics on a channel
- ///
- /// The number of steps to perform (Recommended: 20)
- /// Delta Time - The time between steps (Recommended: 0.1)
- /// Fluid diffusion rate (Recommended: 0.0)
- /// Fluid viscosity (Recommended: 0.0)
- public void navierStokes(int rounds, double dt, double diff, double visc)
- {
- nsSimulate(this.h, rounds, dt, diff, visc);
- }
-
- public void navierStokes(int rounds, double dt, double diff, double visc, ref double[,] uret, ref double[,] vret)
- {
- int N = this.h;
-
- int size = (N * 2) * (N * 2);
-
- double[] u = new double[size]; // Force, X axis
- double[] v = new double[size]; // Force, Y axis
- double[] u_prev = new double[size];
- double[] v_prev = new double[size];
- double[] dens = new double[size];
- double[] dens_prev = new double[size];
-
- nsDoublesToBuffer(this.map, N, ref dens);
- nsDoublesToBuffer(this.map, N, ref dens_prev);
-
- for (int i = 0; i < rounds; i++)
- {
- u_prev = u;
- v_prev = v;
- dens_prev = dens;
-
- nsVelStep(N, ref u, ref v, ref u_prev, ref v_prev, visc, dt);
- nsDensStep(N, ref dens, ref dens_prev, ref u, ref v, diff, dt);
- }
-
- nsBufferToDoubles(ref u, N, ref uret);
- nsBufferToDoubles(ref v, N, ref vret);
- nsBufferToDoubles(ref dens, N, ref this.map);
- }
- }
+/*
+* Copyright (c) Contributors, http://www.openmetaverse.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 System.Collections.Generic;
+using System.Text;
+
+namespace libTerrain
+{
+ partial class Channel
+ {
+ // Navier Stokes Algorithms ported from
+ // "Real-Time Fluid Dynamics for Games" by Jos Stam.
+ // presented at GDC 2003.
+
+ // Poorly ported from C++. (I gave up making it properly native somewhere after nsSetBnd)
+
+ private static int nsIX(int i, int j, int N)
+ {
+ return ((i) + (N + 2) * (j));
+ }
+
+ private static void nsSwap(ref double x0, ref double x)
+ {
+ double tmp = x0;
+ x0 = x;
+ x = tmp;
+ }
+
+ private static void nsSwap(ref double[] x0, ref double[] x)
+ {
+ double[] tmp = x0;
+ x0 = x;
+ x = tmp;
+ }
+
+ private void nsAddSource(int N, ref double[] x, ref double[] s, double dt)
+ {
+ int i;
+ int size = (N + 2) * (N + 2);
+ for (i = 0; i < size; i++)
+ {
+ x[i] += dt * s[i];
+ }
+ }
+
+ private void nsSetBnd(int N, int b, ref double[] x)
+ {
+ int i;
+ for (i = 0; i <= N; i++)
+ {
+ x[nsIX(0, i, N)] = b == 1 ? -x[nsIX(1, i, N)] : x[nsIX(1, i, N)];
+ x[nsIX(0, N + 1, N)] = b == 1 ? -x[nsIX(N, i, N)] : x[nsIX(N, i, N)];
+ x[nsIX(i, 0, N)] = b == 2 ? -x[nsIX(i, 1, N)] : x[nsIX(i, 1, N)];
+ x[nsIX(i, N + 1, N)] = b == 2 ? -x[nsIX(i, N, N)] : x[nsIX(i, N, N)];
+ }
+ x[nsIX(0, 0, N)] = 0.5f * (x[nsIX(1, 0, N)] + x[nsIX(0, 1, N)]);
+ x[nsIX(0, N + 1, N)] = 0.5f * (x[nsIX(1, N + 1, N)] + x[nsIX(0, N, N)]);
+ x[nsIX(N + 1, 0, N)] = 0.5f * (x[nsIX(N, 0, N)] + x[nsIX(N + 1, 1, N)]);
+ x[nsIX(N + 1, N + 1, N)] = 0.5f * (x[nsIX(N, N + 1, N)] + x[nsIX(N + 1, N, N)]);
+ }
+
+ private void nsLinSolve(int N, int b, ref double[] x, ref double[] x0, double a, double c)
+ {
+ int i, j;
+ for (i = 1; i <= N; i++)
+ {
+ for (j = 1; j <= N; j++)
+ {
+ x[nsIX(i, j, N)] = (x0[nsIX(i, j, N)] + a *
+ (x[nsIX(i - 1, j, N)] +
+ x[nsIX(i + 1, j, N)] +
+ x[nsIX(i, j - 1, N)] + x[nsIX(i, j + 1, N)])
+ ) / c;
+ }
+ }
+
+ nsSetBnd(N, b, ref x);
+ }
+
+ private void nsDiffuse(int N, int b, ref double[] x, ref double[] x0, double diff, double dt)
+ {
+ double a = dt * diff * N * N;
+ nsLinSolve(N, b, ref x, ref x0, a, 1 + 4 * a);
+ }
+
+ private void nsAdvect(int N, int b, ref double[] d, ref double[] d0, ref double[] u, ref double[] v, double dt)
+ {
+ int i, j, i0, j0, i1, j1;
+ double x, y, s0, t0, s1, t1, dt0;
+
+ dt0 = dt * N;
+
+ for (i = 1; i <= N; i++)
+ {
+ for (j = 1; j <= N; j++)
+ {
+ x = i - dt0 * u[nsIX(i, j, N)];
+ y = j - dt0 * v[nsIX(i, j, N)];
+
+ if (x < 0.5)
+ x = 0.5;
+ if (x > N + 0.5)
+ x = N + 0.5;
+ i0 = (int)x;
+ i1 = i0 + 1;
+
+ if (y < 0.5)
+ y = 0.5;
+ if (y > N + 0.5)
+ y = N + 0.5;
+ j0 = (int)y;
+ j1 = j0 + 1;
+
+ s1 = x - i0;
+ s0 = 1 - s1;
+ t1 = y - j0;
+ t0 = 1 - t1;
+
+ d[nsIX(i, j, N)] = s0 * (t0 * d0[nsIX(i0, j0, N)] + t1 * d0[nsIX(i0, j1, N)]) +
+ s1 * (t0 * d0[nsIX(i1, j0, N)] + t1 * d0[nsIX(i1, j1, N)]);
+ }
+ }
+
+ nsSetBnd(N, b, ref d);
+ }
+
+ public void nsProject(int N, ref double[] u, ref double[] v, ref double[] p, ref double[] div)
+ {
+ int i, j;
+
+ for (i = 1; i <= N; i++)
+ {
+ for (j = 1; j <= N; j++)
+ {
+ div[nsIX(i, j, N)] = -0.5 * (u[nsIX(i + 1, j, N)] - u[nsIX(i - 1, j, N)] + v[nsIX(i, j + 1, N)] - v[nsIX(i, j - 1, N)]) / N;
+ p[nsIX(i, j, N)] = 0;
+ }
+ }
+
+ nsSetBnd(N, 0, ref div);
+ nsSetBnd(N, 0, ref p);
+
+ nsLinSolve(N, 0, ref p, ref div, 1, 4);
+
+ for (i = 1; i <= N; i++)
+ {
+ for (j = 1; j <= N; j++)
+ {
+ u[nsIX(i, j, N)] -= 0.5 * N * (p[nsIX(i + 1, j, N)] - p[nsIX(i - 1, j, N)]);
+ v[nsIX(i, j, N)] -= 0.5 * N * (p[nsIX(i, j + 1, N)] - p[nsIX(i, j - 1, N)]);
+ }
+ }
+
+ nsSetBnd(N, 1, ref u);
+ nsSetBnd(N, 2, ref v);
+ }
+
+ private void nsDensStep(int N, ref double[] x, ref double[] x0, ref double[] u, ref double[] v, double diff, double dt)
+ {
+ nsAddSource(N, ref x, ref x0, dt);
+ nsSwap(ref x0, ref x);
+ nsDiffuse(N, 0, ref x, ref x0, diff, dt);
+ nsSwap(ref x0, ref x);
+ nsAdvect(N, 0, ref x, ref x0, ref u, ref v, dt);
+ }
+
+ private void nsVelStep(int N, ref double[] u, ref double[] v, ref double[] u0, ref double[] v0, double visc, double dt)
+ {
+ nsAddSource(N, ref u, ref u0, dt);
+ nsAddSource(N, ref v, ref v0, dt);
+ nsSwap(ref u0, ref u);
+ nsDiffuse(N, 1, ref u, ref u0, visc, dt);
+ nsSwap(ref v0, ref v);
+ nsDiffuse(N, 2, ref v, ref v0, visc, dt);
+ nsProject(N, ref u, ref v, ref u0, ref v0);
+ nsSwap(ref u0, ref u);
+ nsSwap(ref v0, ref v);
+ nsAdvect(N, 1, ref u, ref u0, ref u0, ref v0, dt);
+ nsAdvect(N, 2, ref v, ref v0, ref u0, ref v0, dt);
+ nsProject(N, ref u, ref v, ref u0, ref v0);
+ }
+
+ private void nsBufferToDoubles(ref double[] dens, int N, ref double[,] doubles)
+ {
+ int i;
+ int j;
+
+ for (i = 1; i <= N; i++)
+ {
+ for (j = 1; j <= N; j++)
+ {
+ doubles[i - 1, j - 1] = dens[nsIX(i, j, N)];
+ }
+ }
+ }
+
+ private void nsDoublesToBuffer(double[,] doubles, int N, ref double[] dens)
+ {
+ int i;
+ int j;
+
+ for (i = 1; i <= N; i++)
+ {
+ for (j = 1; j <= N; j++)
+ {
+ dens[nsIX(i, j, N)] = doubles[i - 1, j - 1];
+ }
+ }
+ }
+
+ private void nsSimulate(int N, int rounds, double dt, double diff, double visc)
+ {
+ int size = (N * 2) * (N * 2);
+
+ double[] u = new double[size]; // Force, X axis
+ double[] v = new double[size]; // Force, Y axis
+ double[] u_prev = new double[size];
+ double[] v_prev = new double[size];
+ double[] dens = new double[size];
+ double[] dens_prev = new double[size];
+
+ nsDoublesToBuffer(this.map, N, ref dens);
+ nsDoublesToBuffer(this.map, N, ref dens_prev);
+
+ for (int i = 0; i < rounds; i++)
+ {
+ u_prev = u;
+ v_prev = v;
+ dens_prev = dens;
+
+ nsVelStep(N, ref u, ref v, ref u_prev, ref v_prev, visc, dt);
+ nsDensStep(N, ref dens, ref dens_prev, ref u, ref v, diff, dt);
+ }
+
+ nsBufferToDoubles(ref dens, N, ref this.map);
+ }
+
+ ///
+ /// Performs computational fluid dynamics on a channel
+ ///
+ /// The number of steps to perform (Recommended: 20)
+ /// Delta Time - The time between steps (Recommended: 0.1)
+ /// Fluid diffusion rate (Recommended: 0.0)
+ /// Fluid viscosity (Recommended: 0.0)
+ public void navierStokes(int rounds, double dt, double diff, double visc)
+ {
+ nsSimulate(this.h, rounds, dt, diff, visc);
+ }
+
+ public void navierStokes(int rounds, double dt, double diff, double visc, ref double[,] uret, ref double[,] vret)
+ {
+ int N = this.h;
+
+ int size = (N * 2) * (N * 2);
+
+ double[] u = new double[size]; // Force, X axis
+ double[] v = new double[size]; // Force, Y axis
+ double[] u_prev = new double[size];
+ double[] v_prev = new double[size];
+ double[] dens = new double[size];
+ double[] dens_prev = new double[size];
+
+ nsDoublesToBuffer(this.map, N, ref dens);
+ nsDoublesToBuffer(this.map, N, ref dens_prev);
+
+ for (int i = 0; i < rounds; i++)
+ {
+ u_prev = u;
+ v_prev = v;
+ dens_prev = dens;
+
+ nsVelStep(N, ref u, ref v, ref u_prev, ref v_prev, visc, dt);
+ nsDensStep(N, ref dens, ref dens_prev, ref u, ref v, diff, dt);
+ }
+
+ nsBufferToDoubles(ref u, N, ref uret);
+ nsBufferToDoubles(ref v, N, ref vret);
+ nsBufferToDoubles(ref dens, N, ref this.map);
+ }
+ }
}
\ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs
index 07c7d66..695d501 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs
@@ -1,112 +1,112 @@
-/*
-* Copyright (c) Contributors, http://www.openmetaverse.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 System.Collections.Generic;
-using System.Text;
-
-namespace libTerrain
-{
- partial class Channel
- {
- ///
- /// A thermal weathering implementation based on Musgrave's original 1989 algorithm. This is Adam's custom implementation which may differ slightly from the original.
- ///
- /// The rock angle (represented as a dy/dx ratio) at which point it will be succeptible to breakage
- /// The number of erosion rounds
- /// The amount of rock to carry each round
- public Channel ThermalWeathering(double talus, int rounds, double c)
- {
- SetDiff();
-
- double[,] lastFrame;
- double[,] thisFrame;
-
- lastFrame = (double[,])map.Clone();
- thisFrame = (double[,])map.Clone();
-
- NeighbourSystem type = NeighbourSystem.Moore; // Using moore neighbourhood (twice as computationally expensive)
- int NEIGHBOUR_ME = 4; // I am always 4 in both systems.
-
- int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
-
- int frames = rounds; // Number of thermal erosion iterations to run
- int i, j;
- int x, y;
-
- for (i = 0; i < frames; i++)
- {
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- for (j = 0; j < NEIGHBOUR_MAX; j++)
- {
- if (j != NEIGHBOUR_ME)
- {
- int[] coords = Neighbours(type, j);
-
- coords[0] += x;
- coords[1] += y;
-
- if (coords[0] > w - 1)
- coords[0] = w - 1;
- if (coords[1] > h - 1)
- coords[1] = h - 1;
- if (coords[0] < 0)
- coords[0] = 0;
- if (coords[1] < 0)
- coords[1] = 0;
-
- double heightF = thisFrame[x, y];
- double target = thisFrame[coords[0], coords[1]];
-
- if (target > heightF + talus)
- {
- double calc = c * ((target - heightF) - talus);
- heightF += calc;
- target -= calc;
- }
-
- thisFrame[x, y] = heightF;
- thisFrame[coords[0], coords[1]] = target;
-
- }
- }
- }
- }
- lastFrame = (double[,])thisFrame.Clone();
- }
-
- map = thisFrame;
-
- Normalise(); // Just to guaruntee a smooth 0..1 value
- return this;
- }
- }
-}
+/*
+* Copyright (c) Contributors, http://www.openmetaverse.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 System.Collections.Generic;
+using System.Text;
+
+namespace libTerrain
+{
+ partial class Channel
+ {
+ ///
+ /// A thermal weathering implementation based on Musgrave's original 1989 algorithm. This is Adam's custom implementation which may differ slightly from the original.
+ ///
+ /// The rock angle (represented as a dy/dx ratio) at which point it will be succeptible to breakage
+ /// The number of erosion rounds
+ /// The amount of rock to carry each round
+ public Channel ThermalWeathering(double talus, int rounds, double c)
+ {
+ SetDiff();
+
+ double[,] lastFrame;
+ double[,] thisFrame;
+
+ lastFrame = (double[,])map.Clone();
+ thisFrame = (double[,])map.Clone();
+
+ NeighbourSystem type = NeighbourSystem.Moore; // Using moore neighbourhood (twice as computationally expensive)
+ int NEIGHBOUR_ME = 4; // I am always 4 in both systems.
+
+ int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
+
+ int frames = rounds; // Number of thermal erosion iterations to run
+ int i, j;
+ int x, y;
+
+ for (i = 0; i < frames; i++)
+ {
+ for (x = 0; x < w; x++)
+ {
+ for (y = 0; y < h; y++)
+ {
+ for (j = 0; j < NEIGHBOUR_MAX; j++)
+ {
+ if (j != NEIGHBOUR_ME)
+ {
+ int[] coords = Neighbours(type, j);
+
+ coords[0] += x;
+ coords[1] += y;
+
+ if (coords[0] > w - 1)
+ coords[0] = w - 1;
+ if (coords[1] > h - 1)
+ coords[1] = h - 1;
+ if (coords[0] < 0)
+ coords[0] = 0;
+ if (coords[1] < 0)
+ coords[1] = 0;
+
+ double heightF = thisFrame[x, y];
+ double target = thisFrame[coords[0], coords[1]];
+
+ if (target > heightF + talus)
+ {
+ double calc = c * ((target - heightF) - talus);
+ heightF += calc;
+ target -= calc;
+ }
+
+ thisFrame[x, y] = heightF;
+ thisFrame[coords[0], coords[1]] = target;
+
+ }
+ }
+ }
+ }
+ lastFrame = (double[,])thisFrame.Clone();
+ }
+
+ map = thisFrame;
+
+ Normalise(); // Just to guaruntee a smooth 0..1 value
+ return this;
+ }
+ }
+}
--
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