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.
---
.../libTerrainBSD/Channel/Common.cs | 42 +++++++++++-----------
.../libTerrainBSD/Channel/Editing/Flatten.cs | 28 +++++++--------
.../libTerrainBSD/Channel/Editing/Raise.cs | 14 ++++----
.../libTerrainBSD/Channel/File.cs | 4 +--
.../libTerrainBSD/Channel/Generators/Fracture.cs | 10 +++---
.../libTerrainBSD/Channel/Generators/Gradient.cs | 8 ++---
.../Channel/Generators/HillPlanter.cs | 16 ++++-----
.../libTerrainBSD/Channel/Generators/Noise.cs | 2 +-
.../libTerrainBSD/Channel/Generators/Spiral.cs | 18 +++++-----
.../libTerrainBSD/Channel/Generators/Voronoi.cs | 12 +++----
.../libTerrainBSD/Channel/Generators/Worms.cs | 4 +--
.../libTerrainBSD/Channel/Grid.cs | 38 ++++++++++----------
.../Channel/Manipulators/AerobicErosion.cs | 30 ++++++++--------
.../Channel/Manipulators/HydraulicErosion.cs | 14 ++++----
.../Channel/Manipulators/ThermalWeathering.cs | 10 +++---
.../libTerrainBSD/Channel/Neighbours.cs | 12 +++----
16 files changed, 131 insertions(+), 131 deletions(-)
(limited to 'OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel')
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Common.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Common.cs
index d56f7a5..0d6d0fc 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Common.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Common.cs
@@ -35,23 +35,23 @@ namespace libTerrain
{
public partial class Channel
{
- public int getWidth()
+ public int GetWidth()
{
return w;
}
- public int getHeight()
+ public int GetHeight()
{
return h;
}
- public Channel copy()
+ public Channel Copy()
{
Channel x = new Channel(w, h);
x.map = (double[,])this.map.Clone();
return x;
}
- public void set(int x, int y, double val)
+ public void Set(int x, int y, double val)
{
if (x >= w)
throw new Exception("Bounds error while setting pixel (width)");
@@ -65,7 +65,7 @@ namespace libTerrain
map[x, y] = val;
}
- public void setClip(int x, int y, double val)
+ public void SetClip(int x, int y, double val)
{
if (x >= w)
throw new Exception("Bounds error while setting pixel (width)");
@@ -84,7 +84,7 @@ namespace libTerrain
map[x, y] = val;
}
- private double getBilinearInterpolate(double x, double y)
+ private double GetBilinearInterpolate(double x, double y)
{
if (x > w - 2.0)
x = w - 2.0;
@@ -95,11 +95,11 @@ namespace libTerrain
if (y < 0.0)
y = 0.0;
- int STEP_SIZE = 1;
- double h00 = get((int)x, (int)y);
- double h10 = get((int)x + STEP_SIZE, (int)y);
- double h01 = get((int)x, (int)y + STEP_SIZE);
- double h11 = get((int)x + STEP_SIZE, (int)y + STEP_SIZE);
+ int stepSize = 1;
+ double h00 = Get((int)x, (int)y);
+ double h10 = Get((int)x + stepSize, (int)y);
+ double h01 = Get((int)x, (int)y + stepSize);
+ double h11 = Get((int)x + stepSize, (int)y + stepSize);
double h1 = h00;
double h2 = h10;
double h3 = h01;
@@ -114,7 +114,7 @@ namespace libTerrain
return hi;
}
- public double get(int x, int y)
+ public double Get(int x, int y)
{
if (x >= w)
x = w - 1;
@@ -127,12 +127,12 @@ namespace libTerrain
return map[x, y];
}
- public void setWrap(int x, int y, double val)
+ public void SetWrap(int x, int y, double val)
{
map[x % w, y % h] = val;
}
- public void setWrapClip(int x, int y, double val)
+ public void SetWrapClip(int x, int y, double val)
{
if (val > 1.0)
val = 1.0;
@@ -142,7 +142,7 @@ namespace libTerrain
map[x % w, y % h] = val;
}
- public void fill(double val)
+ public void Fill(double val)
{
int x, y;
for (x = 0; x < w; x++)
@@ -154,7 +154,7 @@ namespace libTerrain
}
}
- public void fill(double min, double max, double val)
+ public void Fill(double min, double max, double val)
{
int x, y;
for (x = 0; x < w; x++)
@@ -167,7 +167,7 @@ namespace libTerrain
}
}
- public double findMax()
+ public double FindMax()
{
int x, y;
double max = double.MinValue;
@@ -184,7 +184,7 @@ namespace libTerrain
return max;
}
- public double findMin()
+ public double FindMin()
{
int x, y;
double min = double.MaxValue;
@@ -201,7 +201,7 @@ namespace libTerrain
return min;
}
- public double sum()
+ public double Sum()
{
int x, y;
double sum = 0.0;
@@ -217,9 +217,9 @@ namespace libTerrain
return sum;
}
- public double avg()
+ public double Avg()
{
- return sum() / (w * h);
+ return Sum() / (w * h);
}
}
}
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
index eaca695..57ba729 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs
@@ -42,14 +42,14 @@ namespace libTerrain
/// The Y coordinate of the terrain mask
/// The size of the terrain mask
/// The scale of the terrain mask
- public void flatten(double rx, double ry, double size, double amount)
+ public void Flatten(double rx, double ry, double size, double amount)
{
// Generate the mask
Channel temp = new Channel(w, h);
- temp.fill(0);
- temp.raise(rx, ry, size, amount);
- temp.normalise();
- double total_mod = temp.sum();
+ temp.Fill(0);
+ temp.Raise(rx, ry, size, amount);
+ temp.Normalise();
+ double total_mod = temp.Sum();
// Establish the average height under the area
Channel newmap = new Channel(w, h);
@@ -57,26 +57,26 @@ namespace libTerrain
newmap *= temp;
- double total_terrain = newmap.sum();
+ double total_terrain = newmap.Sum();
double avg_height = total_terrain / total_mod;
// Create a flat terrain using the average height
Channel flat = new Channel(w, h);
- flat.fill(avg_height);
+ flat.Fill(avg_height);
// Blend the current terrain with the average height terrain
// using the "raised" empty terrain as a mask
- blend(flat, temp);
+ Blend(flat, temp);
}
- public void flatten(Channel mask, double amount)
+ public void Flatten(Channel mask, double amount)
{
// Generate the mask
Channel temp = mask * amount;
- temp.clip(0, 1); // Cut off out-of-bounds values
+ temp.Clip(0, 1); // Cut off out-of-bounds values
- double total_mod = temp.sum();
+ double total_mod = temp.Sum();
// Establish the average height under the area
Channel map = new Channel(w, h);
@@ -84,16 +84,16 @@ namespace libTerrain
map *= temp;
- double total_terrain = map.sum();
+ double total_terrain = map.Sum();
double avg_height = total_terrain / total_mod;
// Create a flat terrain using the average height
Channel flat = new Channel(w, h);
- flat.fill(avg_height);
+ flat.Fill(avg_height);
// Blend the current terrain with the average height terrain
// using the "raised" empty terrain as a mask
- blend(flat, temp);
+ Blend(flat, temp);
}
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
index d47f8fb..7bccef3 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Raise.cs
@@ -42,9 +42,9 @@ namespace libTerrain
/// The center the Y coordinate of where you wish to raise the land
/// The radius of the dimple
/// How much impact to add to the terrain (0..2 usually)
- public void raise(double rx, double ry, double size, double amount)
+ public void Raise(double rx, double ry, double size, double amount)
{
- raiseSphere(rx, ry, size, amount);
+ RaiseSphere(rx, ry, size, amount);
}
///
@@ -54,7 +54,7 @@ namespace libTerrain
/// The center the Y coordinate of where you wish to raise the land
/// The radius of the sphere dimple
/// How much impact to add to the terrain (0..2 usually)
- public void raiseSphere(double rx, double ry, double size, double amount)
+ public void RaiseSphere(double rx, double ry, double size, double amount)
{
int x, y;
for (x = 0; x < w; x++)
@@ -80,7 +80,7 @@ namespace libTerrain
/// The center the Y coordinate of where you wish to raise the land
/// The radius of the cone
/// How much impact to add to the terrain (0..2 usually)
- public void raiseCone(double rx, double ry, double size, double amount)
+ public void RaiseCone(double rx, double ry, double size, double amount)
{
int x, y;
for (x = 0; x < w; x++)
@@ -105,9 +105,9 @@ namespace libTerrain
/// The center the Y coordinate of where you wish to lower the land
/// The radius of the sphere dimple
/// How much impact to remove from the terrain (0..2 usually)
- public void lower(double rx, double ry, double size, double amount)
+ public void Lower(double rx, double ry, double size, double amount)
{
- lowerSphere(rx, ry, size, amount);
+ LowerSphere(rx, ry, size, amount);
}
///
@@ -117,7 +117,7 @@ namespace libTerrain
/// The center the Y coordinate of where you wish to lower the land
/// The radius of the sphere dimple
/// How much impact to remove from the terrain (0..2 usually)
- public void lowerSphere(double rx, double ry, double size, double amount)
+ public void LowerSphere(double rx, double ry, double size, double amount)
{
int x, y;
for (x = 0; x < w; x++)
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/File.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/File.cs
index a27671d..e09dc5a 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/File.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/File.cs
@@ -35,7 +35,7 @@ namespace libTerrain
{
partial class Channel
{
- public Channel loadImage(string filename)
+ public Channel LoadImage(string filename)
{
Bitmap bit = new Bitmap(filename);
Channel chan = new Channel(bit.Width, bit.Height);
@@ -53,7 +53,7 @@ namespace libTerrain
return chan;
}
- public void saveImage(string filename)
+ public void SaveImage(string filename)
{
Bitmap bit = new Bitmap(w, h, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
int x, y;
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs
index 24a8fc4..b585caa 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs
@@ -42,7 +42,7 @@ namespace libTerrain
///
///
///
- private int[] radialEdge256(int val)
+ private int[] RadialEdge256(int val)
{
// Four cases:
// 1. 000..255 return 0,val
@@ -79,7 +79,7 @@ namespace libTerrain
throw new Exception("Out of bounds parameter (val)");
}
- public void fracture(int number, double scalemin, double scalemax)
+ public void Fracture(int number, double scalemin, double scalemax)
{
Random rand = new Random(seed);
@@ -87,8 +87,8 @@ namespace libTerrain
{
int[] a, b;
- a = radialEdge256(rand.Next(1023)); // TODO: Broken
- b = radialEdge256(rand.Next(1023)); // TODO: Broken
+ a = RadialEdge256(rand.Next(1023)); // TODO: Broken
+ b = RadialEdge256(rand.Next(1023)); // TODO: Broken
double z = rand.NextDouble();
for (int x = 0; x < w; x++)
@@ -104,7 +104,7 @@ namespace libTerrain
}
}
}
- normalise();
+ Normalise();
}
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Gradient.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Gradient.cs
index c2ad882..0c9b3c3 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Gradient.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Gradient.cs
@@ -35,7 +35,7 @@ namespace libTerrain
partial class Channel
{
- public void gradientCube()
+ public void GradientCube()
{
int x, y;
for (x = 0; x < w; x++)
@@ -45,10 +45,10 @@ namespace libTerrain
map[x, y] = x*y;
}
}
- normalise();
+ Normalise();
}
- public void gradientStripe()
+ public void GradientStripe()
{
int x, y;
for (x = 0; x < w; x++)
@@ -58,7 +58,7 @@ namespace libTerrain
map[x, y] = x;
}
}
- normalise();
+ Normalise();
}
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs
index e8a660f..3b8e963 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/HillPlanter.cs
@@ -44,7 +44,7 @@ namespace libTerrain
/// 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)
+ public void HillsSpheres(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
{
Random random = new Random(seed);
@@ -95,7 +95,7 @@ namespace libTerrain
}
}
- normalise();
+ Normalise();
}
///
@@ -108,7 +108,7 @@ namespace libTerrain
/// 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)
+ public void HillsCones(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
{
Random random = new Random(seed);
@@ -158,10 +158,10 @@ namespace libTerrain
}
}
- normalise();
+ Normalise();
}
- public void hillsBlocks(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
+ public void HillsBlocks(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
{
Random random = new Random(seed);
@@ -212,10 +212,10 @@ namespace libTerrain
}
}
- normalise();
+ Normalise();
}
- public void hillsSquared(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
+ public void HillsSquared(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
{
Random random = new Random(seed);
@@ -268,7 +268,7 @@ namespace libTerrain
}
}
- normalise();
+ Normalise();
}
}
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Noise.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Noise.cs
index e95fb2e..ebb1771 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Noise.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Noise.cs
@@ -38,7 +38,7 @@ namespace libTerrain
/// Fills a channel with 0..1 noise
///
/// 3-Clause BSD Licensed
- public void noise()
+ public void Noise()
{
Random rand = new Random(seed);
int x, y;
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Spiral.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Spiral.cs
index 04ac283..aeff730 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Spiral.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Spiral.cs
@@ -34,7 +34,7 @@ namespace libTerrain
{
partial class Channel
{
- private double[] coordinatesToPolar(int x, int y)
+ private double[] CoordinatesToPolar(int x, int y)
{
double theta = Math.Atan2(x - (w / 2), y - (h / 2));
@@ -48,7 +48,7 @@ namespace libTerrain
return coords;
}
- public int[] polarToCoordinates(double r, double theta) {
+ public int[] PolarToCoordinates(double r, double theta) {
double nx;
double ny;
@@ -78,14 +78,14 @@ namespace libTerrain
public void Polar()
{
- Channel n = this.copy();
+ Channel n = this.Copy();
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
- double[] coords = coordinatesToPolar(x,y);
+ double[] coords = CoordinatesToPolar(x,y);
coords[0] += w / 2.0;
coords[1] += h / 2.0;
@@ -105,8 +105,8 @@ namespace libTerrain
r += incRadius;
theta += incAngle;
- int[] coords = polarToCoordinates(r,theta);
- raise(coords[0], coords[1], 20, 1);
+ int[] coords = PolarToCoordinates(r,theta);
+ Raise(coords[0], coords[1], 20, 1);
}
}
@@ -122,11 +122,11 @@ namespace libTerrain
r += incRadius;
theta += incAngle;
- int[] coords = polarToCoordinates(r, theta);
+ int[] coords = PolarToCoordinates(r, theta);
points.Add(new Point2D(coords[0],coords[1]));
}
- voronoiDiagram(points, c);
+ VoronoiDiagram(points, c);
}
public void Spiral(double wid, double hig, double offset)
@@ -143,7 +143,7 @@ namespace libTerrain
map[x, y] += Math.Sin(dx / wid) + Math.Cos(dy / hig);
}
}
- normalise();
+ Normalise();
}
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs
index fdd369b..e973d14 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Voronoi.cs
@@ -42,7 +42,7 @@ namespace libTerrain
/// A multiple of the channel width and height which will have voronoi points generated in it.
/// This is to ensure a more even distribution of the points than pure random allocation.
/// The Voronoi diagram type. Usually an array with values consisting of [-1,1]. Experiment with the chain, you can have as many values as you like.
- public void voronoiDiagram(int pointsPerBlock, int blockSize, double[] c)
+ public void VoronoiDiagram(int pointsPerBlock, int blockSize, double[] c)
{
List points = new List();
Random generator = new Random(seed);
@@ -98,10 +98,10 @@ namespace libTerrain
}
// Normalise the result
- normalise();
+ Normalise();
}
- public void voronoiDiagram(List points, double[] c)
+ public void VoronoiDiagram(List points, double[] c)
{
Random generator = new Random(seed);
@@ -141,10 +141,10 @@ namespace libTerrain
}
// Normalise the result
- normalise();
+ Normalise();
}
- public void voroflatDiagram(int pointsPerBlock, int blockSize)
+ public void VoroflatDiagram(int pointsPerBlock, int blockSize)
{
List points = new List();
Random generator = new Random(seed);
@@ -203,7 +203,7 @@ namespace libTerrain
}
// Normalise the result
- normalise();
+ Normalise();
}
}
}
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Worms.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Worms.cs
index 38c8001..38a8023 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Worms.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Worms.cs
@@ -42,7 +42,7 @@ namespace libTerrain
/// The maximum distance each worm will move each step
/// The size of the area around the worm modified
/// Do worms start in the middle, or randomly?
- public void worms(int number, int rounds, double movement, double size, bool centerspawn)
+ public void Worms(int number, int rounds, double movement, double size, bool centerspawn)
{
Random random = new Random(seed);
int i, j;
@@ -64,7 +64,7 @@ namespace libTerrain
{
rx += (random.NextDouble() * movement) - (movement / 2.0);
ry += (random.NextDouble() * movement) - (movement / 2.0);
- raise(rx, ry, size, 1.0);
+ Raise(rx, ry, size, 1.0);
}
}
}
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs
index 5ba4ca6..a9106b4 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs
@@ -34,10 +34,10 @@ namespace libTerrain
{
partial class Channel
{
- public Channel normalise()
+ public Channel Normalise()
{
- double max = findMax();
- double min = findMin();
+ double max = FindMax();
+ double min = FindMin();
int x, y;
@@ -52,10 +52,10 @@ namespace libTerrain
return this;
}
- public Channel normalise(double minv, double maxv)
+ public Channel Normalise(double minv, double maxv)
{
- double max = findMax();
- double min = findMin();
+ double max = FindMax();
+ double min = FindMin();
int x, y;
@@ -74,7 +74,7 @@ namespace libTerrain
return this;
}
- public Channel clip()
+ public Channel Clip()
{
int x, y;
@@ -82,14 +82,14 @@ namespace libTerrain
{
for (y = 0; y < h; y++)
{
- setClip(x, y, map[x, y]);
+ SetClip(x, y, map[x, y]);
}
}
return this;
}
- public Channel clip(double min, double max)
+ public Channel Clip(double min, double max)
{
int x, y;
for (x = 0; x < w; x++)
@@ -105,7 +105,7 @@ namespace libTerrain
return this;
}
- public Channel crop(int x1, int y1, int x2, int y2)
+ public Channel Crop(int x1, int y1, int x2, int y2)
{
int width = x1 - x2 + 1;
int height = y1 - y2 + 1;
@@ -130,7 +130,7 @@ namespace libTerrain
return this;
}
- public Channel addClip(Channel other)
+ public Channel AddClip(Channel other)
{
int x, y;
for (x = 0; x < w; x++)
@@ -147,7 +147,7 @@ namespace libTerrain
return this;
}
- public void smooth(double amount)
+ public void Smooth(double amount)
{
double area = amount;
double step = amount / 4.0;
@@ -167,7 +167,7 @@ namespace libTerrain
for (l = 0.0 - area; l < area; l += step)
{
avgsteps++;
- average += getBilinearInterpolate(x + n, y + l);
+ average += GetBilinearInterpolate(x + n, y + l);
}
}
@@ -177,7 +177,7 @@ namespace libTerrain
map = manipulate;
}
- public void pertubation(double amount)
+ public void Pertubation(double amount)
{
// Simple pertubation filter
double[,] manipulated = new double[w, h];
@@ -191,14 +191,14 @@ namespace libTerrain
{
double offset_x = (double)x + (generator.NextDouble() * amount) - (amount / 2.0);
double offset_y = (double)y + (generator.NextDouble() * amount) - (amount / 2.0);
- double p = getBilinearInterpolate(offset_x, offset_y);
+ double p = GetBilinearInterpolate(offset_x, offset_y);
manipulated[x, y] = p;
}
}
map = manipulated;
}
- public void pertubationMask(Channel mask)
+ public void PertubationMask(Channel mask)
{
// Simple pertubation filter
double[,] manipulated = new double[w, h];
@@ -225,14 +225,14 @@ namespace libTerrain
if (offset_x < 0)
offset_x = 0;
- double p = getBilinearInterpolate(offset_x, offset_y);
+ double p = GetBilinearInterpolate(offset_x, offset_y);
manipulated[x, y] = p;
}
}
map = manipulated;
}
- public Channel blend(Channel other, double amount)
+ public Channel Blend(Channel other, double amount)
{
int x, y;
for (x = 0; x < w; x++)
@@ -245,7 +245,7 @@ namespace libTerrain
return this;
}
- public Channel blend(Channel other, Channel amount)
+ public Channel Blend(Channel other, Channel amount)
{
int x, y;
for (x = 0; x < w; x++)
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
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs
index e3463c1..5ace241 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/HydraulicErosion.cs
@@ -34,17 +34,17 @@ namespace libTerrain
{
partial class Channel
{
- public void hydraulicErosion(Channel rain, double evaporation, double solubility, int frequency, int rounds)
+ public void HydraulicErosion(Channel rain, double evaporation, double solubility, int frequency, int rounds)
{
Channel water = new Channel(w, h);
Channel sediment = new Channel(w, h);
Channel terrain = this;
Channel waterFlow = new Channel(w, h);
- NEIGHBOURS type = NEIGHBOURS.NEIGHBOUR_MOORE;
+ NeighbourSystem type = NeighbourSystem.Moore;
int NEIGHBOUR_ME = 4;
- int NEIGHBOUR_MAX = type == NEIGHBOURS.NEIGHBOUR_MOORE ? 9 : 5;
+ int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
for (int i = 0; i < rounds; i++)
{
@@ -66,7 +66,7 @@ namespace libTerrain
{
if (j != NEIGHBOUR_ME)
{
- int[] coords = neighbours(type, j);
+ int[] coords = Neighbours(type, j);
coords[0] += x;
coords[1] += y;
@@ -107,13 +107,13 @@ namespace libTerrain
{
if (j != NEIGHBOUR_ME)
{
- int[] coords = neighbours(type, j);
+ 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);
+ waterFlow.SetWrap(coords[0], coords[1], waterFlow.map[coords[0], coords[1]] + diffs[j] * totalInverseDiff);
}
}
}
@@ -121,7 +121,7 @@ namespace libTerrain
}
water += waterFlow;
- waterFlow.fill(0);
+ waterFlow.Fill(0);
water *= evaporation;
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs
index 7514971..449bf85 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Manipulators/ThermalWeathering.cs
@@ -40,7 +40,7 @@ namespace libTerrain
/// 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)
+ public Channel ThermalWeathering(double talus, int rounds, double c)
{
double[,] lastFrame;
double[,] thisFrame;
@@ -48,10 +48,10 @@ namespace libTerrain
lastFrame = (double[,])map.Clone();
thisFrame = (double[,])map.Clone();
- NEIGHBOURS type = NEIGHBOURS.NEIGHBOUR_MOORE; // Using moore neighbourhood (twice as computationally expensive)
+ 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 == NEIGHBOURS.NEIGHBOUR_MOORE ? 9 : 5;
+ int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
int frames = rounds; // Number of thermal erosion iterations to run
int i, j;
@@ -67,7 +67,7 @@ namespace libTerrain
{
if (j != NEIGHBOUR_ME)
{
- int[] coords = neighbours(type, j);
+ int[] coords = Neighbours(type, j);
coords[0] += x;
coords[1] += y;
@@ -103,7 +103,7 @@ namespace libTerrain
map = thisFrame;
- normalise(); // Just to guaruntee a smooth 0..1 value
+ Normalise(); // Just to guaruntee a smooth 0..1 value
return this;
}
}
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Neighbours.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Neighbours.cs
index cb63d21..6dc2e30 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Neighbours.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Neighbours.cs
@@ -34,13 +34,13 @@ namespace libTerrain
{
partial class Channel
{
- enum NEIGHBOURS
+ enum NeighbourSystem
{
- NEIGHBOUR_MOORE,
- NEIGHBOUR_VONNEUMANN
+ Moore,
+ VonNeumann
};
- private int[] neighbours(NEIGHBOURS type, int index)
+ private int[] Neighbours(NeighbourSystem type, int index)
{
int[] coord = new int[2];
@@ -48,7 +48,7 @@ namespace libTerrain
switch (type)
{
- case NEIGHBOURS.NEIGHBOUR_MOORE:
+ case NeighbourSystem.Moore:
switch (index)
{
case 1:
@@ -101,7 +101,7 @@ namespace libTerrain
}
break;
- case NEIGHBOURS.NEIGHBOUR_VONNEUMANN:
+ case NeighbourSystem.VonNeumann:
switch (index)
{
case 1:
--
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