/* * 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 OpenSimulator 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 OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes { /// /// Speed-Optimised Hybrid Erosion Brush /// /// As per Jacob Olsen's Paper /// http://www.oddlabs.com/download/terrain_generation.pdf /// public class OlsenSphere : ITerrainPaintableEffect { private const double nConst = 1024.0; private const NeighbourSystem type = NeighbourSystem.Moore; #region Supporting Functions private static int[] Neighbours(NeighbourSystem neighbourType, int index) { int[] coord = new int[2]; index++; switch (neighbourType) { case NeighbourSystem.Moore: switch (index) { case 1: coord[0] = -1; coord[1] = -1; break; case 2: coord[0] = -0; coord[1] = -1; break; case 3: coord[0] = +1; coord[1] = -1; break; case 4: coord[0] = -1; coord[1] = -0; break; case 5: coord[0] = -0; coord[1] = -0; break; case 6: coord[0] = +1; coord[1] = -0; break; case 7: coord[0] = -1; coord[1] = +1; break; case 8: coord[0] = -0; coord[1] = +1; break; case 9: coord[0] = +1; coord[1] = +1; break; default: break; } break; case NeighbourSystem.VonNeumann: switch (index) { case 1: coord[0] = 0; coord[1] = -1; break; case 2: coord[0] = -1; coord[1] = 0; break; case 3: coord[0] = +1; coord[1] = 0; break; case 4: coord[0] = 0; coord[1] = +1; break; case 5: coord[0] = -0; coord[1] = -0; break; default: break; } break; } return coord; } private enum NeighbourSystem { Moore, VonNeumann } ; #endregion #region ITerrainPaintableEffect Members public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz, double strength, double duration) { strength = TerrainUtil.MetersToSphericalStrength(strength); int x; for (x = 0; x < map.Width; x++) { int y; for (y = 0; y < map.Height; y++) { if (!mask[x,y]) continue; double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength); if (z > 0) // add in non-zero amount { const int NEIGHBOUR_ME = 4; const int NEIGHBOUR_MAX = 9; double max = Double.MinValue; int loc = 0; for (int j = 0; j < NEIGHBOUR_MAX; j++) { if (j != NEIGHBOUR_ME) { int[] coords = Neighbours(type, j); coords[0] += x; coords[1] += y; if (coords[0] > map.Width - 1) continue; if (coords[1] > map.Height - 1) continue; if (coords[0] < 0) continue; if (coords[1] < 0) continue; double cellmax = map[x, y] - map[coords[0], coords[1]]; if (cellmax > max) { max = cellmax; loc = j; } } } double T = nConst / ((map.Width + map.Height) / 2.0); // Apply results if (0 < max && max <= T) { int[] maxCoords = Neighbours(type, loc); double heightDelta = 0.5 * max * z * duration; map[x, y] -= heightDelta; map[x + maxCoords[0], y + maxCoords[1]] += heightDelta; } } } } } #endregion } }