/* * 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 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 OpenSim.Region.Environment.Interfaces; namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes { public class NoiseArea : ITerrainFloodEffect { private double Noise(int x, int y) { // TODO: Seed int n = x + y * 57; n = (n<<13) ^ n; return (1.0 - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0); } private double SmoothedNoise1(int x, int y) { double corners = (Noise(x - 1, y - 1) + Noise(x + 1, y - 1) + Noise(x - 1, y + 1) + Noise(x + 1, y + 1)) / 16; double sides = (Noise(x - 1, y) + Noise(x + 1, y) + Noise(x, y - 1) + Noise(x, y + 1)) / 8; double center = Noise(x, y) / 4; return corners + sides + center; } private double Interpolate(double x, double y, double z) { return (x * (1.0 - z)) + (y * z); } private double InterpolatedNoise(double x, double y) { int integer_X = (int)(x); double fractional_X = x - integer_X; int integer_Y = (int)y; double fractional_Y = y - integer_Y; double v1 = SmoothedNoise1(integer_X, integer_Y); double v2 = SmoothedNoise1(integer_X + 1, integer_Y); double v3 = SmoothedNoise1(integer_X, integer_Y + 1); double v4 = SmoothedNoise1(integer_X + 1, integer_Y + 1); double i1 = Interpolate(v1, v2, fractional_X); double i2 = Interpolate(v3, v4, fractional_X); return Interpolate(i1, i2, fractional_Y); } private double PerlinNoise2D(double x, double y) { int octaves = 1; double persistence = 0.0005; double frequency = 0.0; double amplitude = 0.0; double total = 0.0; for (int i = 0; i < octaves; i++) { frequency = System.Math.Pow(2, i); amplitude = System.Math.Pow(persistence, i); total += InterpolatedNoise(x * frequency, y * frequency) * amplitude; } return total; } #region ITerrainFloodEffect Members public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength) { int x, y; for (x = 0; x < map.Width; x++) { for (y = 0; y < map.Height; y++) { if (fillArea[x, y] == true) { lock (OpenSim.Framework.Util.RandomClass) { double noise = PerlinNoise2D(x, y);//OpenSim.Framework.Util.RandomClass.NextDouble(); map[x, y] += (noise /*- 0.5*/) * strength; } } } } } #endregion } }