/* * 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 System; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Modules.World.Terrain.FloodBrushes; using OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes; namespace OpenSim.Region.Environment.Modules.World.Terrain.Effects { internal class CookieCutter : ITerrainEffect { #region ITerrainEffect Members public void RunEffect(ITerrainChannel map) { SmoothArea smooth = new SmoothArea(); ITerrainPaintableEffect eroder = new WeatherSphere(); bool[,] cliffMask = new bool[map.Width,map.Height]; bool[,] channelMask = new bool[map.Width,map.Height]; bool[,] smoothMask = new bool[map.Width,map.Height]; Console.WriteLine("S1"); // Step one, generate rough mask int x, y; for (x = 0; x < map.Width; x++) { for (y = 0; y < map.Height; y++) { Console.Write("."); smoothMask[x, y] = true; // Start underwater map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 5; // Add a little height. (terrain should now be above water, mostly.) map[x, y] += 20; int channelsX = 4; int channelWidth = (map.Width / channelsX / 4); int channelsY = 4; int channelHeight = (map.Height / channelsY / 4); SetLowerChannel(map, cliffMask, channelMask, x, y, channelsX, channelWidth, map.Width, x); SetLowerChannel(map, cliffMask, channelMask, x, y, channelsY, channelHeight, map.Height, y); } } Console.WriteLine("S2"); //smooth.FloodEffect(map, smoothMask, 4.0); Console.WriteLine("S3"); for (x = 0; x < map.Width; x++) { for (y = 0; y < map.Height; y++) { if (cliffMask[x, y]) eroder.PaintEffect(map, x, y, 4, 0.1); } } for (x = 0; x < map.Width; x += 2) { for (y = 0; y < map.Height; y += 2) { if (map[x, y] < 0.1) map[x, y] = 0.1; if (map[x, y] > 256) map[x, y] = 256; } } //smooth.FloodEffect(map, smoothMask, 4.0); } #endregion private static void SetLowerChannel(ITerrainChannel map, bool[,] cliffMask, bool[,] channelMask, int x, int y, int numChannels, int channelWidth, int mapSize, int rp) { for (int i = 0; i < numChannels; i++) { double distanceToLine = Math.Abs(rp - ((mapSize / numChannels) * i)); if (distanceToLine < channelWidth) { if (channelMask[x, y]) return; // Remove channels map[x, y] -= 10; channelMask[x, y] = true; } if (distanceToLine < 1) { cliffMask[x, y] = true; } } } } }