/* * 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; namespace OpenSim.Region.Framework.Scenes { public static class TerrainUtil { public static double MetersToSphericalStrength(double size) { //return Math.Pow(2, size); return (size + 1) * 1.35; // MCP: a more useful brush size range } public static double SphericalFactor(double x, double y, double rx, double ry, double size) { return size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry)); } public static double GetBilinearInterpolate(double x, double y, ITerrainChannel map) { int w = map.Width; int h = map.Height; if (x > w - 2.0) x = w - 2.0; if (y > h - 2.0) y = h - 2.0; if (x < 0.0) x = 0.0; if (y < 0.0) y = 0.0; const int stepSize = 1; double h00 = map[(int) x, (int) y]; double h10 = map[(int) x + stepSize, (int) y]; double h01 = map[(int) x, (int) y + stepSize]; double h11 = map[(int) x + stepSize, (int) y + stepSize]; double h1 = h00; double h2 = h10; double h3 = h01; double h4 = h11; double a00 = h1; double a10 = h2 - h1; double a01 = h3 - h1; double a11 = h1 - h2 - h3 + h4; double partialx = x - (int) x; double partialz = y - (int) y; double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz); return hi; } private static double Noise(double x, double y) { int n = (int) x + (int) (y * 749); n = (n << 13) ^ n; return (1.0 - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0); } private static double SmoothedNoise1(double x, double 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 static double Interpolate(double x, double y, double z) { return (x * (1.0 - z)) + (y * z); } public static 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); } public static double PerlinNoise2D(double x, double y, int octaves, double persistence) { double total = 0.0; for (int i = 0; i < octaves; i++) { double frequency = Math.Pow(2, i); double amplitude = Math.Pow(persistence, i); total += InterpolatedNoise(x * frequency, y * frequency) * amplitude; } return total; } } }