/* * 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; namespace libTerrain { partial class Channel { /// /// Generates a series of spheres which are then either max()'d or added together. Inspired by suggestion from jh. /// /// 3-Clause BSD Licensed /// The number of hills to generate /// The minimum size of each hill /// The maximum size of each hill /// 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) { SetDiff(); Random random = new Random(seed); int x, y; int i; for (i = 0; i < number; i++) { double rx = Math.Min(255.0, random.NextDouble()*w); double ry = Math.Min(255.0, random.NextDouble()*h); double rand = random.NextDouble(); if (island) { // Move everything towards the center rx -= w/2; rx /= 2; rx += w/2; ry -= h/2; ry /= 2; ry += h/2; } for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { if (noisy) rand = random.NextDouble(); double z = (scale_min + (scale_range*rand)); z *= z; z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry)); if (z < 0) z = 0; if (additive) { map[x, y] += z; } else { map[x, y] = Math.Max(map[x, y], z); } } } } Normalise(); } /// /// Generates a series of cones which are then either max()'d or added together. Inspired by suggestion from jh. /// /// 3-Clause BSD Licensed /// The number of hills to generate /// The minimum size of each hill /// The maximum size of each hill /// 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) { SetDiff(); Random random = new Random(seed); int x, y; int i; for (i = 0; i < number; i++) { double rx = Math.Min(255.0, random.NextDouble()*w); double ry = Math.Min(255.0, random.NextDouble()*h); double rand = random.NextDouble(); if (island) { // Move everything towards the center rx -= w/2; rx /= 2; rx += w/2; ry -= h/2; ry /= 2; ry += h/2; } for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { if (noisy) rand = random.NextDouble(); double z = (scale_min + (scale_range*rand)); z -= Math.Sqrt(((x - rx)*(x - rx)) + ((y - ry)*(y - ry))); if (z < 0) z = 0; if (additive) { map[x, y] += z; } else { map[x, y] = Math.Max(map[x, y], z); } } } } Normalise(); } public void HillsBlocks(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy) { SetDiff(); Random random = new Random(seed); int x, y; int i; for (i = 0; i < number; i++) { double rx = Math.Min(255.0, random.NextDouble()*w); double ry = Math.Min(255.0, random.NextDouble()*h); double rand = random.NextDouble(); if (island) { // Move everything towards the center rx -= w/2; rx /= 2; rx += w/2; ry -= h/2; ry /= 2; ry += h/2; } for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { if (noisy) rand = random.NextDouble(); double z = (scale_min + (scale_range*rand)); z -= Math.Abs(x - rx) + Math.Abs(y - ry); //z -= Math.Sqrt(((x - rx) * (x - rx)) + ((y - ry) * (y - ry))); if (z < 0) z = 0; if (additive) { map[x, y] += z; } else { map[x, y] = Math.Max(map[x, y], z); } } } } Normalise(); } public void HillsSquared(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy) { SetDiff(); Random random = new Random(seed); int x, y; int i; for (i = 0; i < number; i++) { double rx = Math.Min(255.0, random.NextDouble()*w); double ry = Math.Min(255.0, random.NextDouble()*h); double rand = random.NextDouble(); if (island) { // Move everything towards the center rx -= w/2; rx /= 2; rx += w/2; ry -= h/2; ry /= 2; ry += h/2; } for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { if (noisy) rand = random.NextDouble(); double z = (scale_min + (scale_range*rand)); z *= z*z*z; double dx = Math.Abs(x - rx); double dy = Math.Abs(y - ry); z -= (dx*dx*dx*dx) + (dy*dy*dy*dy); if (z < 0) z = 0; if (additive) { map[x, y] += z; } else { map[x, y] = Math.Max(map[x, y], z); } } } } Normalise(); } } }