/* * 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 { public void HydraulicErosion(Channel rain, double evaporation, double solubility, int frequency, int rounds) { SetDiff(); Channel water = new Channel(w, h); Channel sediment = new Channel(w, h); Channel terrain = this; Channel waterFlow = new Channel(w, h); NeighbourSystem type = NeighbourSystem.Moore; int NEIGHBOUR_ME = 4; int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; for (int i = 0; i < rounds; i++) { water += rain; sediment = terrain*water; terrain -= sediment; for (int x = 1; x < w - 1; x++) { for (int y = 1; y < h - 1; y++) { double[] heights = new double[NEIGHBOUR_MAX]; double[] diffs = new double[NEIGHBOUR_MAX]; double heightCenter = map[x, y]; for (int j = 0; j < NEIGHBOUR_MAX; j++) { if (j != NEIGHBOUR_ME) { int[] coords = Neighbours(type, j); coords[0] += x; coords[1] += y; heights[j] = map[coords[0], coords[1]] + water.map[coords[0], coords[1]] + sediment.map[coords[0], coords[1]]; diffs[j] = heightCenter - heights[j]; } } double totalHeight = 0; double totalHeightDiff = 0; int totalCellsCounted = 1; for (int j = 0; j < NEIGHBOUR_MAX; j++) { if (j != NEIGHBOUR_ME) { if (diffs[j] > 0) { totalHeight += heights[j]; totalHeightDiff += diffs[j]; totalCellsCounted++; } } } if (totalCellsCounted == 1) continue; double averageHeight = totalHeight/totalCellsCounted; double waterAmount = Math.Min(water.map[x, y], heightCenter - averageHeight); // TODO: Check this. waterFlow.map[x, y] += waterFlow.map[x, y] - waterAmount; double totalInverseDiff = waterAmount/totalHeightDiff; for (int j = 0; j < NEIGHBOUR_MAX; j++) { if (j != NEIGHBOUR_ME) { int[] coords = Neighbours(type, j); coords[0] += x; coords[1] += y; if (diffs[j] > 0) { waterFlow.SetWrap(coords[0], coords[1], waterFlow.map[coords[0], coords[1]] + diffs[j]*totalInverseDiff); } } } } } water += waterFlow; waterFlow.Fill(0); water *= evaporation; for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++) { double deposition = sediment.map[x, y] - water.map[x, y]*solubility; if (deposition > 0) { sediment.map[x, y] -= deposition; terrain.map[x, y] += deposition; } } } } } } }