/* * 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 System.Collections.Generic; using System.Text; namespace libTerrain { partial class Channel { /// /// A thermal weathering implementation based on Musgrave's original 1989 algorithm. This is Adam's custom implementation which may differ slightly from the original. /// /// The rock angle (represented as a dy/dx ratio) at which point it will be succeptible to breakage /// The number of erosion rounds /// The amount of rock to carry each round public Channel ThermalWeathering(double talus, int rounds, double c) { SetDiff(); double[,] lastFrame; double[,] thisFrame; lastFrame = (double[,])map.Clone(); thisFrame = (double[,])map.Clone(); NeighbourSystem type = NeighbourSystem.Moore; // Using moore neighbourhood (twice as computationally expensive) int NEIGHBOUR_ME = 4; // I am always 4 in both systems. int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; int frames = rounds; // Number of thermal erosion iterations to run int i, j; int x, y; for (i = 0; i < frames; i++) { for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { for (j = 0; j < NEIGHBOUR_MAX; j++) { if (j != NEIGHBOUR_ME) { int[] coords = Neighbours(type, j); coords[0] += x; coords[1] += y; if (coords[0] > w - 1) coords[0] = w - 1; if (coords[1] > h - 1) coords[1] = h - 1; if (coords[0] < 0) coords[0] = 0; if (coords[1] < 0) coords[1] = 0; double heightF = thisFrame[x, y]; double target = thisFrame[coords[0], coords[1]]; if (target > heightF + talus) { double calc = c * ((target - heightF) - talus); heightF += calc; target -= calc; } thisFrame[x, y] = heightF; thisFrame[coords[0], coords[1]] = target; } } } } lastFrame = (double[,])thisFrame.Clone(); } map = thisFrame; Normalise(); // Just to guaruntee a smooth 0..1 value return this; } } }