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/*
 * 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 OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;

namespace OpenSim.Region.Environment.Modules.Terrain.Effects
{
    internal class DefaultTerrainGenerator : ITerrainEffect
    {
        #region ITerrainEffect Members

        public void RunEffect(ITerrainChannel map)
        {
            int x, y;
            for (x = 0; x < map.Width; x++)
            {
                for (y = 0; y < map.Height; y++)
                {
                    map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 10;
                    double spherFac = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2, Constants.RegionSize / 2, 50) * 0.01;
                    if (map[x, y] < spherFac)
                    {
                        map[x, y] = spherFac;
                    }
                }
            }
        }

        #endregion
    }
}