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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.Region.Environment.Interfaces;
using System;

namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
{
    /// <summary>
    /// Hydraulic Erosion Brush
    /// </summary>
    public class ErodeSphere : ITerrainPaintableEffect
    {
        NeighbourSystem type = NeighbourSystem.Moore; // Parameter

        double rainHeight = 0.2;
        int rounds = 10;
        double waterSaturation = 0.30; // Can carry 1% of water in height

        #region Supporting Functions
        private enum NeighbourSystem
        {
            Moore,
            VonNeumann
        } ;

        private int[] Neighbours(NeighbourSystem type, int index)
        {
            int[] coord = new int[2];

            index++;

            switch (type)
            {
                case NeighbourSystem.Moore:
                    switch (index)
                    {
                        case 1:
                            coord[0] = -1;
                            coord[1] = -1;
                            break;

                        case 2:
                            coord[0] = -0;
                            coord[1] = -1;
                            break;

                        case 3:
                            coord[0] = +1;
                            coord[1] = -1;
                            break;

                        case 4:
                            coord[0] = -1;
                            coord[1] = -0;
                            break;

                        case 5:
                            coord[0] = -0;
                            coord[1] = -0;
                            break;

                        case 6:
                            coord[0] = +1;
                            coord[1] = -0;
                            break;

                        case 7:
                            coord[0] = -1;
                            coord[1] = +1;
                            break;

                        case 8:
                            coord[0] = -0;
                            coord[1] = +1;
                            break;

                        case 9:
                            coord[0] = +1;
                            coord[1] = +1;
                            break;

                        default:
                            break;
                    }
                    break;

                case NeighbourSystem.VonNeumann:
                    switch (index)
                    {
                        case 1:
                            coord[0] = 0;
                            coord[1] = -1;
                            break;

                        case 2:
                            coord[0] = -1;
                            coord[1] = 0;
                            break;

                        case 3:
                            coord[0] = +1;
                            coord[1] = 0;
                            break;

                        case 4:
                            coord[0] = 0;
                            coord[1] = +1;
                            break;

                        case 5:
                            coord[0] = -0;
                            coord[1] = -0;
                            break;

                        default:
                            break;
                    }
                    break;
            }

            return coord;
        }

        #endregion

        #region ITerrainPaintableEffect Members

        public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration)
        {
            strength = TerrainUtil.MetersToSphericalStrength(strength);

            int x, y;
            // Using one 'rain' round for this, so skipping a useless loop
            // Will need to adapt back in for the Flood brush

            ITerrainChannel water = new TerrainChannel(map.Width, map.Height);
            ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height);

            // Fill with rain
            for (x = 0; x < water.Width; x++)
                for (y = 0; y < water.Height; y++)
                    water[x, y] = Math.Max(0.0, TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration);

            for (int i = 0; i < rounds; i++)
            {
                // Erode underlying terrain
                for (x = 0; x < water.Width; x++)
                {
                    for (y = 0; y < water.Height; y++)
                    {
                        double solConst = (1.0 / rounds);
                        double sedDelta = water[x, y] * solConst;
                        map[x, y] -= sedDelta;
                        sediment[x, y] += sedDelta;
                    }
                }

                // Move water
                for (x = 0; x < water.Width; x++)
                {
                    for (y = 0; y < water.Height; y++)
                    {
                        if (water[x, y] <= 0)
                            continue;

                        // Step 1. Calculate average of neighbours

                        int neighbours = 0;
                        double altitudeTotal = 0.0;
                        double altitudeMe = map[x, y] + water[x, y];

                        int NEIGHBOUR_ME = 4;

                        int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;

                        for (int j = 0; j < NEIGHBOUR_MAX; j++)
                        {
                            if (j != NEIGHBOUR_ME)
                            {
                                int[] coords = Neighbours(type, j);

                                coords[0] += x;
                                coords[1] += y;

                                if (coords[0] > map.Width - 1)
                                    continue;
                                if (coords[1] > map.Height - 1)
                                    continue;
                                if (coords[0] < 0)
                                    continue;
                                if (coords[1] < 0)
                                    continue;

                                // Calculate total height of this neighbour
                                double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]];

                                // If it's greater than me...
                                if (altitudeNeighbour - altitudeMe < 0)
                                {
                                    // Add it to our calculations
                                    neighbours++;
                                    altitudeTotal += altitudeNeighbour;
                                }
                            }
                        }

                        if (neighbours == 0)
                            continue;

                        double altitudeAvg = altitudeTotal / neighbours;

                        // Step 2. Allocate water to neighbours.
                        for (int j = 0; j < NEIGHBOUR_MAX; j++)
                        {
                            if (j != NEIGHBOUR_ME)
                            {
                                int[] coords = Neighbours(type, j);

                                coords[0] += x;
                                coords[1] += y;

                                if (coords[0] > map.Width - 1)
                                    continue;
                                if (coords[1] > map.Height - 1)
                                    continue;
                                if (coords[0] < 0)
                                    continue;
                                if (coords[1] < 0)
                                    continue;

                                // Skip if we dont have water to begin with.
                                if (water[x, y] < 0)
                                    continue;

                                // Calculate our delta average
                                double altitudeDelta = altitudeMe - altitudeAvg;

                                if (altitudeDelta < 0)
                                    continue;

                                // Calculate how much water we can move
                                double waterMin = Math.Min(water[x, y], altitudeDelta);
                                double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]])
                                    / altitudeTotal);

                                double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]);

                                if (sedimentDelta > 0)
                                {
                                    sediment[x, y] -= sedimentDelta;
                                    sediment[coords[0], coords[1]] += sedimentDelta;
                                }
                            }
                        }
                    }
                }

                // Evaporate

                for (x = 0; x < water.Width; x++)
                {
                    for (y = 0; y < water.Height; y++)
                    {
                        water[x, y] *= 1.0 - (rainHeight / rounds);

                        double waterCapacity = waterSaturation * water[x, y];

                        double sedimentDeposit = sediment[x, y] - waterCapacity;
                        if (sedimentDeposit > 0)
                        {
                            sediment[x, y] -= sedimentDeposit;
                            map[x, y] += sedimentDeposit;
                        }
                    }
                }
            }

            // Deposit any remainder (should be minimal)
            for (x = 0; x < water.Width; x++)
                for (y = 0; y < water.Height; y++)
                    if (sediment[x, y] > 0)
                        map[x, y] += sediment[x, y];
        }

        #endregion
    }
}