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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 System;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;

namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
{
    public class NoiseSphere : ITerrainPaintableEffect
    {
        #region ITerrainPaintableEffect Members

        public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration)
        {
            int x, y;
            for (x = 0; x < map.Width; x++)
            {
                // Skip everything unlikely to be affected
                if (Math.Abs(x - rx) > strength * 1.1)
                    continue;

                for (y = 0; y < map.Height; y++)
                {
                    // Skip everything unlikely to be affected
                    if (Math.Abs(y - ry) > strength * 1.1)
                        continue;

                    // Calculate a sphere and add it to the heighmap
                    double z = strength;
                    z *= z;
                    z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));

                    double noise;

                    lock (Util.RandomClass)
                    {
                        noise = Util.RandomClass.NextDouble();
                    }

                    if (z > 0.0)
                        map[x, y] += (noise - 0.5) * z * duration;
                }
            }
        }

        #endregion
    }
}