aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Modules/Terrain/TerrainUtil.cs
blob: 55265d9df67466a14e6768dc5e202c40fcfe9945 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
using System;
using OpenSim.Region.Environment.Interfaces;

namespace OpenSim.Region.Environment.Modules.Terrain
{
    public static class TerrainUtil
    {
        public static double MetersToSphericalStrength(double size)
        {
            return Math.Pow(2, size);
        }

        public static double SphericalFactor(double x, double y, double rx, double ry, double size)
        {
            return size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
        }

        public static double GetBilinearInterpolate(double x, double y, ITerrainChannel map)
        {
            int w = map.Width;
            int h = map.Height;

            if (x > w - 2.0)
                x = w - 2.0;
            if (y > h - 2.0)
                y = h - 2.0;
            if (x < 0.0)
                x = 0.0;
            if (y < 0.0)
                y = 0.0;

            int stepSize = 1;
            double h00 = map[(int)x, (int)y];
            double h10 = map[(int)x + stepSize, (int)y];
            double h01 = map[(int)x, (int)y + stepSize];
            double h11 = map[(int)x + stepSize, (int)y + stepSize];
            double h1 = h00;
            double h2 = h10;
            double h3 = h01;
            double h4 = h11;
            double a00 = h1;
            double a10 = h2 - h1;
            double a01 = h3 - h1;
            double a11 = h1 - h2 - h3 + h4;
            double partialx = x - (int)x;
            double partialz = y - (int)y;
            double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz);
            return hi;
        }

        private static double Noise(double x, double y)
        {
            int n = (int)x + (int)(y * 749);
            n = (n << 13) ^ n;
            return (1.0 - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0);
        }

        private static double SmoothedNoise1(double x, double y)
        {
            double corners = (Noise(x - 1, y - 1) + Noise(x + 1, y - 1) + Noise(x - 1, y + 1) + Noise(x + 1, y + 1)) / 16;
            double sides = (Noise(x - 1, y) + Noise(x + 1, y) + Noise(x, y - 1) + Noise(x, y + 1)) / 8;
            double center = Noise(x, y) / 4;
            return corners + sides + center;
        }

        private static double Interpolate(double x, double y, double z)
        {
            return (x * (1.0 - z)) + (y * z);
        }

        private static double InterpolatedNoise(double x, double y)
        {
            int integer_X = (int)(x);
            double fractional_X = x - integer_X;

            int integer_Y = (int)y;
            double fractional_Y = y - integer_Y;

            double v1 = SmoothedNoise1(integer_X, integer_Y);
            double v2 = SmoothedNoise1(integer_X + 1, integer_Y);
            double v3 = SmoothedNoise1(integer_X, integer_Y + 1);
            double v4 = SmoothedNoise1(integer_X + 1, integer_Y + 1);

            double i1 = Interpolate(v1, v2, fractional_X);
            double i2 = Interpolate(v3, v4, fractional_X);

            return Interpolate(i1, i2, fractional_Y);
        }

        public static double PerlinNoise2D(double x, double y, int octaves, double persistence)
        {
            double frequency = 0.0;
            double amplitude = 0.0;
            double total = 0.0;

            for (int i = 0; i < octaves; i++)
            {
                frequency = System.Math.Pow(2, i);
                amplitude = System.Math.Pow(persistence, i);

                total += InterpolatedNoise(x * frequency, y * frequency) * amplitude;
            }
            return total;
        }
    }
}