* Fix to the OlsenSphere brush to make it more powerful.
* W.I.P: Hydraulic Erosion (Spherical) paintbrush - code is all there, but some work is required on the initial parameters to get it to function correctly. Replaces the smooth brush when `newbrushes` is switched on.0.6.0-stable
parent
5b6eba968b
commit
42e1a6ee95
|
@ -0,0 +1,339 @@
|
|||
/*
|
||||
* 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 = 1.0;
|
||||
int rounds = 10;
|
||||
double waterSaturation = 0.01; // 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;
|
||||
}
|
||||
|
||||
private double SphericalFactor(double x, double y, double rx, double ry, double size)
|
||||
{
|
||||
double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
|
||||
return z;
|
||||
}
|
||||
|
||||
private 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;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ITerrainPaintableEffect Members
|
||||
|
||||
public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration)
|
||||
{
|
||||
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, 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;
|
||||
|
||||
// Calculate our delta average
|
||||
double altitudeDelta = altitudeMe - altitudeAvg;
|
||||
|
||||
// Calculate how much water we can move
|
||||
double waterDelta = Math.Min(water[x, y], altitudeDelta)
|
||||
* (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 = Math.Max(0, sediment[x, y] - waterCapacity);
|
||||
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
|
||||
}
|
||||
}
|
|
@ -40,7 +40,7 @@ namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
|
|||
{
|
||||
NeighbourSystem type = NeighbourSystem.Moore; // Parameter
|
||||
|
||||
double nConst = 256.0;
|
||||
double nConst = 1024.0;
|
||||
|
||||
#region Supporting Functions
|
||||
private enum NeighbourSystem
|
||||
|
|
|
@ -337,6 +337,7 @@ namespace OpenSim.Region.Environment.Modules.Terrain
|
|||
{
|
||||
m_painteffects[StandardTerrainEffects.Revert] = new PaintBrushes.WeatherSphere();
|
||||
m_painteffects[StandardTerrainEffects.Flatten] = new PaintBrushes.OlsenSphere();
|
||||
m_painteffects[StandardTerrainEffects.Smooth] = new PaintBrushes.ErodeSphere();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue