* Fixed 'flatten area' brush, so it now has a 'force' instead of instantly flattening the selected area.
* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially. * TerrainModule has been cleaned up slightly. * TerrainUtil class has several new functions related to seeded noise generation. * Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.0.6.0-stable
parent
ae9a98ceb1
commit
53e8d91c06
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@ -58,12 +58,14 @@ namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes
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avg = sum / steps;
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avg = sum / steps;
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double str = 0.1 * strength; // == 0.2 in the default client
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for (x = 0; x < map.Width; x++)
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for (x = 0; x < map.Width; x++)
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{
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{
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for (y = 0; y < map.Height; y++)
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for (y = 0; y < map.Height; y++)
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{
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{
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if (fillArea[x, y] == true)
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if (fillArea[x, y] == true)
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map[x, y] = avg;
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map[x, y] = (map[x, y] * (1.0 - str)) + (avg * str);
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}
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}
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}
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}
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}
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}
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@ -31,65 +31,6 @@ namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes
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{
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{
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public class NoiseArea : ITerrainFloodEffect
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public class NoiseArea : ITerrainFloodEffect
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{
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{
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private double Noise(int x, int y)
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{
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// TODO: Seed
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int n = x + y * 57;
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n = (n<<13) ^ n;
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return (1.0 - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0);
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}
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private double SmoothedNoise1(int x, int y)
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{
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double corners = (Noise(x - 1, y - 1) + Noise(x + 1, y - 1) + Noise(x - 1, y + 1) + Noise(x + 1, y + 1)) / 16;
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double sides = (Noise(x - 1, y) + Noise(x + 1, y) + Noise(x, y - 1) + Noise(x, y + 1)) / 8;
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double center = Noise(x, y) / 4;
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return corners + sides + center;
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}
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private double Interpolate(double x, double y, double z)
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{
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return (x * (1.0 - z)) + (y * z);
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}
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private double InterpolatedNoise(double x, double y)
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{
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int integer_X = (int)(x);
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double fractional_X = x - integer_X;
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int integer_Y = (int)y;
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double fractional_Y = y - integer_Y;
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double v1 = SmoothedNoise1(integer_X, integer_Y);
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double v2 = SmoothedNoise1(integer_X + 1, integer_Y);
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double v3 = SmoothedNoise1(integer_X, integer_Y + 1);
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double v4 = SmoothedNoise1(integer_X + 1, integer_Y + 1);
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double i1 = Interpolate(v1, v2, fractional_X);
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double i2 = Interpolate(v3, v4, fractional_X);
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return Interpolate(i1, i2, fractional_Y);
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}
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private double PerlinNoise2D(double x, double y)
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{
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int octaves = 1;
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double persistence = 0.0005;
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double frequency = 0.0;
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double amplitude = 0.0;
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double total = 0.0;
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for (int i = 0; i < octaves; i++)
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{
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frequency = System.Math.Pow(2, i);
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amplitude = System.Math.Pow(persistence, i);
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total += InterpolatedNoise(x * frequency, y * frequency) * amplitude;
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}
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return total;
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}
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#region ITerrainFloodEffect Members
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#region ITerrainFloodEffect Members
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public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
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public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
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@ -101,11 +42,9 @@ namespace OpenSim.Region.Environment.Modules.Terrain.FloodBrushes
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{
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{
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if (fillArea[x, y] == true)
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if (fillArea[x, y] == true)
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{
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{
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lock (OpenSim.Framework.Util.RandomClass)
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double noise = TerrainUtil.PerlinNoise2D((double)x / (double)Framework.Constants.RegionSize, (double)y / (double)Framework.Constants.RegionSize, 8, 1.0);
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{
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double noise = PerlinNoise2D(x, y);//OpenSim.Framework.Util.RandomClass.NextDouble();
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map[x, y] += noise * strength;
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map[x, y] += (noise /*- 0.5*/) * strength;
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}
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}
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}
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}
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}
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}
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}
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@ -0,0 +1,36 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using OpenSim.Region.Environment.Interfaces;
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namespace OpenSim.Region.Environment.Modules.Terrain
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{
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public interface ITerrainEffect
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{
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void RunEffect(ITerrainChannel map, double strength);
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}
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}
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@ -0,0 +1,37 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using OpenSim.Region.Environment.Interfaces;
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using System;
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namespace OpenSim.Region.Environment.Modules.Terrain
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{
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public interface ITerrainFloodEffect
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{
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void FloodEffect(ITerrainChannel map, Boolean[,] fillArea, double strength);
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}
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}
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@ -0,0 +1,37 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using OpenSim.Region.Environment.Interfaces;
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namespace OpenSim.Region.Environment.Modules.Terrain
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{
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public interface ITerrainLoader
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{
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ITerrainChannel LoadFile(string filename);
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void SaveFile(string filename, ITerrainChannel map);
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}
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}
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@ -0,0 +1,36 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using OpenSim.Region.Environment.Interfaces;
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namespace OpenSim.Region.Environment.Modules.Terrain
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{
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public interface ITerrainPaintableEffect
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{
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void PaintEffect(ITerrainChannel map, double x, double y, double strength, double duration);
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}
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}
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@ -57,15 +57,10 @@ namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
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z *= z;
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z *= z;
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z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
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z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
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double noise;
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double noise = TerrainUtil.PerlinNoise2D((double)x / (double)Framework.Constants.RegionSize, (double)y / (double)Framework.Constants.RegionSize, 8, 1.0);
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lock (Util.RandomClass)
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{
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noise = Util.RandomClass.NextDouble();
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}
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if (z > 0.0)
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if (z > 0.0)
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map[x, y] += (noise - 0.5) * z * duration;
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map[x, y] += noise * z * duration;
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}
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}
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}
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}
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}
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}
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@ -0,0 +1,119 @@
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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namespace OpenSim.Region.Environment.Modules.Terrain
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{
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/// <summary>
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/// A new version of the old Channel class, simplified
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/// </summary>
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public class TerrainChannel : ITerrainChannel
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{
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private double[,] map;
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private bool[,] taint;
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public int Width
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{
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get { return map.GetLength(0); }
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}
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public int Height
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{
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get { return map.GetLength(1); }
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}
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public TerrainChannel Copy()
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{
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TerrainChannel copy = new TerrainChannel(false);
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copy.map = (double[,])this.map.Clone();
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return copy;
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}
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public float[] GetFloatsSerialised()
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{
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float[] heights = new float[Width * Height];
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int i;
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for (i = 0; i < Width * Height; i++)
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{
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heights[i] = (float)map[i % Width, i / Width];
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}
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return heights;
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}
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public double[,] GetDoubles()
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{
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return map;
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}
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public double this[int x, int y]
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{
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get
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{
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return map[x, y];
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}
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set
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{
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if (map[x, y] != value)
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{
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taint[x / 16, y / 16] = true;
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map[x, y] = value;
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}
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}
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}
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public bool Tainted(int x, int y)
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{
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if (taint[x / 16, y / 16] != false)
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{
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taint[x / 16, y / 16] = false;
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return true;
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}
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else
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{
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return false;
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}
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}
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public TerrainChannel()
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{
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map = new double[Constants.RegionSize, Constants.RegionSize];
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taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
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int x, y;
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for (x = 0; x < Constants.RegionSize; x++)
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{
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for (y = 0; y < Constants.RegionSize; y++)
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{
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map[x, y] = 60.0 - // 60 = Sphere Radius
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((x - (Constants.RegionSize / 2)) * (x - (Constants.RegionSize / 2)) +
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(y - (Constants.RegionSize / 2)) * (y - (Constants.RegionSize / 2)));
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}
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}
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}
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public TerrainChannel(double[,] import)
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{
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map = import;
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taint = new bool[import.GetLength(0), import.GetLength(1)];
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}
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public TerrainChannel(bool createMap)
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|
{
|
||||||
|
if (createMap)
|
||||||
|
{
|
||||||
|
map = new double[Constants.RegionSize, Constants.RegionSize];
|
||||||
|
taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public TerrainChannel(int w, int h)
|
||||||
|
{
|
||||||
|
map = new double[w, h];
|
||||||
|
taint = new bool[w / 16, h / 16];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -36,151 +36,18 @@ using OpenSim.Region.Environment.Scenes;
|
||||||
|
|
||||||
namespace OpenSim.Region.Environment.Modules.Terrain
|
namespace OpenSim.Region.Environment.Modules.Terrain
|
||||||
{
|
{
|
||||||
public interface ITerrainPaintableEffect
|
|
||||||
{
|
|
||||||
void PaintEffect(ITerrainChannel map, double x, double y, double strength, double duration);
|
|
||||||
}
|
|
||||||
|
|
||||||
public interface ITerrainFloodEffect
|
|
||||||
{
|
|
||||||
void FloodEffect(ITerrainChannel map, Boolean[,] fillArea, double strength);
|
|
||||||
}
|
|
||||||
|
|
||||||
public interface ITerrainEffect
|
|
||||||
{
|
|
||||||
void RunEffect(ITerrainChannel map, double strength);
|
|
||||||
}
|
|
||||||
|
|
||||||
public interface ITerrainLoader
|
|
||||||
{
|
|
||||||
ITerrainChannel LoadFile(string filename);
|
|
||||||
void SaveFile(string filename, ITerrainChannel map);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A new version of the old Channel class, simplified
|
|
||||||
/// </summary>
|
|
||||||
public class TerrainChannel : ITerrainChannel
|
|
||||||
{
|
|
||||||
private double[,] map;
|
|
||||||
private bool[,] taint;
|
|
||||||
|
|
||||||
public int Width
|
|
||||||
{
|
|
||||||
get { return map.GetLength(0); }
|
|
||||||
}
|
|
||||||
|
|
||||||
public int Height
|
|
||||||
{
|
|
||||||
get { return map.GetLength(1); }
|
|
||||||
}
|
|
||||||
|
|
||||||
public TerrainChannel Copy()
|
|
||||||
{
|
|
||||||
TerrainChannel copy = new TerrainChannel(false);
|
|
||||||
copy.map = (double[,])this.map.Clone();
|
|
||||||
|
|
||||||
return copy;
|
|
||||||
}
|
|
||||||
|
|
||||||
public float[] GetFloatsSerialised()
|
|
||||||
{
|
|
||||||
float[] heights = new float[Width * Height];
|
|
||||||
int i;
|
|
||||||
|
|
||||||
for (i = 0; i < Width * Height; i++)
|
|
||||||
{
|
|
||||||
heights[i] = (float)map[i % Width, i / Width];
|
|
||||||
}
|
|
||||||
|
|
||||||
return heights;
|
|
||||||
}
|
|
||||||
|
|
||||||
public double[,] GetDoubles()
|
|
||||||
{
|
|
||||||
return map;
|
|
||||||
}
|
|
||||||
|
|
||||||
public double this[int x, int y]
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
return map[x, y];
|
|
||||||
}
|
|
||||||
set
|
|
||||||
{
|
|
||||||
if (map[x, y] != value)
|
|
||||||
{
|
|
||||||
taint[x / 16, y / 16] = true;
|
|
||||||
map[x, y] = value;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Tainted(int x, int y)
|
|
||||||
{
|
|
||||||
if (taint[x / 16, y / 16] != false)
|
|
||||||
{
|
|
||||||
taint[x / 16, y / 16] = false;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public TerrainChannel()
|
|
||||||
{
|
|
||||||
map = new double[Constants.RegionSize, Constants.RegionSize];
|
|
||||||
taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
|
|
||||||
|
|
||||||
int x, y;
|
|
||||||
for (x = 0; x < Constants.RegionSize; x++)
|
|
||||||
{
|
|
||||||
for (y = 0; y < Constants.RegionSize; y++)
|
|
||||||
{
|
|
||||||
map[x, y] = 60.0 - // 60 = Sphere Radius
|
|
||||||
((x - (Constants.RegionSize / 2)) * (x - (Constants.RegionSize / 2)) +
|
|
||||||
(y - (Constants.RegionSize / 2)) * (y - (Constants.RegionSize / 2)));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public TerrainChannel(double[,] import)
|
|
||||||
{
|
|
||||||
map = import;
|
|
||||||
taint = new bool[import.GetLength(0), import.GetLength(1)];
|
|
||||||
}
|
|
||||||
|
|
||||||
public TerrainChannel(bool createMap)
|
|
||||||
{
|
|
||||||
if (createMap)
|
|
||||||
{
|
|
||||||
map = new double[Constants.RegionSize, Constants.RegionSize];
|
|
||||||
taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public TerrainChannel(int w, int h)
|
|
||||||
{
|
|
||||||
map = new double[w, h];
|
|
||||||
taint = new bool[w / 16, h / 16];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public enum StandardTerrainEffects : byte
|
|
||||||
{
|
|
||||||
Flatten = 0,
|
|
||||||
Raise = 1,
|
|
||||||
Lower = 2,
|
|
||||||
Smooth = 3,
|
|
||||||
Noise = 4,
|
|
||||||
Revert = 5
|
|
||||||
}
|
|
||||||
|
|
||||||
public class TerrainModule : IRegionModule
|
public class TerrainModule : IRegionModule
|
||||||
{
|
{
|
||||||
|
public enum StandardTerrainEffects : byte
|
||||||
|
{
|
||||||
|
Flatten = 0,
|
||||||
|
Raise = 1,
|
||||||
|
Lower = 2,
|
||||||
|
Smooth = 3,
|
||||||
|
Noise = 4,
|
||||||
|
Revert = 5
|
||||||
|
}
|
||||||
|
|
||||||
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||||
|
|
||||||
private Dictionary<StandardTerrainEffects, ITerrainPaintableEffect> m_painteffects =
|
private Dictionary<StandardTerrainEffects, ITerrainPaintableEffect> m_painteffects =
|
||||||
|
|
|
@ -47,5 +47,60 @@ namespace OpenSim.Region.Environment.Modules.Terrain
|
||||||
double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz);
|
double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz);
|
||||||
return hi;
|
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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue