* Reimplemented Hydraulic Erosion routines, may be buggy.
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/* Needs BSD rewrite */
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/*
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* Copyright (c) Contributors, http://www.openmetaverse.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 System;
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using System.Collections.Generic;
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using System.Text;
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namespace libTerrain
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{
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partial class Channel
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{
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public void hydraulicErosion(Channel rain, double evaporation, double solubility, int frequency, int rounds)
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{
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Channel water = new Channel(w, h);
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Channel sediment = new Channel(w, h);
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Channel terrain = this;
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Channel waterFlow = new Channel(w, h);
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NEIGHBOURS type = NEIGHBOURS.NEIGHBOUR_MOORE;
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int NEIGHBOUR_ME = 4;
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int NEIGHBOUR_MAX = type == NEIGHBOURS.NEIGHBOUR_MOORE ? 9 : 5;
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for (int i = 0; i < rounds; i++)
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{
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water += rain;
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sediment = terrain * water;
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terrain -= sediment;
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for (int x = 1; x < w - 1; x++)
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{
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for (int y = 1; y < h - 1; y++)
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{
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double[] heights = new double[NEIGHBOUR_MAX];
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double[] diffs = new double[NEIGHBOUR_MAX];
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double heightCenter = map[x, y];
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for (int j = 0; j < NEIGHBOUR_MAX; j++)
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{
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if (j != NEIGHBOUR_ME)
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{
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int[] coords = neighbours(type, j);
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coords[0] += x;
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coords[1] += y;
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heights[j] = map[coords[0], coords[1]] + water.map[coords[0], coords[1]] + sediment.map[coords[0], coords[1]];
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diffs[j] = heightCenter - heights[j];
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}
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}
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double totalHeight = 0;
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double totalHeightDiff = 0;
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int totalCellsCounted = 1;
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for (int j = 0; j < NEIGHBOUR_MAX; j++)
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{
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if (j != NEIGHBOUR_ME)
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{
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if (diffs[j] > 0)
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{
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totalHeight += heights[j];
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totalHeightDiff += diffs[j];
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totalCellsCounted++;
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}
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}
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}
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if (totalCellsCounted == 1)
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continue;
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double averageHeight = totalHeight / totalCellsCounted;
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double waterAmount = Math.Min(water.map[x, y], heightCenter - averageHeight);
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// TODO: Check this.
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waterFlow.map[x, y] += waterFlow.map[x, y] - waterAmount;
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double totalInverseDiff = waterAmount / totalHeightDiff;
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for (int j = 0; j < NEIGHBOUR_MAX; j++)
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{
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if (j != NEIGHBOUR_ME)
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{
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int[] coords = neighbours(type, j);
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coords[0] += x;
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coords[1] += y;
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if (diffs[j] > 0)
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{
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waterFlow.setWrap(coords[0], coords[1], waterFlow.map[coords[0], coords[1]] + diffs[j] * totalInverseDiff);
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}
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}
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}
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}
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}
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water += waterFlow;
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waterFlow.fill(0);
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water *= evaporation;
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for (int x = 0; x < w; x++)
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{
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for (int y = 0; y < h; y++)
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{
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double deposition = sediment.map[x, y] - water.map[x, y] * solubility;
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if (deposition > 0)
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{
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sediment.map[x, y] -= deposition;
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terrain.map[x, y] += deposition;
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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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