Update svn properties.

0.6.0-stable
Jeff Ames 2008-03-09 16:51:34 +00:00
parent 42e1a6ee95
commit 9bc6ee576e
1 changed files with 339 additions and 339 deletions

View File

@ -1,339 +1,339 @@
/* /*
* Copyright (c) Contributors, http://opensimulator.org/ * Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders. * See CONTRIBUTORS.TXT for a full list of copyright holders.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met: * modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright * * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer. * notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright * * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the * notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution. * documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the * * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products * names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission. * derived from this software without specific prior written permission.
* *
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * 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 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* *
*/ */
using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Interfaces;
using System; using System;
namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
{ {
/// <summary> /// <summary>
/// Hydraulic Erosion Brush /// Hydraulic Erosion Brush
/// </summary> /// </summary>
public class ErodeSphere : ITerrainPaintableEffect public class ErodeSphere : ITerrainPaintableEffect
{ {
NeighbourSystem type = NeighbourSystem.Moore; // Parameter NeighbourSystem type = NeighbourSystem.Moore; // Parameter
double rainHeight = 1.0; double rainHeight = 1.0;
int rounds = 10; int rounds = 10;
double waterSaturation = 0.01; // Can carry 1% of water in height double waterSaturation = 0.01; // Can carry 1% of water in height
#region Supporting Functions #region Supporting Functions
private enum NeighbourSystem private enum NeighbourSystem
{ {
Moore, Moore,
VonNeumann VonNeumann
} ; } ;
private int[] Neighbours(NeighbourSystem type, int index) private int[] Neighbours(NeighbourSystem type, int index)
{ {
int[] coord = new int[2]; int[] coord = new int[2];
index++; index++;
switch (type) switch (type)
{ {
case NeighbourSystem.Moore: case NeighbourSystem.Moore:
switch (index) switch (index)
{ {
case 1: case 1:
coord[0] = -1; coord[0] = -1;
coord[1] = -1; coord[1] = -1;
break; break;
case 2: case 2:
coord[0] = -0; coord[0] = -0;
coord[1] = -1; coord[1] = -1;
break; break;
case 3: case 3:
coord[0] = +1; coord[0] = +1;
coord[1] = -1; coord[1] = -1;
break; break;
case 4: case 4:
coord[0] = -1; coord[0] = -1;
coord[1] = -0; coord[1] = -0;
break; break;
case 5: case 5:
coord[0] = -0; coord[0] = -0;
coord[1] = -0; coord[1] = -0;
break; break;
case 6: case 6:
coord[0] = +1; coord[0] = +1;
coord[1] = -0; coord[1] = -0;
break; break;
case 7: case 7:
coord[0] = -1; coord[0] = -1;
coord[1] = +1; coord[1] = +1;
break; break;
case 8: case 8:
coord[0] = -0; coord[0] = -0;
coord[1] = +1; coord[1] = +1;
break; break;
case 9: case 9:
coord[0] = +1; coord[0] = +1;
coord[1] = +1; coord[1] = +1;
break; break;
default: default:
break; break;
} }
break; break;
case NeighbourSystem.VonNeumann: case NeighbourSystem.VonNeumann:
switch (index) switch (index)
{ {
case 1: case 1:
coord[0] = 0; coord[0] = 0;
coord[1] = -1; coord[1] = -1;
break; break;
case 2: case 2:
coord[0] = -1; coord[0] = -1;
coord[1] = 0; coord[1] = 0;
break; break;
case 3: case 3:
coord[0] = +1; coord[0] = +1;
coord[1] = 0; coord[1] = 0;
break; break;
case 4: case 4:
coord[0] = 0; coord[0] = 0;
coord[1] = +1; coord[1] = +1;
break; break;
case 5: case 5:
coord[0] = -0; coord[0] = -0;
coord[1] = -0; coord[1] = -0;
break; break;
default: default:
break; break;
} }
break; break;
} }
return coord; return coord;
} }
private double SphericalFactor(double x, double y, double rx, double ry, double size) 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)); double z = size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
return z; return z;
} }
private double GetBilinearInterpolate(double x, double y, ITerrainChannel map) private double GetBilinearInterpolate(double x, double y, ITerrainChannel map)
{ {
int w = map.Width; int w = map.Width;
int h = map.Height; int h = map.Height;
if (x > w - 2.0) if (x > w - 2.0)
x = w - 2.0; x = w - 2.0;
if (y > h - 2.0) if (y > h - 2.0)
y = h - 2.0; y = h - 2.0;
if (x < 0.0) if (x < 0.0)
x = 0.0; x = 0.0;
if (y < 0.0) if (y < 0.0)
y = 0.0; y = 0.0;
int stepSize = 1; int stepSize = 1;
double h00 = map[(int)x, (int)y]; double h00 = map[(int)x, (int)y];
double h10 = map[(int)x + stepSize, (int)y]; double h10 = map[(int)x + stepSize, (int)y];
double h01 = map[(int)x, (int)y + stepSize]; double h01 = map[(int)x, (int)y + stepSize];
double h11 = map[(int)x + stepSize, (int)y + stepSize]; double h11 = map[(int)x + stepSize, (int)y + stepSize];
double h1 = h00; double h1 = h00;
double h2 = h10; double h2 = h10;
double h3 = h01; double h3 = h01;
double h4 = h11; double h4 = h11;
double a00 = h1; double a00 = h1;
double a10 = h2 - h1; double a10 = h2 - h1;
double a01 = h3 - h1; double a01 = h3 - h1;
double a11 = h1 - h2 - h3 + h4; double a11 = h1 - h2 - h3 + h4;
double partialx = x - (int)x; double partialx = x - (int)x;
double partialz = y - (int)y; double partialz = y - (int)y;
double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz); double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz);
return hi; return hi;
} }
#endregion #endregion
#region ITerrainPaintableEffect Members #region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration) public void PaintEffect(ITerrainChannel map, double rx, double ry, double strength, double duration)
{ {
int x, y; int x, y;
// Using one 'rain' round for this, so skipping a useless loop // Using one 'rain' round for this, so skipping a useless loop
// Will need to adapt back in for the Flood brush // Will need to adapt back in for the Flood brush
ITerrainChannel water = new TerrainChannel(map.Width, map.Height); ITerrainChannel water = new TerrainChannel(map.Width, map.Height);
ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height); ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height);
// Fill with rain // Fill with rain
for (x = 0; x < water.Width; x++) for (x = 0; x < water.Width; x++)
for (y = 0; y < water.Height; y++) for (y = 0; y < water.Height; y++)
water[x, y] = Math.Max(0.0, SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration); water[x, y] = Math.Max(0.0, SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration);
for (int i = 0; i < rounds; i++) for (int i = 0; i < rounds; i++)
{ {
// Erode underlying terrain // Erode underlying terrain
for (x = 0; x < water.Width; x++) for (x = 0; x < water.Width; x++)
{ {
for (y = 0; y < water.Height; y++) for (y = 0; y < water.Height; y++)
{ {
double solConst = (1.0 / rounds); double solConst = (1.0 / rounds);
double sedDelta = water[x, y] * solConst; double sedDelta = water[x, y] * solConst;
map[x, y] -= sedDelta; map[x, y] -= sedDelta;
sediment[x, y] += sedDelta; sediment[x, y] += sedDelta;
} }
} }
// Move water // Move water
for (x = 0; x < water.Width; x++) for (x = 0; x < water.Width; x++)
{ {
for (y = 0; y < water.Height; y++) for (y = 0; y < water.Height; y++)
{ {
if (water[x, y] <= 0) if (water[x, y] <= 0)
continue; continue;
// Step 1. Calculate average of neighbours // Step 1. Calculate average of neighbours
int neighbours = 0; int neighbours = 0;
double altitudeTotal = 0.0; double altitudeTotal = 0.0;
double altitudeMe = map[x, y] + water[x, y]; double altitudeMe = map[x, y] + water[x, y];
int NEIGHBOUR_ME = 4; int NEIGHBOUR_ME = 4;
int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5; int NEIGHBOUR_MAX = type == NeighbourSystem.Moore ? 9 : 5;
for (int j = 0; j < NEIGHBOUR_MAX; j++) for (int j = 0; j < NEIGHBOUR_MAX; j++)
{ {
if (j != NEIGHBOUR_ME) if (j != NEIGHBOUR_ME)
{ {
int[] coords = Neighbours(type, j); int[] coords = Neighbours(type, j);
coords[0] += x; coords[0] += x;
coords[1] += y; coords[1] += y;
if (coords[0] > map.Width - 1) if (coords[0] > map.Width - 1)
continue; continue;
if (coords[1] > map.Height - 1) if (coords[1] > map.Height - 1)
continue; continue;
if (coords[0] < 0) if (coords[0] < 0)
continue; continue;
if (coords[1] < 0) if (coords[1] < 0)
continue; continue;
// Calculate total height of this neighbour // Calculate total height of this neighbour
double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]]; double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]];
// If it's greater than me... // If it's greater than me...
if (altitudeNeighbour - altitudeMe > 0) if (altitudeNeighbour - altitudeMe > 0)
{ {
// Add it to our calculations // Add it to our calculations
neighbours++; neighbours++;
altitudeTotal += altitudeNeighbour; altitudeTotal += altitudeNeighbour;
} }
} }
} }
if (neighbours == 0) if (neighbours == 0)
continue; continue;
double altitudeAvg = altitudeTotal / neighbours; double altitudeAvg = altitudeTotal / neighbours;
// Step 2. Allocate water to neighbours. // Step 2. Allocate water to neighbours.
for (int j = 0; j < NEIGHBOUR_MAX; j++) for (int j = 0; j < NEIGHBOUR_MAX; j++)
{ {
if (j != NEIGHBOUR_ME) if (j != NEIGHBOUR_ME)
{ {
int[] coords = Neighbours(type, j); int[] coords = Neighbours(type, j);
coords[0] += x; coords[0] += x;
coords[1] += y; coords[1] += y;
if (coords[0] > map.Width - 1) if (coords[0] > map.Width - 1)
continue; continue;
if (coords[1] > map.Height - 1) if (coords[1] > map.Height - 1)
continue; continue;
if (coords[0] < 0) if (coords[0] < 0)
continue; continue;
if (coords[1] < 0) if (coords[1] < 0)
continue; continue;
// Calculate our delta average // Calculate our delta average
double altitudeDelta = altitudeMe - altitudeAvg; double altitudeDelta = altitudeMe - altitudeAvg;
// Calculate how much water we can move // Calculate how much water we can move
double waterDelta = Math.Min(water[x, y], altitudeDelta) double waterDelta = Math.Min(water[x, y], altitudeDelta)
* (water[coords[0], coords[1]] + map[coords[0], coords[1]]) * (water[coords[0], coords[1]] + map[coords[0], coords[1]])
/ altitudeTotal; / altitudeTotal;
double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]); double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]);
if (sedimentDelta > 0) if (sedimentDelta > 0)
{ {
sediment[x, y] -= sedimentDelta; sediment[x, y] -= sedimentDelta;
sediment[coords[0], coords[1]] += sedimentDelta; sediment[coords[0], coords[1]] += sedimentDelta;
} }
} }
} }
} }
} }
// Evaporate // Evaporate
for (x = 0; x < water.Width; x++) for (x = 0; x < water.Width; x++)
{ {
for (y = 0; y < water.Height; y++) for (y = 0; y < water.Height; y++)
{ {
water[x, y] *= 1.0 - (rainHeight / rounds); water[x, y] *= 1.0 - (rainHeight / rounds);
double waterCapacity = waterSaturation * water[x, y]; double waterCapacity = waterSaturation * water[x, y];
double sedimentDeposit = Math.Max(0, sediment[x, y] - waterCapacity); double sedimentDeposit = Math.Max(0, sediment[x, y] - waterCapacity);
sediment[x, y] -= sedimentDeposit; sediment[x, y] -= sedimentDeposit;
map[x, y] += sedimentDeposit; map[x, y] += sedimentDeposit;
} }
} }
} }
// Deposit any remainder (should be minimal) // Deposit any remainder (should be minimal)
for (x = 0; x < water.Width; x++) for (x = 0; x < water.Width; x++)
for (y = 0; y < water.Height; y++) for (y = 0; y < water.Height; y++)
if (sediment[x, y] > 0) if (sediment[x, y] > 0)
map[x, y] += sediment[x, y]; map[x, y] += sediment[x, y];
} }
#endregion #endregion
} }
} }