* Fix for hydraulic erosion brush. Still not working as planned, but getting closer. Bugs may be due to the water distribution pattern.
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7cae577094
commit
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@ -37,9 +37,9 @@ namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
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{
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NeighbourSystem type = NeighbourSystem.Moore; // Parameter
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double rainHeight = 1.0;
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double rainHeight = 0.2;
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int rounds = 10;
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double waterSaturation = 0.01; // Can carry 1% of water in height
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double waterSaturation = 0.30; // Can carry 1% of water in height
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#region Supporting Functions
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private enum NeighbourSystem
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@ -257,7 +257,7 @@ namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
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double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]];
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// If it's greater than me...
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if (altitudeNeighbour - altitudeMe > 0)
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if (altitudeNeighbour - altitudeMe < 0)
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{
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// Add it to our calculations
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neighbours++;
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@ -290,13 +290,20 @@ namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
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if (coords[1] < 0)
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continue;
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// Skip if we dont have water to begin with.
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if (water[x, y] < 0)
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continue;
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// Calculate our delta average
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double altitudeDelta = altitudeMe - altitudeAvg;
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if (altitudeDelta < 0)
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continue;
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// Calculate how much water we can move
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double waterDelta = Math.Min(water[x, y], altitudeDelta)
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* (water[coords[0], coords[1]] + map[coords[0], coords[1]])
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/ altitudeTotal;
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double waterMin = Math.Min(water[x, y], altitudeDelta);
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double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]])
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/ altitudeTotal);
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double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]);
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@ -320,9 +327,12 @@ namespace OpenSim.Region.Environment.Modules.Terrain.PaintBrushes
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double waterCapacity = waterSaturation * water[x, y];
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double sedimentDeposit = Math.Max(0, sediment[x, y] - waterCapacity);
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sediment[x, y] -= sedimentDeposit;
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map[x, y] += sedimentDeposit;
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double sedimentDeposit = sediment[x, y] - waterCapacity;
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if (sedimentDeposit > 0)
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{
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sediment[x, y] -= sedimentDeposit;
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map[x, y] += sedimentDeposit;
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}
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}
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}
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}
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