126 lines
4.9 KiB
C#
126 lines
4.9 KiB
C#
/*
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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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using System;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.CoreModules.World.Terrain.PaintBrushes;
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namespace OpenSim.Region.CoreModules.World.Terrain.Effects
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{
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internal class CookieCutter : ITerrainEffect
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{
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#region ITerrainEffect Members
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public void RunEffect(ITerrainChannel map)
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{
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ITerrainPaintableEffect eroder = new WeatherSphere();
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bool[,] cliffMask = new bool[map.Width,map.Height];
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bool[,] channelMask = new bool[map.Width,map.Height];
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bool[,] smoothMask = new bool[map.Width,map.Height];
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bool[,] allowMask = new bool[map.Width,map.Height];
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Console.WriteLine("S1");
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// Step one, generate rough mask
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int x, y;
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for (x = 0; x < map.Width; x++)
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{
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for (y = 0; y < map.Height; y++)
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{
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Console.Write(".");
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smoothMask[x, y] = true;
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allowMask[x,y] = true;
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// Start underwater
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map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 5;
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// Add a little height. (terrain should now be above water, mostly.)
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map[x, y] += 20;
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const int channelsX = 4;
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int channelWidth = (map.Width / channelsX / 4);
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const int channelsY = 4;
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int channelHeight = (map.Height / channelsY / 4);
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SetLowerChannel(map, cliffMask, channelMask, x, y, channelsX, channelWidth, map.Width, x);
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SetLowerChannel(map, cliffMask, channelMask, x, y, channelsY, channelHeight, map.Height, y);
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}
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}
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Console.WriteLine("S2");
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//smooth.FloodEffect(map, smoothMask, 4.0);
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Console.WriteLine("S3");
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for (x = 0; x < map.Width; x++)
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{
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for (y = 0; y < map.Height; y++)
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{
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if (cliffMask[x, y])
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eroder.PaintEffect(map, allowMask, x, y, -1, 4, 0.1);
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}
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}
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for (x = 0; x < map.Width; x += 2)
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{
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for (y = 0; y < map.Height; y += 2)
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{
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if (map[x, y] < 0.1)
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map[x, y] = 0.1;
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if (map[x, y] > 256)
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map[x, y] = 256;
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}
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}
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//smooth.FloodEffect(map, smoothMask, 4.0);
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}
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#endregion
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private static void SetLowerChannel(ITerrainChannel map, bool[,] cliffMask, bool[,] channelMask, int x, int y, int numChannels, int channelWidth,
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int mapSize, int rp)
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{
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for (int i = 0; i < numChannels; i++)
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{
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double distanceToLine = Math.Abs(rp - ((mapSize / numChannels) * i));
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if (distanceToLine < channelWidth)
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{
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if (channelMask[x, y])
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return;
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// Remove channels
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map[x, y] -= 10;
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channelMask[x, y] = true;
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}
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if (distanceToLine < 1)
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{
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cliffMask[x, y] = true;
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}
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}
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}
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}
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}
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