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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * 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
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using OpenSim.Region.Framework.Interfaces;
- namespace OpenSim.Region.Framework.Scenes
- {
- public static class TerrainUtil
- {
- public static float SphericalFactor(float dx, float dy, float size)
- {
- float a = ((dx * dx) + (dy * dy))/ (size * size);
- if( a >= 1.0f)
- return 0;
- return 1.0f - a;
- }
- public static double GetBilinearInterpolate(double x, double y, ITerrainChannel map)
- {
- int w = map.Width;
- int h = map.Height;
- if (x > w - 2.0)
- x = w - 2.0;
- if (y > h - 2.0)
- y = h - 2.0;
- if (x < 0.0)
- x = 0.0;
- if (y < 0.0)
- y = 0.0;
- const int stepSize = 1;
- double h00 = map[(int) x, (int) y];
- double h10 = map[(int) x + stepSize, (int) y];
- double h01 = map[(int) x, (int) y + stepSize];
- double h11 = map[(int) x + stepSize, (int) y + stepSize];
- double a00 = h00;
- double a10 = h10 - h00;
- double a01 = h01 - h00;
- double a11 = h11 - h10 - h01 + h00;
- double partialx = x - (int) x;
- double partialy = y - (int) y;
- double hi = a00 + (a10 * partialx) + (a01 * partialy) + (a11 * partialx * partialy);
- 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);
- }
- public 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 total = 0.0;
- for (int i = 0; i < octaves; i++)
- {
- double frequency = Math.Pow(2, i);
- double amplitude = Math.Pow(persistence, i);
- total += InterpolatedNoise(x * frequency, y * frequency) * amplitude;
- }
- return total;
- }
- }
- }
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