NoiseArea.cs 2.4 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSim Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using OpenSim.Framework;
  28. using OpenSim.Region.Environment.Interfaces;
  29. namespace OpenSim.Region.Environment.Modules.World.Terrain.FloodBrushes
  30. {
  31. public class NoiseArea : ITerrainFloodEffect
  32. {
  33. #region ITerrainFloodEffect Members
  34. public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
  35. {
  36. int x;
  37. for (x = 0; x < map.Width; x++)
  38. {
  39. int y;
  40. for (y = 0; y < map.Height; y++)
  41. {
  42. if (fillArea[x, y])
  43. {
  44. double noise = TerrainUtil.PerlinNoise2D((double) x / Constants.RegionSize, (double) y / Constants.RegionSize, 8, 1.0);
  45. map[x, y] += noise * strength;
  46. }
  47. }
  48. }
  49. }
  50. #endregion
  51. }
  52. }