TerrainUtil.cs 5.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128
  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 OpenSimulator 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 System;
  28. using OpenSim.Region.Framework.Interfaces;
  29. namespace OpenSim.Region.Framework.Scenes
  30. {
  31. public static class TerrainUtil
  32. {
  33. public static double MetersToSphericalStrength(double size)
  34. {
  35. //return Math.Pow(2, size);
  36. return (size + 1) * 1.35; // MCP: a more useful brush size range
  37. }
  38. public static double SphericalFactor(double x, double y, double rx, double ry, double size)
  39. {
  40. return size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
  41. }
  42. public static double GetBilinearInterpolate(double x, double y, ITerrainChannel map)
  43. {
  44. int w = map.Width;
  45. int h = map.Height;
  46. if (x > w - 2.0)
  47. x = w - 2.0;
  48. if (y > h - 2.0)
  49. y = h - 2.0;
  50. if (x < 0.0)
  51. x = 0.0;
  52. if (y < 0.0)
  53. y = 0.0;
  54. const int stepSize = 1;
  55. double h00 = map[(int) x, (int) y];
  56. double h10 = map[(int) x + stepSize, (int) y];
  57. double h01 = map[(int) x, (int) y + stepSize];
  58. double h11 = map[(int) x + stepSize, (int) y + stepSize];
  59. double a00 = h00;
  60. double a10 = h10 - h00;
  61. double a01 = h01 - h00;
  62. double a11 = h11 - h10 - h01 + h00;
  63. double partialx = x - (int) x;
  64. double partialy = y - (int) y;
  65. double hi = a00 + (a10 * partialx) + (a01 * partialy) + (a11 * partialx * partialy);
  66. return hi;
  67. }
  68. private static double Noise(double x, double y)
  69. {
  70. int n = (int) x + (int) (y * 749);
  71. n = (n << 13) ^ n;
  72. return (1.0 - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0);
  73. }
  74. private static double SmoothedNoise1(double x, double y)
  75. {
  76. double corners = (Noise(x - 1, y - 1) + Noise(x + 1, y - 1) + Noise(x - 1, y + 1) + Noise(x + 1, y + 1)) / 16;
  77. double sides = (Noise(x - 1, y) + Noise(x + 1, y) + Noise(x, y - 1) + Noise(x, y + 1)) / 8;
  78. double center = Noise(x, y) / 4;
  79. return corners + sides + center;
  80. }
  81. private static double Interpolate(double x, double y, double z)
  82. {
  83. return (x * (1.0 - z)) + (y * z);
  84. }
  85. public static double InterpolatedNoise(double x, double y)
  86. {
  87. int integer_X = (int) (x);
  88. double fractional_X = x - integer_X;
  89. int integer_Y = (int) y;
  90. double fractional_Y = y - integer_Y;
  91. double v1 = SmoothedNoise1(integer_X, integer_Y);
  92. double v2 = SmoothedNoise1(integer_X + 1, integer_Y);
  93. double v3 = SmoothedNoise1(integer_X, integer_Y + 1);
  94. double v4 = SmoothedNoise1(integer_X + 1, integer_Y + 1);
  95. double i1 = Interpolate(v1, v2, fractional_X);
  96. double i2 = Interpolate(v3, v4, fractional_X);
  97. return Interpolate(i1, i2, fractional_Y);
  98. }
  99. public static double PerlinNoise2D(double x, double y, int octaves, double persistence)
  100. {
  101. double total = 0.0;
  102. for (int i = 0; i < octaves; i++)
  103. {
  104. double frequency = Math.Pow(2, i);
  105. double amplitude = Math.Pow(persistence, i);
  106. total += InterpolatedNoise(x * frequency, y * frequency) * amplitude;
  107. }
  108. return total;
  109. }
  110. }
  111. }