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