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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;
- namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes
- {
- /// <summary>
- /// Hydraulic Erosion Brush
- /// </summary>
- public class ErodeSphere : ITerrainPaintableEffect
- {
- private const double rainHeight = 0.2;
- private const int rounds = 10;
- private const NeighbourSystem type = NeighbourSystem.Moore;
- private const double waterSaturation = 0.30;
- #region Supporting Functions
- private static int[] Neighbours(NeighbourSystem neighbourType, int index)
- {
- int[] coord = new int[2];
- index++;
- switch (neighbourType)
- {
- case NeighbourSystem.Moore:
- switch (index)
- {
- case 1:
- coord[0] = -1;
- coord[1] = -1;
- break;
- case 2:
- coord[0] = -0;
- coord[1] = -1;
- break;
- case 3:
- coord[0] = +1;
- coord[1] = -1;
- break;
- case 4:
- coord[0] = -1;
- coord[1] = -0;
- break;
- case 5:
- coord[0] = -0;
- coord[1] = -0;
- break;
- case 6:
- coord[0] = +1;
- coord[1] = -0;
- break;
- case 7:
- coord[0] = -1;
- coord[1] = +1;
- break;
- case 8:
- coord[0] = -0;
- coord[1] = +1;
- break;
- case 9:
- coord[0] = +1;
- coord[1] = +1;
- break;
- default:
- break;
- }
- break;
- case NeighbourSystem.VonNeumann:
- switch (index)
- {
- case 1:
- coord[0] = 0;
- coord[1] = -1;
- break;
- case 2:
- coord[0] = -1;
- coord[1] = 0;
- break;
- case 3:
- coord[0] = +1;
- coord[1] = 0;
- break;
- case 4:
- coord[0] = 0;
- coord[1] = +1;
- break;
- case 5:
- coord[0] = -0;
- coord[1] = -0;
- break;
- default:
- break;
- }
- break;
- }
- return coord;
- }
- private enum NeighbourSystem
- {
- Moore,
- VonNeumann
- } ;
- #endregion
- #region ITerrainPaintableEffect Members
- public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz, double strength, double duration)
- {
- strength = TerrainUtil.MetersToSphericalStrength(strength);
- int x, y;
- // Using one 'rain' round for this, so skipping a useless loop
- // Will need to adapt back in for the Flood brush
- ITerrainChannel water = new TerrainChannel(map.Width, map.Height);
- ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height);
- // Fill with rain
- for (x = 0; x < water.Width; x++)
- for (y = 0; y < water.Height; y++)
- water[x, y] = Math.Max(0.0, TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration);
- for (int i = 0; i < rounds; i++)
- {
- // Erode underlying terrain
- for (x = 0; x < water.Width; x++)
- {
- for (y = 0; y < water.Height; y++)
- {
- if (mask[x,y])
- {
- const double solConst = (1.0 / rounds);
- double sedDelta = water[x, y] * solConst;
- map[x, y] -= sedDelta;
- sediment[x, y] += sedDelta;
- }
- }
- }
- // Move water
- for (x = 0; x < water.Width; x++)
- {
- for (y = 0; y < water.Height; y++)
- {
- if (water[x, y] <= 0)
- continue;
- // Step 1. Calculate average of neighbours
- int neighbours = 0;
- double altitudeTotal = 0.0;
- double altitudeMe = map[x, y] + water[x, y];
- const int NEIGHBOUR_ME = 4;
- const int NEIGHBOUR_MAX = 9;
- for (int j = 0; j < NEIGHBOUR_MAX; j++)
- {
- if (j != NEIGHBOUR_ME)
- {
- int[] coords = Neighbours(type, j);
- coords[0] += x;
- coords[1] += y;
- if (coords[0] > map.Width - 1)
- continue;
- if (coords[1] > map.Height - 1)
- continue;
- if (coords[0] < 0)
- continue;
- if (coords[1] < 0)
- continue;
- // Calculate total height of this neighbour
- double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]];
- // If it's greater than me...
- if (altitudeNeighbour - altitudeMe < 0)
- {
- // Add it to our calculations
- neighbours++;
- altitudeTotal += altitudeNeighbour;
- }
- }
- }
- if (neighbours == 0)
- continue;
- double altitudeAvg = altitudeTotal / neighbours;
- // Step 2. Allocate water to neighbours.
- for (int j = 0; j < NEIGHBOUR_MAX; j++)
- {
- if (j != NEIGHBOUR_ME)
- {
- int[] coords = Neighbours(type, j);
- coords[0] += x;
- coords[1] += y;
- if (coords[0] > map.Width - 1)
- continue;
- if (coords[1] > map.Height - 1)
- continue;
- if (coords[0] < 0)
- continue;
- if (coords[1] < 0)
- continue;
- // Skip if we dont have water to begin with.
- if (water[x, y] < 0)
- continue;
- // Calculate our delta average
- double altitudeDelta = altitudeMe - altitudeAvg;
- if (altitudeDelta < 0)
- continue;
- // Calculate how much water we can move
- double waterMin = Math.Min(water[x, y], altitudeDelta);
- double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]])
- / altitudeTotal);
- double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]);
- if (sedimentDelta > 0)
- {
- sediment[x, y] -= sedimentDelta;
- sediment[coords[0], coords[1]] += sedimentDelta;
- }
- }
- }
- }
- }
- // Evaporate
- for (x = 0; x < water.Width; x++)
- {
- for (y = 0; y < water.Height; y++)
- {
- water[x, y] *= 1.0 - (rainHeight / rounds);
- double waterCapacity = waterSaturation * water[x, y];
- double sedimentDeposit = sediment[x, y] - waterCapacity;
- if (sedimentDeposit > 0)
- {
- if (mask[x,y])
- {
- sediment[x, y] -= sedimentDeposit;
- map[x, y] += sedimentDeposit;
- }
- }
- }
- }
- }
- // Deposit any remainder (should be minimal)
- for (x = 0; x < water.Width; x++)
- for (y = 0; y < water.Height; y++)
- if (mask[x,y] && sediment[x, y] > 0)
- map[x, y] += sediment[x, y];
- }
- #endregion
- }
- }
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