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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;
- namespace libTerrain
- {
- partial class Channel
- {
- /// <summary>
- /// Generates a series of spheres which are then either max()'d or added together. Inspired by suggestion from jh.
- /// </summary>
- /// <remarks>3-Clause BSD Licensed</remarks>
- /// <param name="number">The number of hills to generate</param>
- /// <param name="scale_min">The minimum size of each hill</param>
- /// <param name="scale_range">The maximum size of each hill</param>
- /// <param name="island">Whether to bias hills towards the center of the map</param>
- /// <param name="additive">Whether to add hills together or to pick the largest value</param>
- /// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param>
- public void HillsSpheres(int number, double scale_min, double scale_range, bool island, bool additive,
- bool noisy)
- {
- SetDiff();
- Random random = new Random(seed);
- int x, y;
- int i;
- for (i = 0; i < number; i++)
- {
- double rx = Math.Min(255.0, random.NextDouble()*w);
- double ry = Math.Min(255.0, random.NextDouble()*h);
- double rand = random.NextDouble();
- if (island)
- {
- // Move everything towards the center
- rx -= w/2;
- rx /= 2;
- rx += w/2;
- ry -= h/2;
- ry /= 2;
- ry += h/2;
- }
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- if (noisy)
- rand = random.NextDouble();
- double z = (scale_min + (scale_range*rand));
- z *= z;
- z -= ((x - rx)*(x - rx)) + ((y - ry)*(y - ry));
- if (z < 0)
- z = 0;
- if (additive)
- {
- map[x, y] += z;
- }
- else
- {
- map[x, y] = Math.Max(map[x, y], z);
- }
- }
- }
- }
- Normalise();
- }
- /// <summary>
- /// Generates a series of cones which are then either max()'d or added together. Inspired by suggestion from jh.
- /// </summary>
- /// <remarks>3-Clause BSD Licensed</remarks>
- /// <param name="number">The number of hills to generate</param>
- /// <param name="scale_min">The minimum size of each hill</param>
- /// <param name="scale_range">The maximum size of each hill</param>
- /// <param name="island">Whether to bias hills towards the center of the map</param>
- /// <param name="additive">Whether to add hills together or to pick the largest value</param>
- /// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param>
- public void HillsCones(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
- {
- SetDiff();
- Random random = new Random(seed);
- int x, y;
- int i;
- for (i = 0; i < number; i++)
- {
- double rx = Math.Min(255.0, random.NextDouble()*w);
- double ry = Math.Min(255.0, random.NextDouble()*h);
- double rand = random.NextDouble();
- if (island)
- {
- // Move everything towards the center
- rx -= w/2;
- rx /= 2;
- rx += w/2;
- ry -= h/2;
- ry /= 2;
- ry += h/2;
- }
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- if (noisy)
- rand = random.NextDouble();
- double z = (scale_min + (scale_range*rand));
- z -= Math.Sqrt(((x - rx)*(x - rx)) + ((y - ry)*(y - ry)));
- if (z < 0)
- z = 0;
- if (additive)
- {
- map[x, y] += z;
- }
- else
- {
- map[x, y] = Math.Max(map[x, y], z);
- }
- }
- }
- }
- Normalise();
- }
- public void HillsBlocks(int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
- {
- SetDiff();
- Random random = new Random(seed);
- int x, y;
- int i;
- for (i = 0; i < number; i++)
- {
- double rx = Math.Min(255.0, random.NextDouble()*w);
- double ry = Math.Min(255.0, random.NextDouble()*h);
- double rand = random.NextDouble();
- if (island)
- {
- // Move everything towards the center
- rx -= w/2;
- rx /= 2;
- rx += w/2;
- ry -= h/2;
- ry /= 2;
- ry += h/2;
- }
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- if (noisy)
- rand = random.NextDouble();
- double z = (scale_min + (scale_range*rand));
- z -= Math.Abs(x - rx) + Math.Abs(y - ry);
- //z -= Math.Sqrt(((x - rx) * (x - rx)) + ((y - ry) * (y - ry)));
- if (z < 0)
- z = 0;
- if (additive)
- {
- map[x, y] += z;
- }
- else
- {
- map[x, y] = Math.Max(map[x, y], z);
- }
- }
- }
- }
- Normalise();
- }
- public void HillsSquared(int number, double scale_min, double scale_range, bool island, bool additive,
- bool noisy)
- {
- SetDiff();
- Random random = new Random(seed);
- int x, y;
- int i;
- for (i = 0; i < number; i++)
- {
- double rx = Math.Min(255.0, random.NextDouble()*w);
- double ry = Math.Min(255.0, random.NextDouble()*h);
- double rand = random.NextDouble();
- if (island)
- {
- // Move everything towards the center
- rx -= w/2;
- rx /= 2;
- rx += w/2;
- ry -= h/2;
- ry /= 2;
- ry += h/2;
- }
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- if (noisy)
- rand = random.NextDouble();
- double z = (scale_min + (scale_range*rand));
- z *= z*z*z;
- double dx = Math.Abs(x - rx);
- double dy = Math.Abs(y - ry);
- z -= (dx*dx*dx*dx) + (dy*dy*dy*dy);
- if (z < 0)
- z = 0;
- if (additive)
- {
- map[x, y] += z;
- }
- else
- {
- map[x, y] = Math.Max(map[x, y], z);
- }
- }
- }
- }
- Normalise();
- }
- }
- }
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