/Aurora/Modules/World/Terrain/PaintBrushes/OlsenSphere.cs
https://bitbucket.org/VirtualReality/async-sim-testing-depracated · C# · 242 lines · 167 code · 43 blank · 32 comment · 21 complexity · f258b4cb4498f6418f46a1ec85183842 MD5 · raw file
- /*
- * Copyright (c) Contributors, http://aurora-sim.org/, 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 Aurora-Sim 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.Collections.Generic;
- using Aurora.Framework.Modules;
- using Aurora.Framework.SceneInfo;
- using OpenMetaverse;
- using Aurora.Framework;
-
- namespace Aurora.Modules.Terrain.PaintBrushes
- {
- /// <summary>
- /// Speed-Optimised Hybrid Erosion Brush
- /// As per Jacob Olsen's Paper
- /// http://www.oddlabs.com/download/terrain_generation.pdf
- /// </summary>
- public class OlsenSphere : ITerrainPaintableEffect
- {
- private const float nConst = 1024;
- private const NeighbourSystem type = NeighbourSystem.Moore;
-
- #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, UUID userID, float rx, float ry, float rz, float strength,
- float duration, float BrushSize, List<IScene> scene)
- {
- strength = TerrainUtil.MetersToSphericalStrength(strength);
-
- int x;
-
- int xFrom = (int) (rx - BrushSize + 0.5);
- int xTo = (int) (rx + BrushSize + 0.5) + 1;
- int yFrom = (int) (ry - BrushSize + 0.5);
- int yTo = (int) (ry + BrushSize + 0.5) + 1;
-
- if (xFrom < 0)
- xFrom = 0;
-
- if (yFrom < 0)
- yFrom = 0;
-
- if (xTo > map.Width)
- xTo = map.Width;
-
- if (yTo > map.Height)
- yTo = map.Height;
-
- for (x = xFrom; x < xTo; x++)
- {
- int y;
- for (y = yFrom; y < yTo; y++)
- {
- if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))
- continue;
-
- float z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
-
- if (z > 0) // add in non-zero amount
- {
- const int NEIGHBOUR_ME = 4;
- const int NEIGHBOUR_MAX = 9;
-
- float max = float.MinValue;
- int loc = 0;
-
-
- 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;
-
- float cellmax = map[x, y] - map[coords[0], coords[1]];
- if (cellmax > max)
- {
- max = cellmax;
- loc = j;
- }
- }
- }
-
- float T = nConst/((map.Width + map.Height)/2);
- // Apply results
- if (0 < max && max <= T)
- {
- int[] maxCoords = Neighbours(type, loc);
- float heightDelta = 0.5f*max*z*duration;
- map[x, y] -= heightDelta;
- map[x + maxCoords[0], y + maxCoords[1]] += heightDelta;
- }
- }
- }
- }
- }
-
- #endregion
- }
- }