clockwerk-opensim – Blame information for rev 1

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1 vero 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.CoreModules.World.Terrain.PaintBrushes;
29 using OpenSim.Region.Framework.Interfaces;
30 using OpenSim.Region.Framework.Scenes;
31 using log4net;
32 using System.Reflection;
33  
34 namespace OpenSim.Region.CoreModules.World.Terrain.Effects
35 {
36 internal class CookieCutter : ITerrainEffect
37 {
38 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39  
40 #region ITerrainEffect Members
41  
42 public void RunEffect(ITerrainChannel map)
43 {
44 ITerrainPaintableEffect eroder = new WeatherSphere();
45  
46 bool[,] cliffMask = new bool[map.Width,map.Height];
47 bool[,] channelMask = new bool[map.Width,map.Height];
48 bool[,] smoothMask = new bool[map.Width,map.Height];
49 bool[,] allowMask = new bool[map.Width,map.Height];
50  
51 m_log.Info("S1");
52  
53 // Step one, generate rough mask
54 int x, y;
55 for (x = 0; x < map.Width; x++)
56 {
57 for (y = 0; y < map.Height; y++)
58 {
59 m_log.Info(".");
60 smoothMask[x, y] = true;
61 allowMask[x,y] = true;
62  
63 // Start underwater
64 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 5;
65 // Add a little height. (terrain should now be above water, mostly.)
66 map[x, y] += 20;
67  
68 const int channelsX = 4;
69 int channelWidth = (map.Width / channelsX / 4);
70 const int channelsY = 4;
71 int channelHeight = (map.Height / channelsY / 4);
72  
73 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsX, channelWidth, map.Width, x);
74 SetLowerChannel(map, cliffMask, channelMask, x, y, channelsY, channelHeight, map.Height, y);
75 }
76 }
77  
78 m_log.Info("S2");
79 //smooth.FloodEffect(map, smoothMask, 4.0);
80  
81 m_log.Info("S3");
82 for (x = 0; x < map.Width; x++)
83 {
84 for (y = 0; y < map.Height; y++)
85 {
86 if (cliffMask[x, y])
87 eroder.PaintEffect(map, allowMask, x, y, -1, 4, 0.1);
88 }
89 }
90  
91 for (x = 0; x < map.Width; x += 2)
92 {
93 for (y = 0; y < map.Height; y += 2)
94 {
95 if (map[x, y] < 0.1)
96 map[x, y] = 0.1;
97 if (map[x, y] > 256)
98 map[x, y] = 256;
99 }
100 }
101 //smooth.FloodEffect(map, smoothMask, 4.0);
102 }
103  
104 #endregion
105  
106 private static void SetLowerChannel(ITerrainChannel map, bool[,] cliffMask, bool[,] channelMask, int x, int y, int numChannels, int channelWidth,
107 int mapSize, int rp)
108 {
109 for (int i = 0; i < numChannels; i++)
110 {
111 double distanceToLine = Math.Abs(rp - ((mapSize / numChannels) * i));
112  
113 if (distanceToLine < channelWidth)
114 {
115 if (channelMask[x, y])
116 return;
117  
118 // Remove channels
119 map[x, y] -= 10;
120 channelMask[x, y] = true;
121 }
122 if (distanceToLine < 1)
123 {
124 cliffMask[x, y] = true;
125 }
126 }
127 }
128 }
129 }