clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | using System; |
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28 | using OpenSim.Region.CoreModules.World.Terrain.PaintBrushes; |
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29 | using OpenSim.Region.Framework.Interfaces; |
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30 | using OpenSim.Region.Framework.Scenes; |
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31 | using log4net; |
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32 | using System.Reflection; |
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33 | |||
34 | namespace OpenSim.Region.CoreModules.World.Terrain.Effects |
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35 | { |
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36 | internal class CookieCutter : ITerrainEffect |
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37 | { |
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38 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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39 | |||
40 | #region ITerrainEffect Members |
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41 | |||
42 | public void RunEffect(ITerrainChannel map) |
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43 | { |
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44 | ITerrainPaintableEffect eroder = new WeatherSphere(); |
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45 | |||
46 | bool[,] cliffMask = new bool[map.Width,map.Height]; |
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47 | bool[,] channelMask = new bool[map.Width,map.Height]; |
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48 | bool[,] smoothMask = new bool[map.Width,map.Height]; |
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49 | bool[,] allowMask = new bool[map.Width,map.Height]; |
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50 | |||
51 | m_log.Info("S1"); |
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52 | |||
53 | // Step one, generate rough mask |
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54 | int x, y; |
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55 | for (x = 0; x < map.Width; x++) |
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56 | { |
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57 | for (y = 0; y < map.Height; y++) |
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58 | { |
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59 | m_log.Info("."); |
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60 | smoothMask[x, y] = true; |
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61 | allowMask[x,y] = true; |
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62 | |||
63 | // Start underwater |
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64 | map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 5; |
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65 | // Add a little height. (terrain should now be above water, mostly.) |
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66 | map[x, y] += 20; |
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67 | |||
68 | const int channelsX = 4; |
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69 | int channelWidth = (map.Width / channelsX / 4); |
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70 | const int channelsY = 4; |
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71 | int channelHeight = (map.Height / channelsY / 4); |
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72 | |||
73 | SetLowerChannel(map, cliffMask, channelMask, x, y, channelsX, channelWidth, map.Width, x); |
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74 | SetLowerChannel(map, cliffMask, channelMask, x, y, channelsY, channelHeight, map.Height, y); |
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75 | } |
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76 | } |
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77 | |||
78 | m_log.Info("S2"); |
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79 | //smooth.FloodEffect(map, smoothMask, 4.0); |
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80 | |||
81 | m_log.Info("S3"); |
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82 | for (x = 0; x < map.Width; x++) |
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83 | { |
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84 | for (y = 0; y < map.Height; y++) |
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85 | { |
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86 | if (cliffMask[x, y]) |
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87 | eroder.PaintEffect(map, allowMask, x, y, -1, 4, 0.1); |
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88 | } |
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89 | } |
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90 | |||
91 | for (x = 0; x < map.Width; x += 2) |
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92 | { |
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93 | for (y = 0; y < map.Height; y += 2) |
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94 | { |
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95 | if (map[x, y] < 0.1) |
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96 | map[x, y] = 0.1; |
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97 | if (map[x, y] > 256) |
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98 | map[x, y] = 256; |
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99 | } |
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100 | } |
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101 | //smooth.FloodEffect(map, smoothMask, 4.0); |
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102 | } |
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103 | |||
104 | #endregion |
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105 | |||
106 | private static void SetLowerChannel(ITerrainChannel map, bool[,] cliffMask, bool[,] channelMask, int x, int y, int numChannels, int channelWidth, |
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107 | int mapSize, int rp) |
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108 | { |
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109 | for (int i = 0; i < numChannels; i++) |
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110 | { |
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111 | double distanceToLine = Math.Abs(rp - ((mapSize / numChannels) * i)); |
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112 | |||
113 | if (distanceToLine < channelWidth) |
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114 | { |
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115 | if (channelMask[x, y]) |
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116 | return; |
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117 | |||
118 | // Remove channels |
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119 | map[x, y] -= 10; |
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120 | channelMask[x, y] = true; |
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121 | } |
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122 | if (distanceToLine < 1) |
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123 | { |
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124 | cliffMask[x, y] = true; |
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125 | } |
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126 | } |
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127 | } |
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128 | } |
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129 | } |