opensim-development – Blame information for rev 1
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1 | eva | 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 | |||
28 | using System; |
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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 | |||
32 | namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes |
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33 | { |
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34 | /// <summary> |
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35 | /// Hydraulic Erosion Brush |
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36 | /// </summary> |
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37 | public class ErodeSphere : ITerrainPaintableEffect |
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38 | { |
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39 | private const double rainHeight = 0.2; |
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40 | private const int rounds = 10; |
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41 | private const NeighbourSystem type = NeighbourSystem.Moore; |
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42 | private const double waterSaturation = 0.30; |
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43 | |||
44 | #region Supporting Functions |
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45 | |||
46 | private static int[] Neighbours(NeighbourSystem neighbourType, int index) |
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47 | { |
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48 | int[] coord = new int[2]; |
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49 | |||
50 | index++; |
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51 | |||
52 | switch (neighbourType) |
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53 | { |
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54 | case NeighbourSystem.Moore: |
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55 | switch (index) |
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56 | { |
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57 | case 1: |
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58 | coord[0] = -1; |
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59 | coord[1] = -1; |
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60 | break; |
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61 | |||
62 | case 2: |
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63 | coord[0] = -0; |
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64 | coord[1] = -1; |
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65 | break; |
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66 | |||
67 | case 3: |
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68 | coord[0] = +1; |
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69 | coord[1] = -1; |
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70 | break; |
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71 | |||
72 | case 4: |
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73 | coord[0] = -1; |
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74 | coord[1] = -0; |
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75 | break; |
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76 | |||
77 | case 5: |
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78 | coord[0] = -0; |
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79 | coord[1] = -0; |
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80 | break; |
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81 | |||
82 | case 6: |
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83 | coord[0] = +1; |
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84 | coord[1] = -0; |
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85 | break; |
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86 | |||
87 | case 7: |
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88 | coord[0] = -1; |
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89 | coord[1] = +1; |
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90 | break; |
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91 | |||
92 | case 8: |
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93 | coord[0] = -0; |
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94 | coord[1] = +1; |
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95 | break; |
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96 | |||
97 | case 9: |
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98 | coord[0] = +1; |
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99 | coord[1] = +1; |
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100 | break; |
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101 | |||
102 | default: |
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103 | break; |
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104 | } |
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105 | break; |
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106 | |||
107 | case NeighbourSystem.VonNeumann: |
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108 | switch (index) |
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109 | { |
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110 | case 1: |
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111 | coord[0] = 0; |
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112 | coord[1] = -1; |
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113 | break; |
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114 | |||
115 | case 2: |
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116 | coord[0] = -1; |
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117 | coord[1] = 0; |
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118 | break; |
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119 | |||
120 | case 3: |
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121 | coord[0] = +1; |
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122 | coord[1] = 0; |
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123 | break; |
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124 | |||
125 | case 4: |
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126 | coord[0] = 0; |
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127 | coord[1] = +1; |
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128 | break; |
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129 | |||
130 | case 5: |
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131 | coord[0] = -0; |
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132 | coord[1] = -0; |
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133 | break; |
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134 | |||
135 | default: |
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136 | break; |
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137 | } |
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138 | break; |
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139 | } |
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140 | |||
141 | return coord; |
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142 | } |
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143 | |||
144 | private enum NeighbourSystem |
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145 | { |
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146 | Moore, |
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147 | VonNeumann |
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148 | } ; |
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149 | |||
150 | #endregion |
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151 | |||
152 | #region ITerrainPaintableEffect Members |
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153 | |||
154 | public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz, double strength, double duration) |
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155 | { |
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156 | strength = TerrainUtil.MetersToSphericalStrength(strength); |
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157 | |||
158 | int x, y; |
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159 | // Using one 'rain' round for this, so skipping a useless loop |
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160 | // Will need to adapt back in for the Flood brush |
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161 | |||
162 | ITerrainChannel water = new TerrainChannel(map.Width, map.Height); |
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163 | ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height); |
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164 | |||
165 | // Fill with rain |
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166 | for (x = 0; x < water.Width; x++) |
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167 | for (y = 0; y < water.Height; y++) |
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168 | water[x, y] = Math.Max(0.0, TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration); |
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169 | |||
170 | for (int i = 0; i < rounds; i++) |
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171 | { |
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172 | // Erode underlying terrain |
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173 | for (x = 0; x < water.Width; x++) |
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174 | { |
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175 | for (y = 0; y < water.Height; y++) |
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176 | { |
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177 | if (mask[x,y]) |
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178 | { |
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179 | const double solConst = (1.0 / rounds); |
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180 | double sedDelta = water[x, y] * solConst; |
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181 | map[x, y] -= sedDelta; |
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182 | sediment[x, y] += sedDelta; |
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183 | } |
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184 | } |
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185 | } |
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186 | |||
187 | // Move water |
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188 | for (x = 0; x < water.Width; x++) |
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189 | { |
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190 | for (y = 0; y < water.Height; y++) |
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191 | { |
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192 | if (water[x, y] <= 0) |
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193 | continue; |
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194 | |||
195 | // Step 1. Calculate average of neighbours |
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196 | |||
197 | int neighbours = 0; |
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198 | double altitudeTotal = 0.0; |
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199 | double altitudeMe = map[x, y] + water[x, y]; |
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200 | |||
201 | const int NEIGHBOUR_ME = 4; |
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202 | const int NEIGHBOUR_MAX = 9; |
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203 | |||
204 | for (int j = 0; j < NEIGHBOUR_MAX; j++) |
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205 | { |
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206 | if (j != NEIGHBOUR_ME) |
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207 | { |
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208 | int[] coords = Neighbours(type, j); |
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209 | |||
210 | coords[0] += x; |
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211 | coords[1] += y; |
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212 | |||
213 | if (coords[0] > map.Width - 1) |
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214 | continue; |
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215 | if (coords[1] > map.Height - 1) |
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216 | continue; |
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217 | if (coords[0] < 0) |
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218 | continue; |
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219 | if (coords[1] < 0) |
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220 | continue; |
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221 | |||
222 | // Calculate total height of this neighbour |
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223 | double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]]; |
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224 | |||
225 | // If it's greater than me... |
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226 | if (altitudeNeighbour - altitudeMe < 0) |
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227 | { |
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228 | // Add it to our calculations |
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229 | neighbours++; |
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230 | altitudeTotal += altitudeNeighbour; |
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231 | } |
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232 | } |
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233 | } |
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234 | |||
235 | if (neighbours == 0) |
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236 | continue; |
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237 | |||
238 | double altitudeAvg = altitudeTotal / neighbours; |
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239 | |||
240 | // Step 2. Allocate water to neighbours. |
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241 | for (int j = 0; j < NEIGHBOUR_MAX; j++) |
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242 | { |
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243 | if (j != NEIGHBOUR_ME) |
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244 | { |
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245 | int[] coords = Neighbours(type, j); |
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246 | |||
247 | coords[0] += x; |
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248 | coords[1] += y; |
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249 | |||
250 | if (coords[0] > map.Width - 1) |
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251 | continue; |
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252 | if (coords[1] > map.Height - 1) |
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253 | continue; |
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254 | if (coords[0] < 0) |
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255 | continue; |
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256 | if (coords[1] < 0) |
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257 | continue; |
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258 | |||
259 | // Skip if we dont have water to begin with. |
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260 | if (water[x, y] < 0) |
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261 | continue; |
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262 | |||
263 | // Calculate our delta average |
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264 | double altitudeDelta = altitudeMe - altitudeAvg; |
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265 | |||
266 | if (altitudeDelta < 0) |
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267 | continue; |
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268 | |||
269 | // Calculate how much water we can move |
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270 | double waterMin = Math.Min(water[x, y], altitudeDelta); |
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271 | double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]]) |
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272 | / altitudeTotal); |
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273 | |||
274 | double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]); |
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275 | |||
276 | if (sedimentDelta > 0) |
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277 | { |
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278 | sediment[x, y] -= sedimentDelta; |
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279 | sediment[coords[0], coords[1]] += sedimentDelta; |
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280 | } |
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281 | } |
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282 | } |
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283 | } |
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284 | } |
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285 | |||
286 | // Evaporate |
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287 | |||
288 | for (x = 0; x < water.Width; x++) |
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289 | { |
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290 | for (y = 0; y < water.Height; y++) |
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291 | { |
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292 | water[x, y] *= 1.0 - (rainHeight / rounds); |
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293 | |||
294 | double waterCapacity = waterSaturation * water[x, y]; |
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295 | |||
296 | double sedimentDeposit = sediment[x, y] - waterCapacity; |
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297 | if (sedimentDeposit > 0) |
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298 | { |
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299 | if (mask[x,y]) |
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300 | { |
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301 | sediment[x, y] -= sedimentDeposit; |
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302 | map[x, y] += sedimentDeposit; |
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303 | } |
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304 | } |
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305 | } |
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306 | } |
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307 | } |
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308 | |||
309 | // Deposit any remainder (should be minimal) |
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310 | for (x = 0; x < water.Width; x++) |
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311 | for (y = 0; y < water.Height; y++) |
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312 | if (mask[x,y] && sediment[x, y] > 0) |
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313 | map[x, y] += sediment[x, y]; |
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314 | } |
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315 | |||
316 | #endregion |
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317 | } |
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318 | } |