clockwerk-opensim-stable – 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  
28 using OpenSim.Framework;
29 using OpenSim.Region.Framework.Interfaces;
30 using OpenSim.Region.Framework.Scenes;
31  
32 namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
33 {
34 public class NoiseArea : ITerrainFloodEffect
35 {
36 #region ITerrainFloodEffect Members
37  
38 public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength)
39 {
40 int x;
41 for (x = 0; x < map.Width; x++)
42 {
43 int y;
44 for (y = 0; y < map.Height; y++)
45 {
46 if (fillArea[x, y])
47 {
48 double noise = TerrainUtil.PerlinNoise2D((double) x / Constants.RegionSize, (double) y / Constants.RegionSize, 8, 1.0);
49  
50 map[x, y] += noise * strength;
51 }
52 }
53 }
54 }
55  
56 #endregion
57 }
58 }