opensim – Rev 1
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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
using System;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
{
/// <summary>
/// Hydraulic Erosion Brush
/// </summary>
public class ErodeSphere : ITerrainPaintableEffect
{
private const double rainHeight = 0.2;
private const int rounds = 10;
private const NeighbourSystem type = NeighbourSystem.Moore;
private const double waterSaturation = 0.30;
#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, bool[,] mask, double rx, double ry, double rz, double strength, double duration)
{
strength = TerrainUtil.MetersToSphericalStrength(strength);
int x, y;
// Using one 'rain' round for this, so skipping a useless loop
// Will need to adapt back in for the Flood brush
ITerrainChannel water = new TerrainChannel(map.Width, map.Height);
ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height);
// Fill with rain
for (x = 0; x < water.Width; x++)
for (y = 0; y < water.Height; y++)
water[x, y] = Math.Max(0.0, TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration);
for (int i = 0; i < rounds; i++)
{
// Erode underlying terrain
for (x = 0; x < water.Width; x++)
{
for (y = 0; y < water.Height; y++)
{
if (mask[x,y])
{
const double solConst = (1.0 / rounds);
double sedDelta = water[x, y] * solConst;
map[x, y] -= sedDelta;
sediment[x, y] += sedDelta;
}
}
}
// Move water
for (x = 0; x < water.Width; x++)
{
for (y = 0; y < water.Height; y++)
{
if (water[x, y] <= 0)
continue;
// Step 1. Calculate average of neighbours
int neighbours = 0;
double altitudeTotal = 0.0;
double altitudeMe = map[x, y] + water[x, y];
const int NEIGHBOUR_ME = 4;
const int NEIGHBOUR_MAX = 9;
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;
// Calculate total height of this neighbour
double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]];
// If it's greater than me...
if (altitudeNeighbour - altitudeMe < 0)
{
// Add it to our calculations
neighbours++;
altitudeTotal += altitudeNeighbour;
}
}
}
if (neighbours == 0)
continue;
double altitudeAvg = altitudeTotal / neighbours;
// Step 2. Allocate water to neighbours.
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;
// Skip if we dont have water to begin with.
if (water[x, y] < 0)
continue;
// Calculate our delta average
double altitudeDelta = altitudeMe - altitudeAvg;
if (altitudeDelta < 0)
continue;
// Calculate how much water we can move
double waterMin = Math.Min(water[x, y], altitudeDelta);
double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]])
/ altitudeTotal);
double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]);
if (sedimentDelta > 0)
{
sediment[x, y] -= sedimentDelta;
sediment[coords[0], coords[1]] += sedimentDelta;
}
}
}
}
}
// Evaporate
for (x = 0; x < water.Width; x++)
{
for (y = 0; y < water.Height; y++)
{
water[x, y] *= 1.0 - (rainHeight / rounds);
double waterCapacity = waterSaturation * water[x, y];
double sedimentDeposit = sediment[x, y] - waterCapacity;
if (sedimentDeposit > 0)
{
if (mask[x,y])
{
sediment[x, y] -= sedimentDeposit;
map[x, y] += sedimentDeposit;
}
}
}
}
}
// Deposit any remainder (should be minimal)
for (x = 0; x < water.Width; x++)
for (y = 0; y < water.Height; y++)
if (mask[x,y] && sediment[x, y] > 0)
map[x, y] += sediment[x, y];
}
#endregion
}
}