Example #1
0
        public void PaintEffect(ITerrainChannel map, UUID userID, float rx, float ry, float rz, float strength,
                                float duration, float BrushSize, List <IScene> scene)
        {
            if (m_module == null)
            {
                return;
            }
            strength = TerrainUtil.MetersToSphericalStrength(BrushSize);
            duration = 0.03f; //MCP Should be read from ini file

            if (duration > 1.0)
            {
                duration = 1;
            }
            if (duration < 0)
            {
                return;
            }

            int n  = (int)(BrushSize + 0.5f);
            int zx = (int)(rx + 0.5);
            int zy = (int)(ry + 0.5);

            int dx;

            for (dx = -n; dx <= n; dx++)
            {
                int dy;
                for (dy = -n; dy <= n; dy++)
                {
                    int x = zx + dx;
                    int y = zy + dy;
                    if (x >= 0 && y >= 0 && x < map.Width && y < map.Height)
                    {
                        if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))
                        {
                            continue;
                        }

                        // Calculate a sphere and add it to the heighmap
                        float z = 0;
                        if (duration < 4.0)
                        {
                            z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * duration * 0.25f;
                        }

                        if (z > 0.0)
                        {
                            float s = strength * 0.025f;
                            map[x, y] = (map[x, y] * (1 - s)) + (m_module.TerrainRevertMap[x, y] * s);
                        }
                    }
                }
            }
        }
Example #2
0
        public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
                                double strength, double duration, int startX, int endX, int startY, int endY)
        {
            strength = TerrainUtil.MetersToSphericalStrength(strength);

            int x, y;

            // blend in map
            for (x = startX; x <= endX; x++)
            {
                for (y = startY; y <= endY; y++)
                {
                    if (!mask[x, y])
                    {
                        continue;
                    }

                    double z;
                    if (duration < 4.0)
                    {
                        z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * duration * 0.25;
                    }
                    else
                    {
                        z = 1.0;
                    }

                    double delta = rz - map[x, y];
                    if (Math.Abs(delta) > 0.1)
                    {
                        if (z > 1.0)
                        {
                            z = 1.0;
                        }
                        else if (z < 0.0)
                        {
                            z = 0.0;
                        }
                        delta *= z;
                    }

                    if (delta != 0) // add in non-zero amount
                    {
                        map[x, y] += delta;
                    }
                }
            }
        }
Example #3
0
        public void RunEffect(ITerrainChannel map)
        {
            int x, y;

            for (x = 0; x < map.Width; x++)
            {
                for (y = 0; y < map.Height; y++)
                {
                    map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 10;
                    double spherFac = TerrainUtil.SphericalFactor(x, y, map.Width / 2, map.Height / 2, 50) * 0.01;
                    if (map[x, y] < spherFac)
                    {
                        map[x, y] = spherFac;
                    }
                }
            }
        }
        public void RunEffect(ITerrainChannel map)
        {
            int x, y;

            for (x = 0; x < map.Width; x++)
            {
                for (y = 0; y < map.Height; y++)
                {
                    map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25f) * 10;
                    float spherFac = TerrainUtil.SphericalFactor(x, y, map.Scene.RegionInfo.RegionSizeX / 2, map.Scene.RegionInfo.RegionSizeY / 2, 50) * 0.01f;
                    if (map[x, y] < spherFac)
                    {
                        map[x, y] = spherFac;
                    }
                }
            }
        }
Example #5
0
        public void RunEffect(ITerrainChannel map)
        {
            int   x, y;
            int   cx = map.Width / 2;
            int   cy = map.Height / 2;
            float h;
            float b;

            for (x = 0; x < map.Width; x++)
            {
                for (y = 0; y < map.Height; y++)
                {
                    h = 25 * TerrainUtil.SphericalFactor(x - cx, y - cy, 50);
                    b = 10 * TerrainUtil.SphericalFactor(x - cx, y - cy, 100);
                    if (h < b)
                    {
                        h = b;
                    }
                    map[x, y] = h;
                }
            }
        }
        public void PaintEffect(ITerrainChannel map, UUID userID, float rx, float ry, float rz, float strength,
                                float duration, float BrushSize, Scene scene)
        {
            strength = TerrainUtil.MetersToSphericalStrength(strength);

            int x;

            for (x = 0; x < map.Width; x++)
            {
                int y;
                for (y = 0; y < map.Height; y++)
                {
                    if (!scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))
                    {
                        continue;
                    }

                    double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);

                    if (z > 0) // add in non-zero amount
                    {
                        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;
                                }

                                double heightF = map[x, y];
                                double target  = map[coords[0], coords[1]];

                                if (target > heightF + talus)
                                {
                                    double calc = duration * ((target - heightF) - talus) * z;
                                    heightF += calc;
                                    target  -= calc;
                                }

                                map[x, y] = heightF;
                                map[coords[0], coords[1]] = target;
                            }
                        }
                    }
                }
            }
        }
Example #7
0
        public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz, double strength, double duration)
        {
            strength = TerrainUtil.MetersToSphericalStrength(strength);

            int x;

            for (x = 0; x < map.Width; x++)
            {
                int y;
                for (y = 0; y < map.Height; y++)
                {
                    if (!mask[x, y])
                    {
                        continue;
                    }

                    double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);

                    if (z > 0) // add in non-zero amount
                    {
                        const int NEIGHBOUR_ME  = 4;
                        const int NEIGHBOUR_MAX = 9;

                        double max = Double.MinValue;
                        int    loc = 0;


                        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;
                                }

                                double cellmax = map[x, y] - map[coords[0], coords[1]];
                                if (cellmax > max)
                                {
                                    max = cellmax;
                                    loc = j;
                                }
                            }
                        }

                        double T = nConst / ((map.Width + map.Height) / 2.0);
                        // Apply results
                        if (0 < max && max <= T)
                        {
                            int[]  maxCoords   = Neighbours(type, loc);
                            double heightDelta = 0.5 * max * z * duration;
                            map[x, y] -= heightDelta;
                            map[x + maxCoords[0], y + maxCoords[1]] += heightDelta;
                        }
                    }
                }
            }
        }
        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];
                    }
                }
            }
        }
Example #9
0
        public void PaintEffect(ITerrainChannel map, UUID userID, float rx, float ry, float rz, float strength,
                                float duration, float BrushSize)
        {
            strength = TerrainUtil.MetersToSphericalStrength(BrushSize);

            int x, y;

            int xFrom = (int)(rx - BrushSize + 0.5);
            int xTo   = (int)(rx + BrushSize + 0.5) + 1;
            int yFrom = (int)(ry - BrushSize + 0.5);
            int yTo   = (int)(ry + BrushSize + 0.5) + 1;

            if (xFrom < 0)
            {
                xFrom = 0;
            }

            if (yFrom < 0)
            {
                yFrom = 0;
            }

            if (xTo > map.Width)
            {
                xTo = map.Width;
            }

            if (yTo > map.Height)
            {
                yTo = map.Height;
            }

            // blend in map
            for (x = xFrom; x < xTo; x++)
            {
                for (y = yFrom; y < yTo; y++)
                {
                    if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))
                    {
                        continue;
                    }

                    float z;
                    if (duration < 4.0)
                    {
                        z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * duration * 0.25f;
                    }
                    else
                    {
                        z = 1;
                    }

                    float delta = rz - map[x, y];
                    if (Math.Abs(delta) > 0.1)
                    {
                        if (z > 1)
                        {
                            z = 1;
                        }
                        else if (z < 0)
                        {
                            z = 0;
                        }
                        delta *= z;
                    }

                    if (delta != 0) // add in non-zero amount
                    {
                        map[x, y] += delta;
                    }
                }
            }
        }
        public void PaintEffect(ITerrainChannel map, UUID userID, float rx, float ry, float rz, float strength,
                                float duration, float BrushSize)
        {
            int n = (int)(BrushSize + 0.5f);

            if (BrushSize > 6) //If it gets too high, it will start roughening at an ever increasing rate when held down
            {
                BrushSize = 6;
            }
            strength = TerrainUtil.MetersToSphericalStrength(BrushSize);

            float area = BrushSize;
            float step = BrushSize / 4;

            duration *= 0.01f; //MCP Should be read from ini file

            int zx = (int)(rx + 0.5);
            int zy = (int)(ry + 0.5);

            float average  = 0;
            int   avgsteps = 0;

            float nn;

            for (nn = 0 - area; nn < area; nn += step)
            {
                float l;
                for (l = 0 - area; l < area; l += step)
                {
                    avgsteps++;
                    average += TerrainUtil.GetBilinearInterpolate(rx + nn, ry + l, map);
                }
            }
            int dx;

            for (dx = -n; dx <= n; dx++)
            {
                int dy;
                for (dy = -n; dy <= n; dy++)
                {
                    int x = zx + dx;
                    int y = zy + dy;
                    if (x >= 0 && y >= 0 && x < map.Width && y < map.Height)
                    {
                        if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))
                        {
                            continue;
                        }

                        float z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength) / (strength);
                        if (z > 0) // add in non-zero amount
                        {
                            float avg;
                            if (avgsteps > 0)
                            {
                                avg = average / avgsteps;
                            }
                            else
                            {
                                avg = 0f;
                            }

                            float a    = (map [x, y] - avg);
                            float newz = map [x, y] + (a * duration);

                            if (newz > 0.0)
                            {
                                map [x, y] = newz;
                            }
                        }
                    }
                }
            }
        }
        public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz, double strength, double duration)
        {
            strength = TerrainUtil.MetersToSphericalStrength(strength);

            int x;

            for (x = 0; x < map.Width; x++)
            {
                int y;
                for (y = 0; y < map.Height; y++)
                {
                    if (!mask[x, y])
                    {
                        continue;
                    }

                    double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);

                    if (z > 0) // add in non-zero amount
                    {
                        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;
                                }

                                double heightF = map[x, y];
                                double target  = map[coords[0], coords[1]];

                                if (target > heightF + talus)
                                {
                                    double calc = duration * ((target - heightF) - talus) * z;
                                    heightF += calc;
                                    target  -= calc;
                                }

                                map[x, y] = heightF;
                                map[coords[0], coords[1]] = target;
                            }
                        }
                    }
                }
            }
        }
Example #12
0
        public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
                                double strength, double duration, int startX, int endX, int startY, int endY)
        {
            strength = TerrainUtil.MetersToSphericalStrength(strength);

            int x, y;

            double[,] tweak = new double[map.Width, map.Height];

            double area = strength;
            double step = strength / 4.0;

            duration = 0.03; //MCP Should be read from ini file


            // compute delta map
            for (x = startX; x <= endX; x++)
            {
                for (y = startY; y <= endY; y++)
                {
                    if (!mask[x, y])
                    {
                        continue;
                    }

                    double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);

                    if (z > 0) // add in non-zero amount
                    {
                        double average  = 0.0;
                        int    avgsteps = 0;

                        double n;
                        for (n = 0.0 - area; n < area; n += step)
                        {
                            double l;
                            for (l = 0.0 - area; l < area; l += step)
                            {
                                avgsteps++;
                                average += TerrainUtil.GetBilinearInterpolate(x + n, y + l, map);
                            }
                        }
                        tweak[x, y] = average / avgsteps;
                    }
                }
            }
            // blend in map
            for (x = startX; x <= endX; x++)
            {
                for (y = startY; y <= endY; y++)
                {
                    if (!mask[x, y])
                    {
                        continue;
                    }

                    double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);

                    if (z > 0) // add in non-zero amount
                    {
                        double da   = z;
                        double a    = (map[x, y] - tweak[x, y]) * da;
                        double newz = map[x, y] - (a * duration);

                        if (newz > 0.0)
                        {
                            map[x, y] = newz;
                        }
                    }
                }
            }
        }
Example #13
0
        public void PaintEffect(ITerrainChannel map, UUID userID, float rx, float ry, float rz, float strength, float duration, float BrushSize, List <Scene> scene)
        {
            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, null);
            ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height, null);

            // Fill with rain
            for (x = 0; x < water.Width; x++)
            {
                for (y = 0; y < water.Height; y++)
                {
                    water[x, y] = (float)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++)
                    {
                        const float solConst = (1.0f / rounds);
                        float       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;
                        float altitudeTotal = 0.0f;
                        float 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
                                float 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;
                        }

                        float 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
                                float altitudeDelta = altitudeMe - altitudeAvg;

                                if (altitudeDelta < 0)
                                {
                                    continue;
                                }

                                // Calculate how much water we can move
                                float waterMin   = Math.Min(water[x, y], altitudeDelta);
                                float waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]])
                                                               / altitudeTotal);

                                float 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] *= 1.0f - (rainHeight / rounds);

                        float waterCapacity = waterSaturation * water[x, y];

                        float sedimentDeposit = sediment[x, y] - waterCapacity;
                        if (sedimentDeposit > 0)
                        {
                            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 (!((Scene)map.Scene).Permissions.CanTerraformLand(userID, new Vector3(rx + x, ry + y, 0)))
                    {
                        continue;
                    }
                    if (sediment[x, y] > 0)
                    {
                        map[(int)rx + x, (int)ry + y] += sediment[x, y];
                    }
                }
            }
        }
Example #14
0
        public void PaintEffect(ITerrainChannel map, UUID userID, float rx, float ry, float rz, float strength,
                                float duration, float BrushSize)
        {
            strength = TerrainUtil.MetersToSphericalStrength(strength);

            int x;

            int xFrom = (int)(rx - BrushSize + 0.5);
            int xTo   = (int)(rx + BrushSize + 0.5) + 1;
            int yFrom = (int)(ry - BrushSize + 0.5);
            int yTo   = (int)(ry + BrushSize + 0.5) + 1;

            if (xFrom < 0)
            {
                xFrom = 0;
            }

            if (yFrom < 0)
            {
                yFrom = 0;
            }

            if (xTo > map.Width)
            {
                xTo = map.Width;
            }

            if (yTo > map.Height)
            {
                yTo = map.Height;
            }

            for (x = xFrom; x < xTo; x++)
            {
                int y;
                for (y = yFrom; y < yTo; y++)
                {
                    if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))
                    {
                        continue;
                    }

                    float z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);

                    if (z > 0) // add in non-zero amount
                    {
                        const int NEIGHBOUR_ME  = 4;
                        const int NEIGHBOUR_MAX = 9;

                        float max = float.MinValue;
                        int   loc = 0;


                        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;
                                }

                                float cellmax = map[x, y] - map[coords[0], coords[1]];
                                if (cellmax > max)
                                {
                                    max = cellmax;
                                    loc = j;
                                }
                            }
                        }

                        float T = nConst / ((map.Width + map.Height) / 2);
                        // Apply results
                        if (0 < max && max <= T)
                        {
                            int[] maxCoords   = Neighbours(type, loc);
                            float heightDelta = 0.5f * max * z * duration;
                            map[x, y] -= heightDelta;
                            map[x + maxCoords[0], y + maxCoords[1]] += heightDelta;
                        }
                    }
                }
            }
        }
Example #15
0
        public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz, double strength, double duration)
        {
            strength = TerrainUtil.MetersToSphericalStrength(strength);

            int x, y;

            if (rz < 0)
            {
                double sum   = 0.0;
                double step2 = 0.0;
                duration = 0.009; //MCP Should be read from ini file


                // compute delta map
                for (x = 0; x < map.Width; x++)
                {
                    for (y = 0; y < map.Height; y++)
                    {
                        double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);

                        if (z > 0) // add in non-zero amount
                        {
                            sum   += map[x, y] * z;
                            step2 += z;
                        }
                    }
                }
                rz = sum / step2;
            }


            // blend in map
            for (x = 0; x < map.Width; x++)
            {
                for (y = 0; y < map.Height; y++)
                {
                    if (!mask[x, y])
                    {
                        continue;
                    }

                    double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * duration;

                    if (z > 0) // add in non-zero amount
                    {
                        if (z > 1.0)
                        {
                            z = 1.0;
                        }

                        map[x, y] = (map[x, y] * (1.0 - z)) + (rz * z);
                    }

                    double delta = rz - map[x, y];
                    if (Math.Abs(delta) > 0.1)
                    {
                        delta *= 0.25;
                    }

                    if (delta != 0) // add in non-zero amount
                    {
                        map[x, y] += delta;
                    }
                }
            }
        }