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TerrainUtil.cs
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27 
28 using System;
29 using OpenSim.Region.Framework.Interfaces;
30 
31 namespace OpenSim.Region.Framework.Scenes
32 {
33  public static class TerrainUtil
34  {
35  public static double MetersToSphericalStrength(double size)
36  {
37  //return Math.Pow(2, size);
38  return (size + 1) * 1.35; // MCP: a more useful brush size range
39  }
40 
41  public static double SphericalFactor(double x, double y, double rx, double ry, double size)
42  {
43  return size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
44  }
45 
46  public static double GetBilinearInterpolate(double x, double y, ITerrainChannel map)
47  {
48  int w = map.Width;
49  int h = map.Height;
50 
51  if (x > w - 2.0)
52  x = w - 2.0;
53  if (y > h - 2.0)
54  y = h - 2.0;
55  if (x < 0.0)
56  x = 0.0;
57  if (y < 0.0)
58  y = 0.0;
59 
60  const int stepSize = 1;
61  double h00 = map[(int) x, (int) y];
62  double h10 = map[(int) x + stepSize, (int) y];
63  double h01 = map[(int) x, (int) y + stepSize];
64  double h11 = map[(int) x + stepSize, (int) y + stepSize];
65  double h1 = h00;
66  double h2 = h10;
67  double h3 = h01;
68  double h4 = h11;
69  double a00 = h1;
70  double a10 = h2 - h1;
71  double a01 = h3 - h1;
72  double a11 = h1 - h2 - h3 + h4;
73  double partialx = x - (int) x;
74  double partialz = y - (int) y;
75  double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz);
76  return hi;
77  }
78 
79  private static double Noise(double x, double y)
80  {
81  int n = (int) x + (int) (y * 749);
82  n = (n << 13) ^ n;
83  return (1.0 - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0);
84  }
85 
86  private static double SmoothedNoise1(double x, double y)
87  {
88  double corners = (Noise(x - 1, y - 1) + Noise(x + 1, y - 1) + Noise(x - 1, y + 1) + Noise(x + 1, y + 1)) / 16;
89  double sides = (Noise(x - 1, y) + Noise(x + 1, y) + Noise(x, y - 1) + Noise(x, y + 1)) / 8;
90  double center = Noise(x, y) / 4;
91  return corners + sides + center;
92  }
93 
94  private static double Interpolate(double x, double y, double z)
95  {
96  return (x * (1.0 - z)) + (y * z);
97  }
98 
99  public static double InterpolatedNoise(double x, double y)
100  {
101  int integer_X = (int) (x);
102  double fractional_X = x - integer_X;
103 
104  int integer_Y = (int) y;
105  double fractional_Y = y - integer_Y;
106 
107  double v1 = SmoothedNoise1(integer_X, integer_Y);
108  double v2 = SmoothedNoise1(integer_X + 1, integer_Y);
109  double v3 = SmoothedNoise1(integer_X, integer_Y + 1);
110  double v4 = SmoothedNoise1(integer_X + 1, integer_Y + 1);
111 
112  double i1 = Interpolate(v1, v2, fractional_X);
113  double i2 = Interpolate(v3, v4, fractional_X);
114 
115  return Interpolate(i1, i2, fractional_Y);
116  }
117 
118  public static double PerlinNoise2D(double x, double y, int octaves, double persistence)
119  {
120  double total = 0.0;
121 
122  for (int i = 0; i < octaves; i++)
123  {
124  double frequency = Math.Pow(2, i);
125  double amplitude = Math.Pow(persistence, i);
126 
127  total += InterpolatedNoise(x * frequency, y * frequency) * amplitude;
128  }
129  return total;
130  }
131  }
132 }