* Fixed 'flatten area' brush, so it now has a 'force' instead of instantly flattening the selected area.

* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially.
* TerrainModule has been cleaned up slightly.
* TerrainUtil class has several new functions related to seeded noise generation.
* Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
This commit is contained in:
Adam Frisby
2008-03-14 13:37:39 +00:00
parent ae9a98ceb1
commit 53e8d91c06
10 changed files with 338 additions and 215 deletions

View File

@@ -47,5 +47,60 @@ namespace OpenSim.Region.Environment.Modules.Terrain
double hi = a00 + (a10 * partialx) + (a01 * partialz) + (a11 * partialx * partialz);
return hi;
}
private static double Noise(double x, double y)
{
int n = (int)x + (int)(y * 749);
n = (n << 13) ^ n;
return (1.0 - ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0);
}
private static double SmoothedNoise1(double x, double y)
{
double corners = (Noise(x - 1, y - 1) + Noise(x + 1, y - 1) + Noise(x - 1, y + 1) + Noise(x + 1, y + 1)) / 16;
double sides = (Noise(x - 1, y) + Noise(x + 1, y) + Noise(x, y - 1) + Noise(x, y + 1)) / 8;
double center = Noise(x, y) / 4;
return corners + sides + center;
}
private static double Interpolate(double x, double y, double z)
{
return (x * (1.0 - z)) + (y * z);
}
private static double InterpolatedNoise(double x, double y)
{
int integer_X = (int)(x);
double fractional_X = x - integer_X;
int integer_Y = (int)y;
double fractional_Y = y - integer_Y;
double v1 = SmoothedNoise1(integer_X, integer_Y);
double v2 = SmoothedNoise1(integer_X + 1, integer_Y);
double v3 = SmoothedNoise1(integer_X, integer_Y + 1);
double v4 = SmoothedNoise1(integer_X + 1, integer_Y + 1);
double i1 = Interpolate(v1, v2, fractional_X);
double i2 = Interpolate(v3, v4, fractional_X);
return Interpolate(i1, i2, fractional_Y);
}
public static double PerlinNoise2D(double x, double y, int octaves, double persistence)
{
double frequency = 0.0;
double amplitude = 0.0;
double total = 0.0;
for (int i = 0; i < octaves; i++)
{
frequency = System.Math.Pow(2, i);
amplitude = System.Math.Pow(persistence, i);
total += InterpolatedNoise(x * frequency, y * frequency) * amplitude;
}
return total;
}
}
}