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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Drawing;
- using System.Drawing.Imaging;
- using System.Globalization;
- using System.IO;
- using System.Threading;
- using libTerrain;
- using OpenJPEGNet;
- using OpenSim.Framework;
- namespace OpenSim.Region.Terrain
- {
- public class TerrainCommand
- {
- public virtual bool run(string[] cmdargs, ref string output)
- {
- return false;
- }
- public string args;
- public string help;
- }
- public class TerrainEngine
- {
- public static Mutex fileIOLock = new Mutex();
- /// <summary>
- /// Plugin library for scripts
- /// </summary>
- public FilterHost customFilters = new FilterHost();
- /// <summary>
- /// A [normally] 256x256 heightmap
- /// </summary>
- public Channel heightmap;
- /// <summary>
- /// A copy of heightmap at the last save point (for reverting)
- /// </summary>
- public Channel revertmap;
- /// <summary>
- /// Water heightmap (needs clientside mods to work)
- /// </summary>
- public Channel watermap;
- /// <summary>
- /// Max amount the terrain can be raised from the revert parameters
- /// </summary>
- public double maxRaise = 500.0;
- /// <summary>
- /// Min amount the terrain can be lowered from the revert parameters
- /// </summary>
- public double minLower = 500.0;
- /// <summary>
- /// The last time the terrain was edited
- /// </summary>
- public DateTime lastEdit = DateTime.Now;
- private int counter = 0;
- /// <summary>
- /// Whether or not the terrain has been modified since it was last saved and sent to the Physics engine.
- /// Counts the number of modifications since the last save. (0 = Untainted)
- /// </summary>
- public int tainted;
- private int w, h;
- /// <summary>
- /// Used to determine what offset to use when loading singular heightmaps across multiple sims
- /// </summary>
- private int offsetX;
- private int offsetY;
- /// <summary>
- /// Generate a new TerrainEngine instance and creates a new heightmap
- /// </summary>
- public TerrainEngine(int X, int Y)
- {
- w = 256;
- h = 256;
- heightmap = new Channel(w, h);
- revertmap = new Channel(w, h);
- watermap = new Channel(w, h);
- watermap.Fill(20);
- offsetX = X;
- offsetY = Y;
- tainted++;
- }
- public bool IsTainted()
- {
- return (tainted != 0);
- }
- public bool IsUserStillEditing()
- {
- TimeSpan gap = DateTime.Now - lastEdit;
- if (gap.TotalSeconds <= 4.0)
- return true;
- return false;
- }
- public bool IsTainted(int x, int y)
- {
- return (heightmap.diff[x/16, y/16] != 0);
- }
- public void ResetTaint()
- {
- tainted = 0;
- heightmap.diff = new int[w/16,h/16];
- }
- //Testing to see if moving the TerraForming packet handling code into here works well
- /// <summary>
- /// Modifies terrain using the specified information
- /// </summary>
- /// <param name="height">The height at which the user started modifying the terrain</param>
- /// <param name="seconds">The number of seconds the modify button was pressed</param>
- /// <param name="brushsize">The size of the brush used</param>
- /// <param name="action">The action to be performed</param>
- /// <param name="north">Distance from the north border where the cursor is located</param>
- /// <param name="west">Distance from the west border where the cursor is located</param>
- public void ModifyTerrain(float height, float seconds, byte brushsize, byte action, float north, float west,
- float south, float east,
- IClientAPI remoteUser)
- {
- // Shiny.
- double size = (double) (1 << brushsize);
- //System.Console.WriteLine("SIZE:" + size.ToString() + " Seconds:" + seconds.ToString());
- if (seconds == 1)
- {
- seconds = 0.0315f;
- }
- /* Okay, so here's the deal
- * This has to handle both when a user draws on the terrain *and* when a user selects
- * a selection of AABB on terrain and applies whatever routine the client requests
- * There's something currently wrong with the brushsize --> size conversion.. however
- * it's workable.. just unpredictable.
- *
- * North is always higher and East is always higher
- * in the AABB representation
- *
- * Therefore what we're doing is looping from south to north and west to east
- * and applying the associated algorithm with the brush.
- *
- * This works good on the fast ones, but things like smooth take 12 seconds a single click..
- * for now, smooth won't be 'selectionated'
- *
- * If the user draws instead of selects, north will = south, and east will = west.
- * if the user selects, then the selection is inclusive
- * it'll always affect at least one point on the heightmap.
- *
- * that means we use the <= operator
- *
- * Again, libTerrain is yx instead of xy.. so, it's reflected in the function calls
- *
- */
- switch (action)
- {
- case 0:
- // flatten terrain
- for (float x = south; x <= north; x++)
- {
- for (float y = west; y <= east; y++)
- {
- FlattenTerrain(y, x, size, (double) seconds/5.0);
- lastEdit = DateTime.Now;
- //remoteUser.SendLayerData((int)(x / 16), (int)(x / 16), GetHeights1D());
- }
- }
- break;
- case 1:
- // raise terrain
- for (float x = south; x <= north; x++)
- {
- for (float y = west; y <= east; y++)
- {
- RaiseTerrain(y, x, size, (double) seconds/5.0);
- lastEdit = DateTime.Now;
- //remoteUser.SendLayerData((int)(x / 16), (int)(x / 16), GetHeights1D());
- }
- }
- break;
- case 2:
- //lower terrain
- for (float x = south; x <= north; x++)
- {
- for (float y = west; y <= east; y++)
- {
- LowerTerrain(y, x, size, (double) seconds/5.0);
- lastEdit = DateTime.Now;
- //remoteUser.SendLayerData((int)(x / 16), (int)(x / 16), GetHeights1D());
- }
- }
- break;
- case 3:
- // smooth terrain
- //
- // We're leaving this out of the parcel calculations for now
- // because just a single one of these will stall your sim for
- // 12 seconds. Looping over the parcel on this one is just stupid
- //
- //for (float x = south; x <= north; x++)
- //{
- //for (float y = west; y <= east; y++)
- //{
- //SmoothTerrain(y, x , size, (double)seconds / 5.0);
- //}
- //}
- SmoothTerrain(west, north, size, (double) seconds/5.0);
- break;
- case 4:
- // noise
- for (float x = south; x <= north; x++)
- {
- for (float y = west; y <= east; y++)
- {
- NoiseTerrain(y, x, size, (double) seconds/5.0);
- lastEdit = DateTime.Now;
- }
- }
- break;
- case 5:
- // revert
- for (float x = south; x <= north; x++)
- {
- for (float y = west; y <= east; y++)
- {
- RevertTerrain(y, x, size, (double) seconds/5.0);
- lastEdit = DateTime.Now;
- }
- }
- break;
- // CLIENT EXTENSIONS GO HERE
- case 128:
- // erode-thermal
- break;
- case 129:
- // erode-aerobic
- break;
- case 130:
- // erode-hydraulic
- break;
- }
- counter++;
- if(counter==2)
- {
- counter=0;
- for (int x = 0; x < 16; x++)
- {
- for (int y = 0; y < 16; y++)
- {
- if (IsTainted(x * 16, y * 16))
- {
- bool usingTerrainModule = true;
- if (!usingTerrainModule)
- {
- remoteUser.SendLayerData(x, y, GetHeights1D());
- }
- }
- }
- }
- }
- lastEdit = DateTime.Now;
- return;
- }
- // TODO: unused
- // /// <summary>
- // /// Checks to make sure the terrain is within baked values +/- maxRaise/minLower
- // /// </summary>
- // private void SetTerrainWithinBounds()
- // {
- // int x, y;
- // for (x = 0; x < w; x++)
- // {
- // for (y = 0; y < h; y++)
- // {
- // if ((heightmap.Get(x, y) > revertmap.Get(x, y) + maxRaise))
- // {
- // heightmap.map[x, y] = revertmap.Get(x, y) + maxRaise;
- // }
- // if ((heightmap.Get(x, y) > revertmap.Get(x, y) - minLower))
- // {
- // heightmap.map[x, y] = revertmap.Get(x, y) - minLower;
- // }
- // }
- // }
- // }
- /// <summary>
- /// Converts the heightmap to a 65536 value 1D floating point array
- /// </summary>
- /// <returns>A float[65536] array containing the heightmap</returns>
- public float[] GetHeights1D()
- {
- float[] heights = new float[w*h];
- int i;
- for (i = 0; i < w*h; i++)
- {
- heights[i] = (float) heightmap.map[i%w, i/w];
- }
- return heights;
- }
- /// <summary>
- /// Converts the heightmap to a 256x256 value 2D floating point array.
- /// </summary>
- /// <returns>An array of 256,256 values containing the heightmap</returns>
- public float[,] GetHeights2D()
- {
- float[,] heights = new float[w,h];
- int x, y;
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- heights[x, y] = (float) heightmap.map[x, y];
- }
- }
- return heights;
- }
- /// <summary>
- /// Converts the heightmap to a 256x256 value 2D floating point array. Double precision version.
- /// </summary>
- /// <returns>An array of 256,256 values containing the heightmap</returns>
- public double[,] GetHeights2DD()
- {
- return heightmap.map;
- }
- /// <summary>
- /// Imports a 1D floating point array into the 2D heightmap array
- /// </summary>
- /// <param name="heights">The array to import (must have 65536 members)</param>
- public void GetHeights1D(float[] heights)
- {
- int i;
- for (i = 0; i < w*h; i++)
- {
- heightmap.map[i%w, i/w] = heights[i];
- }
- tainted++;
- }
- /// <summary>
- /// Loads a 2D array of values into the heightmap
- /// </summary>
- /// <param name="heights">An array of 256,256 float values</param>
- public void SetHeights2D(float[,] heights)
- {
- int x, y;
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- heightmap.Set(x, y, (double) heights[x, y]);
- }
- }
- SaveRevertMap();
- tainted++;
- }
- /// <summary>
- /// Loads a 2D array of values into the heightmap (Double Precision Version)
- /// </summary>
- /// <param name="heights">An array of 256,256 float values</param>
- public void SetHeights2D(double[,] heights)
- {
- int x, y;
- for (x = 0; x < w; x++)
- {
- for (y = 0; y < h; y++)
- {
- heightmap.Set(x, y, heights[x, y]);
- }
- }
- SaveRevertMap();
- ResetTaint();
- }
- /// <summary>
- /// Swaps the two heightmap buffers (the 'revert map' and the heightmap)
- /// </summary>
- public void SwapRevertMaps()
- {
- Channel backup = heightmap.Copy();
- heightmap = revertmap;
- revertmap = backup;
- }
- /// <summary>
- /// Saves the current heightmap into the revertmap
- /// </summary>
- public void SaveRevertMap()
- {
- revertmap = heightmap.Copy();
- }
- /// <summary>
- /// Processes a terrain-specific command
- /// </summary>
- /// <param name="args">Commandline arguments (space seperated)</param>
- /// <param name="resultText">Reference that returns error or help text if returning false</param>
- /// <returns>If the operation was successful (if not, the error is placed into resultText)</returns>
- public bool RunTerrainCmd(string[] args, ref string resultText, string simName)
- {
- string command;
- if (args.Length > 0)
- {
- command = args[0];
- }
- else
- {
- command = "help";
- }
- try
- {
- switch (command)
- {
- case "help":
- resultText += "terrain regenerate - rebuilds the sims terrain using a default algorithm\n";
- resultText +=
- "terrain hills <type> <number of hills> <min height> <max height> <island t/f> <additive t/f> <noisy t/f>\n";
- resultText += " type should be spheres, blocks, cones, or squared\n";
- resultText +=
- "terrain voronoi <points> <blocksize> - generates a worley fractal with X points per block";
- resultText += "terrain seed <seed> - sets the random seed value to <seed>\n";
- resultText +=
- "terrain load <type> <filename> - loads a terrain from disk, type can be 'F32', 'F64', 'RAW' or 'IMG'\n";
- resultText +=
- "terrain save <type> <filename> - saves a terrain to disk, type can be 'F32', 'F64', 'PNG', 'RAW' or 'HIRAW'\n";
- resultText +=
- "terrain save grdmap <filename> <gradient map> - creates a PNG snapshot of the region using a named gradient map\n";
- resultText +=
- "terrain rescale <min> <max> - rescales a terrain to be between <min> and <max> meters high\n";
- resultText += "terrain fill <val> - fills a terrain at the specified height\n";
- resultText +=
- "terrain erode aerobic <windspeed> <pickupmin> <dropmin> <carry> <rounds> <lowest t/f> <fluid dynamics t/f>\n";
- resultText += "terrain erode thermal <talus> <rounds> <carry>\n";
- resultText += "terrain erode hydraulic <rain> <evaporation> <solubility> <frequency> <rounds>\n";
- resultText += "terrain multiply <val> - multiplies a terrain by <val>\n";
- resultText += "terrain elevate <val> - elevates a terrain by <val>\n";
- resultText += "terrain revert - reverts the terrain to the stored original\n";
- resultText += "terrain bake - saves the current terrain into the revert map\n";
- resultText +=
- "terrain csfilter <filename.cs> - loads a new filter from the specified .cs file\n";
- resultText +=
- "terrain jsfilter <filename.js> - loads a new filter from the specified .js file\n";
- foreach (KeyValuePair<string, ITerrainFilter> filter in customFilters.filters)
- {
- resultText += filter.Value.Help();
- }
- return false;
- case "revert":
- SwapRevertMaps();
- SaveRevertMap();
- break;
- case "bake":
- SaveRevertMap();
- break;
- case "seed":
- SetSeed(Convert.ToInt32(args[1]));
- break;
- case "erode":
- return ConsoleErosion(args, ref resultText);
- case "voronoi":
- double[] c = new double[2];
- c[0] = -1;
- c[1] = 1;
- heightmap.VoronoiDiagram(Convert.ToInt32(args[1]), Convert.ToInt32(args[2]), c);
- break;
- case "hills":
- return ConsoleHills(args, ref resultText);
- case "regenerate":
- SetDefaultTerrain();
- break;
- case "rescale":
- SetRange(Convert.ToSingle(args[1]), Convert.ToSingle(args[2]));
- break;
- case "elevate":
- Elevate(Convert.ToSingle(args[1]));
- break;
- case "fill":
- heightmap.Fill(Convert.ToDouble(args[1]));
- tainted++;
- break;
- case "clip":
- heightmap.Clip(Convert.ToDouble(args[1]), Convert.ToDouble(args[2]));
- tainted++;
- break;
- case "smooth":
- heightmap.Smooth(Convert.ToDouble(args[1]));
- tainted++;
- break;
- case "add":
- heightmap += Convert.ToDouble(args[1]);
- tainted++;
- break;
- case "multiply":
- heightmap *= Convert.ToDouble(args[1]);
- tainted++;
- break;
- case "load":
- string filenameL = args[2].Replace("%name%", simName);
- filenameL = filenameL.Replace("%x%", offsetX.ToString());
- filenameL = filenameL.Replace("%y%", offsetY.ToString());
- switch (args[1].ToLower())
- {
- case "f32":
- LoadFromFileF32(filenameL);
- break;
- case "f64":
- LoadFromFileF64(filenameL);
- break;
- case "raw":
- LoadFromFileSLRAW(filenameL);
- break;
- case "img":
- heightmap = heightmap.LoadImage(filenameL);
- tainted++;
- break;
- default:
- resultText = "Unknown image or data format";
- return false;
- }
- break;
- case "load-tile":
- switch (args[1].ToLower())
- {
- case "f32":
- LoadFromFileF32(args[2], Convert.ToInt32(args[3]), Convert.ToInt32(args[4]),
- Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
- break;
- case "raw":
- LoadFromFileSLRAW(args[2], Convert.ToInt32(args[3]), Convert.ToInt32(args[4]),
- Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
- break;
- case "img":
- LoadFromFileIMG(args[2], Convert.ToInt32(args[3]), Convert.ToInt32(args[4]),
- Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
- break;
- default:
- resultText = "Unknown or unsupported image or data format";
- return false;
- }
- break;
- case "save":
- string filename = args[2].Replace("%name%", simName);
- filename = filename.Replace("%x%", offsetX.ToString());
- filename = filename.Replace("%y%", offsetY.ToString());
- switch (args[1].ToLower())
- {
- case "f32":
- WriteToFileF32(filename);
- break;
- case "f64":
- WriteToFileF64(filename);
- break;
- case "grdmap":
- if (args.Length >= 4)
- WriteImage(filename, args[3]);
- else
- WriteImage(filename, "defaultstripe.png");
- break;
- case "png":
- heightmap.SaveImage(filename);
- break;
- case "raw":
- WriteToFileRAW(filename);
- break;
- case "hiraw":
- WriteToFileHiRAW(filename);
- break;
- default:
- resultText = "Unknown image or data format";
- return false;
- }
- break;
- case "csfilter":
- customFilters.LoadFilterCSharp(args[1]);
- break;
- case "jsfilter":
- customFilters.LoadFilterJScript(args[1]);
- break;
- default:
- // Run any custom registered filters
- if (customFilters.filters.ContainsKey(command))
- {
- customFilters.filters[command].Filter(heightmap, args);
- break;
- }
- else
- {
- resultText = "Unknown terrain command";
- return false;
- }
- }
- return true;
- }
- catch (Exception e) // SEMI-LEGIT: Catching problems caused by user input or scripts
- {
- resultText = "Error running terrain command: " + e.ToString();
- return false;
- }
- }
- private bool ConsoleErosion(string[] args, ref string resultText)
- {
- double min = heightmap.FindMin();
- double max = heightmap.FindMax();
- switch (args[1].ToLower())
- {
- case "aerobic":
- // WindSpeed, PickupMinimum,DropMinimum,Carry,Rounds,Lowest
- heightmap.AerobicErosion(Convert.ToDouble(args[2]), Convert.ToDouble(args[3]),
- Convert.ToDouble(args[4]), Convert.ToDouble(args[5]),
- Convert.ToInt32(args[6]), Convert.ToBoolean(args[7]),
- Convert.ToBoolean(args[8]));
- break;
- case "thermal":
- heightmap.ThermalWeathering(Convert.ToDouble(args[2]), Convert.ToInt32(args[3]),
- Convert.ToDouble(args[4]));
- break;
- case "hydraulic":
- Channel rainMap = new Channel(w, h);
- rainMap.Fill(Convert.ToDouble(args[2]));
- heightmap.HydraulicErosion(rainMap, Convert.ToDouble(args[3]), Convert.ToDouble(args[4]),
- Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
- break;
- default:
- resultText = "Unknown erosion type";
- return false;
- }
- heightmap.Normalise(min, max);
- tainted++;
- return true;
- }
- private bool ConsoleHills(string[] args, ref string resultText)
- {
- Random RandomClass = new Random();
- SetSeed(RandomClass.Next());
- int count;
- double sizeMin;
- double sizeRange;
- bool island;
- bool additive;
- bool noisy;
- if (args.GetLength(0) > 2)
- {
- int.TryParse(args[2].ToString(), out count);
- double.TryParse(args[3].ToString(), NumberStyles.AllowDecimalPoint, Culture.NumberFormatInfo,
- out sizeMin);
- double.TryParse(args[4].ToString(), NumberStyles.AllowDecimalPoint, Culture.NumberFormatInfo,
- out sizeRange);
- bool.TryParse(args[5].ToString(), out island);
- bool.TryParse(args[6].ToString(), out additive);
- bool.TryParse(args[7].ToString(), out noisy);
- }
- else
- {
- count = 200;
- sizeMin = 20;
- sizeRange = 40;
- island = true;
- additive = true;
- noisy = false;
- }
- switch (args[1].ToLower())
- {
- case "blocks":
- heightmap.HillsBlocks(count, sizeMin, sizeRange, island, additive, noisy);
- break;
- case "cones":
- heightmap.HillsCones(count, sizeMin, sizeRange, island, additive, noisy);
- break;
- case "spheres":
- heightmap.HillsSpheres(count, sizeMin, sizeRange, island, additive, noisy);
- break;
- case "squared":
- heightmap.HillsSquared(count, sizeMin, sizeRange, island, additive, noisy);
- break;
- default:
- resultText = "Unknown hills type";
- return false;
- }
- tainted++;
- return true;
- }
- /// <summary>
- /// Renormalises the array between min and max
- /// </summary>
- /// <param name="min">Minimum value of the new array</param>
- /// <param name="max">Maximum value of the new array</param>
- public void SetRange(float min, float max)
- {
- heightmap.Normalise((double) min, (double) max);
- tainted++;
- }
- /// <summary>
- /// Adds meters (positive or negative) to terrain height
- /// </summary>
- /// <param name="meters">Positive or negative value to add to new array</param>
- public void Elevate(float meters)
- {
- heightmap.Elevate((double)meters);
- tainted++;
- }
- /// <summary>
- /// Loads a file consisting of 256x256 doubles and imports it as an array into the map.
- /// </summary>
- /// <remarks>TODO: Move this to libTerrain itself</remarks>
- /// <param name="filename">The filename of the double array to import</param>
- public void LoadFromFileF64(string filename)
- {
- FileInfo file = new FileInfo(filename);
- FileStream s = file.Open(FileMode.Open, FileAccess.Read);
- BinaryReader bs = new BinaryReader(s);
- int x, y;
- for (y = 0; y < h; y++)
- {
- for (x = 0; x < h; x++)
- {
- heightmap.Set(x, y, (double) bs.ReadSingle());
- }
- }
- bs.Close();
- s.Close();
- tainted++;
- }
- /// <summary>
- /// Loads a file consisting of 256x256 floats and imports it as an array into the map.
- /// </summary>
- /// <remarks>TODO: Move this to libTerrain itself</remarks>
- /// <param name="filename">The filename of the float array to import</param>
- public void LoadFromFileF32(string filename)
- {
- FileInfo file = new FileInfo(filename);
- FileStream s = file.Open(FileMode.Open, FileAccess.Read);
- BinaryReader bs = new BinaryReader(s);
- int x, y;
- for (y = 0; y < h; y++)
- {
- for (x = 0; x < w; x++)
- {
- heightmap.Set(x, y, (double) bs.ReadSingle());
- }
- }
- bs.Close();
- s.Close();
- tainted++;
- }
- /// <summary>
- /// Loads a section of a larger heightmap (F32)
- /// </summary>
- /// <param name="filename">File to load</param>
- /// <param name="dimensionX">Size of the file</param>
- /// <param name="dimensionY">Size of the file</param>
- /// <param name="lowerboundX">Where do the region coords start for this terrain?</param>
- /// <param name="lowerboundY">Where do the region coords start for this terrain?</param>
- public void LoadFromFileF32(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY)
- {
- fileIOLock.WaitOne();
- try
- {
- int sectionToLoadX = ((offsetX - lowerboundX)*w);
- int sectionToLoadY = ((offsetY - lowerboundY)*h);
- double[,] tempMap = new double[dimensionX,dimensionY];
- FileInfo file = new FileInfo(filename);
- FileStream s = file.Open(FileMode.Open, FileAccess.Read);
- BinaryReader bs = new BinaryReader(s);
- int x, y;
- for (x = 0; x < dimensionX; x++)
- {
- for (y = 0; y < dimensionY; y++)
- {
- tempMap[x, y] = (double) bs.ReadSingle();
- }
- }
- for (y = 0; y < h; y++)
- {
- for (x = 0; x < w; x++)
- {
- heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
- }
- }
- bs.Close();
- s.Close();
- tainted++;
- }
- finally
- {
- fileIOLock.ReleaseMutex();
- }
- }
- /// <summary>
- /// Loads a larger tiled image across a terrain
- /// </summary>
- /// <param name="filename">Filename to load from (any generic image format should work)</param>
- /// <param name="dimensionX">The dimensions of the image</param>
- /// <param name="dimensionY">The dimensions of the image</param>
- /// <param name="lowerboundX">Where sim coords begin for this patch</param>
- /// <param name="lowerboundY">Where sim coords begin for this patch</param>
- public void LoadFromFileIMG(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY)
- {
- int sectionToLoadX = ((offsetX - lowerboundX)*w);
- int sectionToLoadY = ((offsetY - lowerboundY)*h);
- double[,] tempMap = new double[dimensionX,dimensionY];
- Bitmap lgrBmp = new Bitmap(filename);
- int x, y;
- for (x = 0; x < dimensionX; x++)
- {
- for (y = 0; y < dimensionY; y++)
- {
- tempMap[x, y] = (float) lgrBmp.GetPixel(x, y).GetBrightness();
- }
- }
- for (y = 0; y < h; y++)
- {
- for (x = 0; x < w; x++)
- {
- heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
- }
- }
- tainted++;
- }
- /// <summary>
- /// Loads a file formatted in the SL .RAW Format used on the main grid
- /// </summary>
- /// <remarks>This file format stinks and is best avoided.</remarks>
- /// <param name="filename">A path to the .RAW format</param>
- public void LoadFromFileSLRAW(string filename)
- {
- FileInfo file = new FileInfo(filename);
- FileStream s = file.Open(FileMode.Open, FileAccess.Read);
- BinaryReader bs = new BinaryReader(s);
- int x, y;
- for (y = 0; y < h; y++)
- {
- for (x = 0; x < w; x++)
- {
- heightmap.Set(x, y, (double) bs.ReadByte()*((double) bs.ReadByte()/127.0));
- bs.ReadBytes(11); // Advance the stream to next bytes.
- }
- }
- bs.Close();
- s.Close();
- tainted++;
- }
- /// <summary>
- /// Loads a section of a larger heightmap (RAW)
- /// </summary>
- /// <param name="filename">File to load</param>
- /// <param name="dimensionX">Size of the file</param>
- /// <param name="dimensionY">Size of the file</param>
- /// <param name="lowerboundX">Where do the region coords start for this terrain?</param>
- /// <param name="lowerboundY">Where do the region coords start for this terrain?</param>
- public void LoadFromFileSLRAW(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY)
- {
- // TODO: Mutex fails to release readlock on folder! --> only one file can be loaded into sim
- //fileIOLock.WaitOne();
- //try
- //{
- int sectionToLoadX = ((offsetX - lowerboundX)*w);
- int sectionToLoadY = ((offsetY - lowerboundY)*h);
- double[,] tempMap = new double[dimensionX,dimensionY];
- FileInfo file = new FileInfo(filename);
- FileStream s = file.Open(FileMode.Open, FileAccess.Read);
- BinaryReader bs = new BinaryReader(s);
- int x, y;
- for (x = 0; x < dimensionX; x++)
- {
- for (y = 0; y < dimensionY; y++)
- {
- tempMap[x, y] = (double) bs.ReadByte()*((double) bs.ReadByte()/127.0);
- bs.ReadBytes(11); // Advance the stream to next bytes.
- }
- }
- for (y = 0; y < h; y++)
- {
- for (x = 0; x < w; x++)
- {
- heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
- }
- }
- bs.Close();
- s.Close();
- tainted++;
- //}
- //finally
- //{
- // fileIOLock.ReleaseMutex();
- //}
- }
- /// <summary>
- /// Writes the current terrain heightmap to disk, in the format of a 65536 entry double[] array.
- /// </summary>
- /// <param name="filename">The desired output filename</param>
- public void WriteToFileF64(string filename)
- {
- FileInfo file = new FileInfo(filename);
- FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
- BinaryWriter bs = new BinaryWriter(s);
- int x, y;
- for (y = 0; y < h; y++)
- {
- for (x = 0; x < w; x++)
- {
- bs.Write(heightmap.Get(x, y));
- }
- }
- bs.Close();
- s.Close();
- }
- /// <summary>
- /// Writes the current terrain heightmap to disk, in the format of a 65536 entry float[] array
- /// </summary>
- /// <param name="filename">The desired output filename</param>
- public void WriteToFileF32(string filename)
- {
- FileInfo file = new FileInfo(filename);
- FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
- BinaryWriter bs = new BinaryWriter(s);
- int x, y;
- for (y = 0; y < h; y++)
- {
- for (x = 0; x < w; x++)
- {
- bs.Write((float) heightmap.Get(x, y));
- }
- }
- bs.Close();
- s.Close();
- }
- /// <summary>
- /// A very fast LL-RAW file output mechanism - lower precision mechanism but wont take 5 minutes to run either.
- /// (is also editable in an image application)
- /// </summary>
- /// <param name="filename">Filename to write to</param>
- public void WriteToFileRAW(string filename)
- {
- FileInfo file = new FileInfo(filename);
- FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
- BinaryWriter binStream = new BinaryWriter(s);
- int x, y;
- // Used for the 'green' channel.
- byte avgMultiplier = (byte) heightmap.Avg();
- byte backupMultiplier = (byte) revertmap.Avg();
- // Limit the multiplier so it can represent points >64m.
- if (avgMultiplier > 196)
- avgMultiplier = 196;
- if (backupMultiplier > 196)
- backupMultiplier = 196;
- // Make sure it's at least one to prevent a div by zero
- if (avgMultiplier < 1)
- avgMultiplier = 1;
- if (backupMultiplier < 1)
- backupMultiplier = 1;
- for (y = 0; y < h; y++)
- {
- for (x = 0; x < h; x++)
- {
- byte red = (byte) (heightmap.Get(x, y)/((double) avgMultiplier/128.0));
- byte green = avgMultiplier;
- byte blue = (byte) watermap.Get(x, y);
- byte alpha1 = 0; // Land Parcels
- byte alpha2 = 0; // For Sale Land
- byte alpha3 = 0; // Public Edit Object
- byte alpha4 = 0; // Public Edit Land
- byte alpha5 = 255; // Safe Land
- byte alpha6 = 255; // Flying Allowed
- byte alpha7 = 255; // Create Landmark
- byte alpha8 = 255; // Outside Scripts
- byte alpha9 = (byte) (revertmap.Get(x, y)/((double) backupMultiplier/128.0));
- byte alpha10 = backupMultiplier;
- binStream.Write(red);
- binStream.Write(green);
- binStream.Write(blue);
- binStream.Write(alpha1);
- binStream.Write(alpha2);
- binStream.Write(alpha3);
- binStream.Write(alpha4);
- binStream.Write(alpha5);
- binStream.Write(alpha6);
- binStream.Write(alpha7);
- binStream.Write(alpha8);
- binStream.Write(alpha9);
- binStream.Write(alpha10);
- }
- }
- binStream.Close();
- s.Close();
- }
- /// <summary>
- /// Outputs to a LL compatible RAW in the most efficient manner possible
- /// </summary>
- /// <remarks>Does not calculate the revert map</remarks>
- /// <param name="filename">The filename to output to</param>
- public void WriteToFileHiRAW(string filename)
- {
- FileInfo file = new FileInfo(filename);
- FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
- BinaryWriter binStream = new BinaryWriter(s);
- // Generate a smegging big lookup table to speed the operation up (it needs it)
- double[] lookupHeightTable = new double[65536];
- int i, j, x, y;
- for (i = 0; i < 256; i++)
- {
- for (j = 0; j < 256; j++)
- {
- lookupHeightTable[i + (j*256)] = ((double) i*((double) j/127.0));
- }
- }
- // Output the calculated raw
- for (y = 0; y < h; y++)
- {
- for (x = 0; x < w; x++)
- {
- double t = heightmap.Get(x, y);
- double min = double.MaxValue;
- int index = 0;
- for (i = 0; i < 65536; i++)
- {
- if (Math.Abs(t - lookupHeightTable[i]) < min)
- {
- min = Math.Abs(t - lookupHeightTable[i]);
- index = i;
- }
- }
- byte red = (byte) (index & 0xFF);
- byte green = (byte) ((index >> 8) & 0xFF);
- byte blue = (byte) watermap.Get(x, y);
- byte alpha1 = 0; // Land Parcels
- byte alpha2 = 0; // For Sale Land
- byte alpha3 = 0; // Public Edit Object
- byte alpha4 = 0; // Public Edit Land
- byte alpha5 = 255; // Safe Land
- byte alpha6 = 255; // Flying Allowed
- byte alpha7 = 255; // Create Landmark
- byte alpha8 = 255; // Outside Scripts
- byte alpha9 = red;
- byte alpha10 = green;
- binStream.Write(red);
- binStream.Write(green);
- binStream.Write(blue);
- binStream.Write(alpha1);
- binStream.Write(alpha2);
- binStream.Write(alpha3);
- binStream.Write(alpha4);
- binStream.Write(alpha5);
- binStream.Write(alpha6);
- binStream.Write(alpha7);
- binStream.Write(alpha8);
- binStream.Write(alpha9);
- binStream.Write(alpha10);
- }
- }
- binStream.Close();
- s.Close();
- }
- /// <summary>
- /// Sets the random seed to be used by procedural functions which involve random numbers.
- /// </summary>
- /// <param name="val">The desired seed</param>
- public void SetSeed(int val)
- {
- heightmap.seed = val;
- }
- /// <summary>
- /// Sets a particular heightmap point to a specified value
- /// </summary>
- /// <param name="x">X Coordinate</param>
- /// <param name="y">Y Coordinate</param>
- /// <param name="val">Value</param>
- public void Set(int x, int y, double val)
- {
- lock (heightmap)
- {
- heightmap.Set(x, y, val);
- }
- tainted++;
- }
- /// <summary>
- /// Raises land in a sphere around the specified coordinates
- /// </summary>
- /// <param name="rx">Center of the sphere on the X axis</param>
- /// <param name="ry">Center of the sphere on the Y axis</param>
- /// <param name="size">The radius of the sphere</param>
- /// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
- public void RaiseTerrain(double rx, double ry, double size, double amount)
- {
- lock (heightmap)
- {
- heightmap.Raise(rx, ry, size, amount);
- }
- tainted++;
- }
- /// <summary>
- /// Lowers the land in a sphere around the specified coordinates
- /// </summary>
- /// <param name="rx">The center of the sphere at the X axis</param>
- /// <param name="ry">The center of the sphere at the Y axis</param>
- /// <param name="size">The radius of the sphere in meters</param>
- /// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
- public void LowerTerrain(double rx, double ry, double size, double amount)
- {
- lock (heightmap)
- {
- heightmap.Lower(rx, ry, size, amount);
- }
- tainted++;
- }
- /// <summary>
- /// Flattens the land under the brush of specified coordinates (spherical mask)
- /// </summary>
- /// <param name="rx">Center of sphere</param>
- /// <param name="ry">Center of sphere</param>
- /// <param name="size">Radius of the sphere</param>
- /// <param name="amount">Thickness of the mask (0..2 recommended)</param>
- public void FlattenTerrain(double rx, double ry, double size, double amount)
- {
- lock (heightmap)
- {
- heightmap.Flatten(rx, ry, size, amount);
- }
- tainted++;
- }
- /// <summary>
- /// Creates noise within the specified bounds
- /// </summary>
- /// <param name="rx">Center of the bounding sphere</param>
- /// <param name="ry">Center of the bounding sphere</param>
- /// <param name="size">The radius of the sphere</param>
- /// <param name="amount">Strength of the mask (0..2) recommended</param>
- public void NoiseTerrain(double rx, double ry, double size, double amount)
- {
- lock (heightmap)
- {
- Channel smoothed = new Channel();
- smoothed.Noise();
- Channel mask = new Channel();
- mask.Raise(rx, ry, size, amount);
- heightmap.Blend(smoothed, mask);
- }
- tainted++;
- }
- /// <summary>
- /// Reverts land within the specified bounds
- /// </summary>
- /// <param name="rx">Center of the bounding sphere</param>
- /// <param name="ry">Center of the bounding sphere</param>
- /// <param name="size">The radius of the sphere</param>
- /// <param name="amount">Strength of the mask (0..2) recommended</param>
- public void RevertTerrain(double rx, double ry, double size, double amount)
- {
- lock (heightmap)
- {
- Channel mask = new Channel();
- mask.Raise(rx, ry, size, amount);
- heightmap.Blend(revertmap, mask);
- }
- tainted++;
- }
- /// <summary>
- /// Smooths land under the brush of specified coordinates (spherical mask)
- /// </summary>
- /// <param name="rx">Center of the sphere</param>
- /// <param name="ry">Center of the sphere</param>
- /// <param name="size">Radius of the sphere</param>
- /// <param name="amount">Thickness of the mask (0..2 recommended)</param>
- public void SmoothTerrain(double rx, double ry, double size, double amount)
- {
- lock (heightmap)
- {
- // perform essential computation as a channel method
- heightmap.SmoothRegion(rx, ry, size, amount);
- }
- tainted++;
- }
- /// <summary>
- /// Generates a simple set of hills in the shape of an island
- /// </summary>
- public void SetDefaultTerrain()
- {
- lock (heightmap)
- {
- heightmap.HillsSpheres(200, 20, 40, true, true, false);
- heightmap.Normalise();
- heightmap *= 60.0; // Raise to 60m
- heightmap.Clip(0.0, 25.0);
- heightmap.Pertubation(2.5);
- heightmap.Smooth(35.0);
- heightmap.Normalise(0.0, 21.0);
- }
- tainted++;
- }
- /// <summary>
- /// Wrapper to heightmap.get()
- /// </summary>
- /// <param name="x">X coord</param>
- /// <param name="y">Y coord</param>
- /// <returns>Height at specified coordinates</returns>
- public double GetHeight(int x, int y)
- {
- return heightmap.Get(x, y);
- }
- /// <summary>
- /// Multiplies the heightfield by val
- /// </summary>
- /// <param name="meep">The heightfield</param>
- /// <param name="val">The multiplier</param>
- /// <returns></returns>
- public static TerrainEngine operator *(TerrainEngine terrain, Double val)
- {
- terrain.heightmap *= val;
- terrain.tainted++;
- return terrain;
- }
- /// <summary>
- /// Exports the current heightmap to a PNG file
- /// </summary>
- /// <param name="filename">The destination filename for the image</param>
- /// <param name="gradientmap">A 1x*height* image which contains the colour gradient to export with. Must be at least 1x2 pixels, 1x256 or more is ideal.</param>
- public void WriteImage(string filename, string gradientmap)
- {
- try
- {
- Bitmap bmp = TerrainToBitmap(gradientmap);
- bmp.Save(filename, ImageFormat.Png);
- }
- catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
- {
- Console.WriteLine("Failed generating terrain map: " + e.ToString());
- }
- }
- /// <summary>
- /// Exports the current heightmap in Jpeg2000 format to a byte[]
- /// </summary>
- /// <param name="gradientmap">A 1x*height* image which contains the colour gradient to export with. Must be at least 1x2 pixels, 1x256 or more is ideal.</param>
- public byte[] WriteJpegImage(string gradientmap)
- {
- byte[] imageData = null;
- try
- {
- Bitmap bmp = TerrainToBitmap(gradientmap);
- imageData = OpenJPEG.EncodeFromImage(bmp, true);
- }
- catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
- {
- Console.WriteLine("Failed generating terrain map: " + e.ToString());
- }
- return imageData;
- }
- private Bitmap TerrainToBitmap(string gradientmap)
- {
- Bitmap gradientmapLd = new Bitmap(gradientmap);
- int pallete = gradientmapLd.Height;
- Bitmap bmp = new Bitmap(heightmap.w, heightmap.h);
- Color[] colours = new Color[pallete];
- for (int i = 0; i < pallete; i++)
- {
- colours[i] = gradientmapLd.GetPixel(0, i);
- }
- Channel copy = heightmap.Copy();
- for (int y = 0; y < copy.h; y++)
- {
- for (int x = 0; x < copy.w; x++)
- {
- // 512 is the largest possible height before colours clamp
- int colorindex = (int) (Math.Max(Math.Min(1.0, copy.Get(x, y)/512.0), 0.0)*(pallete - 1));
- bmp.SetPixel(x, copy.h - y - 1, colours[colorindex]);
- }
- }
- return bmp;
- }
- }
- }
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