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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 OpenSimulator 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.IO;
- using System.Text;
- using System.Reflection;
- using System.Xml;
- using System.Xml.Serialization;
- using OpenSim.Data;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenMetaverse;
- using log4net;
- namespace OpenSim.Region.Framework.Scenes
- {
- /// <summary>
- /// A new version of the old Channel class, simplified
- /// </summary>
- public class TerrainChannel : ITerrainChannel
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private static string LogHeader = "[TERRAIN CHANNEL]";
- protected TerrainData m_terrainData;
- public int Width { get { return m_terrainData.SizeX; } } // X dimension
- // Unfortunately, for historical reasons, in this module 'Width' is X and 'Height' is Y
- public int Height { get { return m_terrainData.SizeY; } } // Y dimension
- public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension
- // Default, not-often-used builder
- public TerrainChannel()
- {
- m_terrainData = new TerrainData((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionHeight);
- FlatLand();
- // PinHeadIsland();
- }
- // Create terrain of given size
- public TerrainChannel(int pX, int pY)
- {
- m_terrainData = new TerrainData(pX, pY, (int)Constants.RegionHeight);
- }
- // Create terrain of specified size and initialize with specified terrain.
- // TODO: join this with the terrain initializers.
- public TerrainChannel(String type, int pX, int pY, int pZ)
- {
- m_terrainData = new TerrainData(pX, pY, pZ);
- if (type.Equals("flat"))
- FlatLand();
- else
- PinHeadIsland();
- }
- // Create channel passed a heightmap and expected dimensions of the region.
- // The heightmap might not fit the passed size so accomodations must be made.
- public TerrainChannel(double[,] pM, int pSizeX, int pSizeY, int pAltitude)
- {
- int hmSizeX = pM.GetLength(0);
- int hmSizeY = pM.GetLength(1);
- m_terrainData = new TerrainData(pSizeX, pSizeY, pAltitude);
- for (int xx = 0; xx < pSizeX; xx++)
- for (int yy = 0; yy < pSizeY; yy++)
- if (xx > hmSizeX || yy > hmSizeY)
- m_terrainData[xx, yy] = TerrainData.DefaultTerrainHeight;
- else
- m_terrainData[xx, yy] = (float)pM[xx, yy];
- }
- public TerrainChannel(TerrainData pTerrData)
- {
- m_terrainData = pTerrData;
- }
- #region ITerrainChannel Members
- // ITerrainChannel.MakeCopy()
- public ITerrainChannel MakeCopy()
- {
- return this.Copy();
- }
- // ITerrainChannel.GetTerrainData()
- public TerrainData GetTerrainData()
- {
- return m_terrainData;
- }
- // ITerrainChannel.GetFloatsSerialized()
- // This one dimensional version is ordered so height = map[y*sizeX+x];
- // DEPRECATED: don't use this function as it does not retain the dimensions of the terrain
- // and the caller will probably do the wrong thing if the terrain is not the legacy 256x256.
- public float[] GetFloatsSerialised()
- {
- return m_terrainData.GetFloatsSerialized();
- }
- // ITerrainChannel.GetDoubles()
- public double[,] GetDoubles()
- {
- double[,] heights = new double[Width, Height];
- int idx = 0; // index into serialized array
- for (int ii = 0; ii < Width; ii++)
- {
- for (int jj = 0; jj < Height; jj++)
- {
- heights[ii, jj] = (double)m_terrainData[ii, jj];
- idx++;
- }
- }
- return heights;
- }
- // ITerrainChannel.this[x,y]
- public double this[int x, int y]
- {
- get {
- if (x < 0 || x >= Width || y < 0 || y >= Height)
- return 0;
- return (double)m_terrainData[x, y];
- }
- set
- {
- if (Double.IsNaN(value) || Double.IsInfinity(value))
- return;
- m_terrainData[x, y] = (float)value;
- }
- }
- // ITerrainChannel.GetHieghtAtXYZ(x, y, z)
- public float GetHeightAtXYZ(float x, float y, float z)
- {
- if (x < 0 || x >= Width || y < 0 || y >= Height)
- return 0;
- return m_terrainData[(int)x, (int)y];
- }
- // ITerrainChannel.Tainted()
- public bool Tainted(int x, int y)
- {
- return m_terrainData.IsTaintedAt(x, y);
- }
- // ITerrainChannel.SaveToXmlString()
- public string SaveToXmlString()
- {
- XmlWriterSettings settings = new XmlWriterSettings();
- settings.Encoding = Util.UTF8;
- using (StringWriter sw = new StringWriter())
- {
- using (XmlWriter writer = XmlWriter.Create(sw, settings))
- {
- WriteXml(writer);
- }
- string output = sw.ToString();
- return output;
- }
- }
- // ITerrainChannel.LoadFromXmlString()
- public void LoadFromXmlString(string data)
- {
- using(StringReader sr = new StringReader(data))
- {
- using(XmlTextReader reader = new XmlTextReader(sr))
- ReadXml(reader);
- }
- }
- // ITerrainChannel.Merge
- public void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement)
- {
- m_log.DebugFormat("{0} Merge. inSize=<{1},{2}>, disp={3}, rot={4}, rotDisp={5}, outSize=<{6},{7}>", LogHeader,
- newTerrain.Width, newTerrain.Height,
- displacement, radianRotation, rotationDisplacement,
- m_terrainData.SizeX, m_terrainData.SizeY);
- for (int xx = 0; xx < newTerrain.Width; xx++)
- {
- for (int yy = 0; yy < newTerrain.Height; yy++)
- {
- int dispX = (int)displacement.X;
- int dispY = (int)displacement.Y;
- float newHeight = (float)newTerrain[xx, yy] + displacement.Z;
- if (radianRotation == 0)
- {
- // If no rotation, place the new height in the specified location
- dispX += xx;
- dispY += yy;
- if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
- {
- m_terrainData[dispX, dispY] = newHeight;
- }
- }
- else
- {
- // If rotating, we have to smooth the result because the conversion
- // to ints will mean heightmap entries will not get changed
- // First compute the rotation location for the new height.
- dispX += (int)(rotationDisplacement.X
- + ((float)xx - rotationDisplacement.X) * Math.Cos(radianRotation)
- - ((float)yy - rotationDisplacement.Y) * Math.Sin(radianRotation) );
- dispY += (int)(rotationDisplacement.Y
- + ((float)xx - rotationDisplacement.X) * Math.Sin(radianRotation)
- + ((float)yy - rotationDisplacement.Y) * Math.Cos(radianRotation) );
- if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
- {
- float oldHeight = m_terrainData[dispX, dispY];
- // Smooth the heights around this location if the old height is far from this one
- for (int sxx = dispX - 2; sxx < dispX + 2; sxx++)
- {
- for (int syy = dispY - 2; syy < dispY + 2; syy++)
- {
- if (sxx >= 0 && sxx < m_terrainData.SizeX && syy >= 0 && syy < m_terrainData.SizeY)
- {
- if (sxx == dispX && syy == dispY)
- {
- // Set height for the exact rotated point
- m_terrainData[dispX, dispY] = newHeight;
- }
- else
- {
- if (Math.Abs(m_terrainData[sxx, syy] - newHeight) > 1f)
- {
- // If the adjacent height is far off, force it to this height
- m_terrainData[sxx, syy] = newHeight;
- }
- }
- }
- }
- }
- }
- if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
- {
- m_terrainData[dispX, dispY] = (float)newTerrain[xx, yy];
- }
- }
- }
- }
- }
- /// <summary>
- /// A new version of terrain merge that processes the terrain in a specific order and corrects the problems with rotated terrains
- /// having 'holes' in that need to be smoothed. The correct way to rotate something is to iterate over the target, taking data from
- /// the source, not the other way around. This ensures that the target has no holes in it.
- /// The processing order of an incoming terrain is:
- /// 1. Apply rotation
- /// 2. Apply bounding rectangle
- /// 3. Apply displacement
- /// rotationCenter is no longer needed and has been discarded.
- /// </summary>
- /// <param name="newTerrain"></param>
- /// <param name="displacement"><x, y, z></param>
- /// <param name="rotationDegrees"></param>
- /// <param name="boundingOrigin"><x, y></param>
- /// <param name="boundingSize"><x, y></param>
- public void MergeWithBounding(ITerrainChannel newTerrain, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize)
- {
- m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, rot={3}, boundingOrigin={4}, boundingSize={5}, disp={6}, outSize=<{7},{8}>",
- LogHeader, newTerrain.Width, newTerrain.Height, rotationDegrees, boundingOrigin.ToString(),
- boundingSize.ToString(), displacement, m_terrainData.SizeX, m_terrainData.SizeY);
- // get the size of the incoming terrain
- int baseX = newTerrain.Width;
- int baseY = newTerrain.Height;
- // create an intermediate terrain map that is 25% bigger on each side that we can work with to handle rotation
- int offsetX = baseX / 4; // the original origin will now be at these coordinates so now we can have imaginary negative coordinates ;)
- int offsetY = baseY / 4;
- int tmpX = baseX + baseX / 2;
- int tmpY = baseY + baseY / 2;
- int centreX = tmpX / 2;
- int centreY = tmpY / 2;
- TerrainData terrain_tmp = new TerrainData(tmpX, tmpY, (int)Constants.RegionHeight);
- for (int xx = 0; xx < tmpX; xx++)
- for (int yy = 0; yy < tmpY; yy++)
- terrain_tmp[xx, yy] = -65535f; //use this height like an 'alpha' mask channel
- double radianRotation = Math.PI * rotationDegrees / 180f;
- double cosR = Math.Cos(radianRotation);
- double sinR = Math.Sin(radianRotation);
- if (rotationDegrees < 0f) rotationDegrees += 360f; //-90=270 -180=180 -270=90
- // So first we apply the rotation to the incoming terrain, storing the result in terrain_tmp
- // We special case orthogonal rotations for accuracy because even using double precision math, Math.Cos(90 degrees) is never fully 0
- // and we can never rotate around a centre 'pixel' because the 'bitmap' size is always even
- int x, y, sx, sy;
- for (y = 0; y <= tmpY; y++)
- {
- for (x = 0; x <= tmpX; x++)
- {
- if (rotationDegrees == 0f)
- {
- sx = x - offsetX;
- sy = y - offsetY;
- }
- else if (rotationDegrees == 90f)
- {
- sx = y - offsetX;
- sy = tmpY - 1 - x - offsetY;
- }
- else if (rotationDegrees == 180f)
- {
- sx = tmpX - 1 - x - offsetX;
- sy = tmpY - 1 - y - offsetY;
- }
- else if (rotationDegrees == 270f)
- {
- sx = tmpX - 1 - y - offsetX;
- sy = x - offsetY;
- }
- else
- {
- // arbitary rotation: hmmm should I be using (centreX - 0.5) and (centreY - 0.5) and round cosR and sinR to say only 5 decimal places?
- sx = centreX + (int)Math.Round((((double)x - centreX) * cosR) + (((double)y - centreY) * sinR)) - offsetX;
- sy = centreY + (int)Math.Round((((double)y - centreY) * cosR) - (((double)x - centreX) * sinR)) - offsetY;
- }
- if (sx >= 0 && sx < baseX && sy >= 0 && sy < baseY)
- {
- try
- {
- terrain_tmp[x, y] = (float)newTerrain[sx, sy];
- }
- catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
- {
- m_log.DebugFormat("{0} MergeWithBounding - Rotate: Out of Bounds sx={1} sy={2} dx={3} dy={4}", sx, sy, x, y);
- }
- }
- }
- }
- // We could also incorporate the next steps, bounding-rectangle and displacement in the loop above, but it's simpler to visualise if done separately
- // and will also make it much easier when later I want the option for maybe a circular or oval bounding shape too ;).
- int newX = m_terrainData.SizeX;
- int newY = m_terrainData.SizeY;
- // displacement is relative to <0,0> in the destination region and defines where the origin of the data selected by the bounding-rectangle is placed
- int dispX = (int)Math.Floor(displacement.X);
- int dispY = (int)Math.Floor(displacement.Y);
- // startX/Y and endX/Y are coordinates in bitmap_tmp
- int startX = (int)Math.Floor(boundingOrigin.X) + offsetX;
- if (startX > tmpX) startX = tmpX;
- if (startX < 0) startX = 0;
- int startY = (int)Math.Floor(boundingOrigin.Y) + offsetY;
- if (startY > tmpY) startY = tmpY;
- if (startY < 0) startY = 0;
- int endX = (int)Math.Floor(boundingOrigin.X + boundingSize.X) + offsetX;
- if (endX > tmpX) endX = tmpX;
- if (endX < 0) endX = 0;
- int endY = (int)Math.Floor(boundingOrigin.Y + boundingSize.Y) + offsetY;
- if (endY > tmpY) endY = tmpY;
- if (endY < 0) endY = 0;
- //m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, disp=<{3},{4}> rot={5}, offset=<{6},{7}>, boundingStart=<{8},{9}>, boundingEnd=<{10},{11}>, cosR={12}, sinR={13}, outSize=<{14},{15}>", LogHeader,
- // baseX, baseY, dispX, dispY, radianRotation, offsetX, offsetY, startX, startY, endX, endY, cosR, sinR, newX, newY);
- int dx, dy;
- for (y = startY; y < endY; y++)
- {
- for (x = startX; x < endX; x++)
- {
- dx = x - startX + dispX;
- dy = y - startY + dispY;
- if (dx >= 0 && dx < newX && dy >= 0 && dy < newY)
- {
- try
- {
- float newHeight = (float)terrain_tmp[x, y]; //use 'alpha' mask
- if (newHeight != -65535f) m_terrainData[dx, dy] = newHeight + displacement.Z;
- }
- catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
- {
- m_log.DebugFormat("{0} MergeWithBounding - Bound & Displace: Out of Bounds sx={1} sy={2} dx={3} dy={4}", x, y, dx, dy);
- }
- }
- }
- }
- }
- #endregion
- public TerrainChannel Copy()
- {
- TerrainChannel copy = new TerrainChannel();
- copy.m_terrainData = m_terrainData.Clone();
- return copy;
- }
- private void WriteXml(XmlWriter writer)
- {
- if (Width == Constants.RegionSize && Height == Constants.RegionSize)
- {
- // Downward compatibility for legacy region terrain maps.
- // If region is exactly legacy size, return the old format XML.
- writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
- ToXml(writer);
- writer.WriteEndElement();
- }
- else
- {
- // New format XML that includes width and length.
- writer.WriteStartElement(String.Empty, "TerrainMap2", String.Empty);
- ToXml2(writer);
- writer.WriteEndElement();
- }
- }
- private void ReadXml(XmlReader reader)
- {
- // Check the first element. If legacy element, use the legacy reader.
- if (reader.IsStartElement("TerrainMap"))
- {
- reader.ReadStartElement("TerrainMap");
- FromXml(reader);
- }
- else
- {
- reader.ReadStartElement("TerrainMap2");
- FromXml2(reader);
- }
- }
- // Write legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
- private void ToXml(XmlWriter xmlWriter)
- {
- float[] mapData = GetFloatsSerialised();
- byte[] buffer = new byte[mapData.Length * 4];
- for (int i = 0; i < mapData.Length; i++)
- {
- byte[] value = BitConverter.GetBytes(mapData[i]);
- Array.Copy(value, 0, buffer, (i * 4), 4);
- }
- XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
- serializer.Serialize(xmlWriter, buffer);
- }
- // Read legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
- private void FromXml(XmlReader xmlReader)
- {
- XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
- byte[] dataArray = (byte[])serializer.Deserialize(xmlReader);
- int index = 0;
- m_terrainData = new TerrainData(Height, Width, (int)Constants.RegionHeight);
- for (int y = 0; y < Height; y++)
- {
- for (int x = 0; x < Width; x++)
- {
- float value;
- value = BitConverter.ToSingle(dataArray, index);
- index += 4;
- this[x, y] = (double)value;
- }
- }
- }
- private class TerrainChannelXMLPackage
- {
- public int Version;
- public int SizeX;
- public int SizeY;
- public int SizeZ;
- public float CompressionFactor;
- public float[] Map;
- public TerrainChannelXMLPackage(int pX, int pY, int pZ, float pCompressionFactor, float[] pMap)
- {
- Version = 1;
- SizeX = pX;
- SizeY = pY;
- SizeZ = pZ;
- CompressionFactor = pCompressionFactor;
- Map = pMap;
- }
- }
- // New terrain serialization format that includes the width and length.
- private void ToXml2(XmlWriter xmlWriter)
- {
- TerrainChannelXMLPackage package = new TerrainChannelXMLPackage(Width, Height, Altitude, m_terrainData.CompressionFactor,
- m_terrainData.GetCompressedMap());
- XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
- serializer.Serialize(xmlWriter, package);
- }
- // New terrain serialization format that includes the width and length.
- private void FromXml2(XmlReader xmlReader)
- {
- XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
- TerrainChannelXMLPackage package = (TerrainChannelXMLPackage)serializer.Deserialize(xmlReader);
- m_terrainData = new TerrainData(package.Map, package.CompressionFactor, package.SizeX, package.SizeY, package.SizeZ);
- }
- // Fill the heightmap with the center bump terrain
- private void PinHeadIsland()
- {
- float cx = m_terrainData.SizeX * 0.5f;
- float cy = m_terrainData.SizeY * 0.5f;
- float h;
- for (int x = 0; x < Width; x++)
- {
- for (int y = 0; y < Height; y++)
- {
- // h = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
- h = 1.0f;
- float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 50) * 0.01d);
- float spherFacB = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 100) * 0.001d);
- if (h < spherFacA)
- h = spherFacA;
- if (h < spherFacB)
- h = spherFacB;
- m_terrainData[x, y] = h;
- }
- }
- }
- private void FlatLand()
- {
- m_terrainData.ClearLand();
- }
- }
- }
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