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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 OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using System;
- using System.Text;
- using System.Xml;
- using System.IO;
- using System.Xml.Serialization;
- namespace OpenSim.Region.Framework.Scenes
- {
- /// <summary>
- /// A new version of the old Channel class, simplified
- /// </summary>
- public class TerrainChannel : ITerrainChannel
- {
- private readonly bool[,] taint;
- private double[,] map;
- public TerrainChannel()
- {
- map = new double[Constants.RegionSize, Constants.RegionSize];
- taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
- PinHeadIsland();
- }
- public TerrainChannel(String type)
- {
- map = new double[Constants.RegionSize, Constants.RegionSize];
- taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
- if (type.Equals("flat"))
- FlatLand();
- else
- PinHeadIsland();
- }
- public TerrainChannel(double[,] import)
- {
- map = import;
- taint = new bool[import.GetLength(0),import.GetLength(1)];
- }
- public TerrainChannel(bool createMap)
- {
- if (createMap)
- {
- map = new double[Constants.RegionSize,Constants.RegionSize];
- taint = new bool[Constants.RegionSize / 16,Constants.RegionSize / 16];
- }
- }
- public TerrainChannel(int w, int h)
- {
- map = new double[w,h];
- taint = new bool[w / 16,h / 16];
- }
- #region ITerrainChannel Members
- public int Width
- {
- get { return map.GetLength(0); }
- }
- public int Height
- {
- get { return map.GetLength(1); }
- }
- public ITerrainChannel MakeCopy()
- {
- TerrainChannel copy = new TerrainChannel(false);
- copy.map = (double[,]) map.Clone();
- return copy;
- }
- public float[] GetFloatsSerialised()
- {
- // Move the member variables into local variables, calling
- // member variables 256*256 times gets expensive
- int w = Width;
- int h = Height;
- float[] heights = new float[w * h];
- int i, j; // map coordinates
- int idx = 0; // index into serialized array
- for (i = 0; i < h; i++)
- {
- for (j = 0; j < w; j++)
- {
- heights[idx++] = (float)map[j, i];
- }
- }
- return heights;
- }
- public double[,] GetDoubles()
- {
- return map;
- }
- public double this[int x, int y]
- {
- get { return map[x, y]; }
- set
- {
- // Will "fix" terrain hole problems. Although not fantastically.
- if (Double.IsNaN(value) || Double.IsInfinity(value))
- return;
- if (map[x, y] != value)
- {
- taint[x / 16, y / 16] = true;
- map[x, y] = value;
- }
- }
- }
- public bool Tainted(int x, int y)
- {
- if (taint[x / 16, y / 16])
- {
- taint[x / 16, y / 16] = false;
- return true;
- }
- return false;
- }
- #endregion
- public TerrainChannel Copy()
- {
- TerrainChannel copy = new TerrainChannel(false);
- copy.map = (double[,]) map.Clone();
- return copy;
- }
- 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;
- }
- }
- private void WriteXml(XmlWriter writer)
- {
- writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
- ToXml(writer);
- writer.WriteEndElement();
- }
- public void LoadFromXmlString(string data)
- {
- StringReader sr = new StringReader(data);
- XmlTextReader reader = new XmlTextReader(sr);
- reader.Read();
- ReadXml(reader);
- reader.Close();
- sr.Close();
- }
- private void ReadXml(XmlReader reader)
- {
- reader.ReadStartElement("TerrainMap");
- FromXml(reader);
- }
- 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);
- }
- private void FromXml(XmlReader xmlReader)
- {
- XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
- byte[] dataArray = (byte[])serializer.Deserialize(xmlReader);
- int index = 0;
- 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 void PinHeadIsland()
- {
- int x;
- for (x = 0; x < Constants.RegionSize; x++)
- {
- int y;
- for (y = 0; y < Constants.RegionSize; y++)
- {
- map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
- double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01;
- double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001;
- if (map[x, y] < spherFacA)
- map[x, y] = spherFacA;
- if (map[x, y] < spherFacB)
- map[x, y] = spherFacB;
- }
- }
- }
- private void FlatLand()
- {
- int x;
- for (x = 0; x < Constants.RegionSize; x++)
- {
- int y;
- for (y = 0; y < Constants.RegionSize; y++)
- map[x, y] = 21;
- }
- }
- }
- }
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