From 3376b82501000692d6dac24b051af738cdaf2737 Mon Sep 17 00:00:00 2001
From: MW
Date: Thu, 24 May 2007 12:16:50 +0000
Subject: Some more code refactoring, plus a restructuring of the directories
so that the Grid servers can be a separate solution to the region server.
---
.../OpenSim.Terrain.BasicTerrain/TerrainEngine.cs | 453 +++++++++++++++++++++
1 file changed, 453 insertions(+)
create mode 100644 OpenSim-Source/OpenSim.Terrain.BasicTerrain/TerrainEngine.cs
(limited to 'OpenSim-Source/OpenSim.Terrain.BasicTerrain/TerrainEngine.cs')
diff --git a/OpenSim-Source/OpenSim.Terrain.BasicTerrain/TerrainEngine.cs b/OpenSim-Source/OpenSim.Terrain.BasicTerrain/TerrainEngine.cs
new file mode 100644
index 0000000..a0f37f9
--- /dev/null
+++ b/OpenSim-Source/OpenSim.Terrain.BasicTerrain/TerrainEngine.cs
@@ -0,0 +1,453 @@
+using System;
+using System.Collections.Generic;
+using System.Text;
+using System.Drawing;
+using libTerrain;
+
+namespace OpenSim.Terrain
+{
+ public class TerrainEngine
+ {
+ ///
+ /// A [normally] 256x256 heightmap
+ ///
+ public Channel heightmap;
+
+ ///
+ /// 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)
+ ///
+ public int tainted;
+
+ int w, h;
+
+ ///
+ /// Generate a new TerrainEngine instance and creates a new heightmap
+ ///
+ public TerrainEngine()
+ {
+ w = 256;
+ h = 256;
+ heightmap = new Channel(w, h);
+
+ tainted++;
+ }
+
+ ///
+ /// Converts the heightmap to a 65536 value 1D floating point array
+ ///
+ /// A float[65536] array containing the heightmap
+ 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;
+ }
+
+ ///
+ /// Converts the heightmap to a 256x256 value 2D floating point array.
+ ///
+ /// An array of 256,256 values containing the heightmap
+ 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;
+ }
+
+ ///
+ /// Imports a 1D floating point array into the 2D heightmap array
+ ///
+ /// The array to import (must have 65536 members)
+ public void setHeights1D(float[] heights)
+ {
+ int i;
+ for (i = 0; i < w * h; i++)
+ {
+ heightmap.map[i / w, i % w] = heights[i];
+ }
+
+ tainted++;
+ }
+
+ ///
+ /// Loads a 2D array of values into the heightmap
+ ///
+ /// An array of 256,256 float values
+ 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]);
+ }
+ }
+ tainted++;
+ }
+
+ ///
+ /// Processes a terrain-specific command
+ ///
+ /// Commandline arguments (space seperated)
+ /// Reference that returns error or help text if returning false
+ /// If the operation was successful (if not, the error is placed into resultText)
+ public bool RunTerrainCmd(string[] args, ref string resultText)
+ {
+ string command = args[0];
+
+ try
+ {
+
+ switch (command)
+ {
+ case "help":
+ resultText += "terrain regenerate - rebuilds the sims terrain using a default algorithm\n";
+ resultText += "terrain seed - sets the random seed value to \n";
+ resultText += "terrain load - loads a terrain from disk, type can be 'F32', 'F64' or 'IMG'\n";
+ resultText += "terrain save - saves a terrain to disk, type can be 'F32' or 'F64'\n";
+ resultText += "terrain save grdmap - creates a PNG snapshot of the region using a named gradient map\n";
+ resultText += "terrain rescale - rescales a terrain to be between and meters high\n";
+ resultText += "terrain erode aerobic \n";
+ resultText += "terrain erode thermal \n";
+ resultText += "terrain multiply - multiplies a terrain by \n";
+ return false;
+
+ case "seed":
+ setSeed(Convert.ToInt32(args[1]));
+ break;
+
+ case "erode":
+ 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]));
+ break;
+ case "thermal":
+ heightmap.thermalWeathering(Convert.ToDouble(args[2]), Convert.ToInt32(args[3]), Convert.ToDouble(args[4]));
+ break;
+ default:
+ resultText = "Unknown erosion type";
+ return false;
+ }
+ break;
+
+ case "regenerate":
+ hills();
+ break;
+
+ case "rescale":
+ setRange(Convert.ToSingle(args[1]), Convert.ToSingle(args[2]));
+ break;
+
+ case "multiply":
+ heightmap *= Convert.ToDouble(args[1]);
+ break;
+
+ case "load":
+ switch (args[1].ToLower())
+ {
+ case "f32":
+ loadFromFileF32(args[2]);
+ break;
+
+ case "f64":
+ loadFromFileF64(args[2]);
+ break;
+
+ case "img":
+ resultText = "Error - IMG mode is presently unsupported.";
+ return false;
+
+ default:
+ resultText = "Unknown image or data format";
+ return false;
+ }
+ break;
+
+ case "save":
+ switch (args[1].ToLower())
+ {
+ case "f32":
+ writeToFileF32(args[2]);
+ break;
+
+ case "f64":
+ writeToFileF64(args[2]);
+ break;
+
+ case "grdmap":
+ exportImage(args[2], args[3]);
+ break;
+
+ default:
+ resultText = "Unknown image or data format";
+ return false;
+ }
+ break;
+
+ default:
+ resultText = "Unknown terrain command";
+ return false;
+ }
+ return true;
+ }
+ catch (Exception e)
+ {
+ resultText = "Error running terrain command: " + e.ToString();
+ return false;
+ }
+ }
+
+ ///
+ /// Renormalises the array between min and max
+ ///
+ /// Minimum value of the new array
+ /// Maximum value of the new array
+ public void setRange(float min, float max)
+ {
+ heightmap.normalise((double)min, (double)max);
+ tainted++;
+ }
+
+ ///
+ /// Loads a file consisting of 256x256 doubles and imports it as an array into the map.
+ ///
+ /// TODO: Move this to libTerrain itself
+ /// The filename of the double array to import
+ public void loadFromFileF64(string filename)
+ {
+ System.IO.FileInfo file = new System.IO.FileInfo(filename);
+ System.IO.FileStream s = file.Open(System.IO.FileMode.Open, System.IO.FileAccess.Read);
+ System.IO.BinaryReader bs = new System.IO.BinaryReader(s);
+ int x, y;
+ for (x = 0; x < w; x++)
+ {
+ for (y = 0; y < h; y++)
+ {
+ heightmap.map[x, y] = bs.ReadDouble();
+ }
+ }
+
+ bs.Close();
+ s.Close();
+
+ tainted++;
+ }
+
+ ///
+ /// Loads a file consisting of 256x256 floats and imports it as an array into the map.
+ ///
+ /// TODO: Move this to libTerrain itself
+ /// The filename of the float array to import
+ public void loadFromFileF32(string filename)
+ {
+ System.IO.FileInfo file = new System.IO.FileInfo(filename);
+ System.IO.FileStream s = file.Open(System.IO.FileMode.Open, System.IO.FileAccess.Read);
+ System.IO.BinaryReader bs = new System.IO.BinaryReader(s);
+ int x, y;
+ for (x = 0; x < w; x++)
+ {
+ for (y = 0; y < h; y++)
+ {
+ heightmap.map[x, y] = (double)bs.ReadSingle();
+ }
+ }
+
+ bs.Close();
+ s.Close();
+
+ tainted++;
+ }
+
+ ///
+ /// Writes the current terrain heightmap to disk, in the format of a 65536 entry double[] array.
+ ///
+ /// The desired output filename
+ public void writeToFileF64(string filename)
+ {
+ System.IO.FileInfo file = new System.IO.FileInfo(filename);
+ System.IO.FileStream s = file.Open(System.IO.FileMode.CreateNew, System.IO.FileAccess.Write);
+ System.IO.BinaryWriter bs = new System.IO.BinaryWriter(s);
+
+ int x, y;
+ for (x = 0; x < w; x++)
+ {
+ for (y = 0; y < h; y++)
+ {
+ bs.Write(heightmap.get(x,y));
+ }
+ }
+
+ bs.Close();
+ s.Close();
+ }
+
+ ///
+ /// Writes the current terrain heightmap to disk, in the format of a 65536 entry float[] array
+ ///
+ /// The desired output filename
+ public void writeToFileF32(string filename)
+ {
+ System.IO.FileInfo file = new System.IO.FileInfo(filename);
+ System.IO.FileStream s = file.Open(System.IO.FileMode.CreateNew, System.IO.FileAccess.Write);
+ System.IO.BinaryWriter bs = new System.IO.BinaryWriter(s);
+
+ int x, y;
+ for (x = 0; x < w; x++)
+ {
+ for (y = 0; y < h; y++)
+ {
+ bs.Write((float)heightmap.get(x, y));
+ }
+ }
+
+ bs.Close();
+ s.Close();
+ }
+
+ ///
+ /// Sets the random seed to be used by procedural functions which involve random numbers.
+ ///
+ /// The desired seed
+ public void setSeed(int val)
+ {
+ heightmap.seed = val;
+ }
+
+ ///
+ /// Raises land in a sphere around the specified coordinates
+ ///
+ /// Center of the sphere on the X axis
+ /// Center of the sphere on the Y axis
+ /// The radius of the sphere
+ /// Scale the height of the sphere by this amount (recommended 0..2)
+ public void raise(double rx, double ry, double size, double amount)
+ {
+ lock (heightmap)
+ {
+ heightmap.raise(rx, ry, size, amount);
+ }
+
+ tainted++;
+ }
+
+ ///
+ /// Lowers the land in a sphere around the specified coordinates
+ ///
+ /// The center of the sphere at the X axis
+ /// The center of the sphere at the Y axis
+ /// The radius of the sphere in meters
+ /// Scale the height of the sphere by this amount (recommended 0..2)
+ public void lower(double rx, double ry, double size, double amount)
+ {
+ lock (heightmap)
+ {
+ heightmap.lower(rx, ry, size, amount);
+ }
+
+ tainted++;
+ }
+
+ ///
+ /// Generates a simple set of hills in the shape of an island
+ ///
+ public void hills()
+ {
+ lock (heightmap)
+ {
+ heightmap.hillsSpheres(200, 20, 40, true, true, false);
+ heightmap.normalise();
+ heightmap *= 60.0; // Raise to 60m
+ }
+
+ tainted++;
+ }
+
+ ///
+ /// Multiplies the heightfield by val
+ ///
+ /// The heightfield
+ /// The multiplier
+ ///
+ public static TerrainEngine operator *(TerrainEngine meep, Double val) {
+ meep.heightmap *= val;
+ meep.tainted++;
+ return meep;
+ }
+
+ ///
+ /// Returns the height at the coordinates x,y
+ ///
+ /// X Coordinate
+ /// Y Coordinate
+ ///
+ public float this[int x, int y]
+ {
+ get
+ {
+ return (float)heightmap.get(x,y);
+ }
+ set
+ {
+ tainted++;
+ heightmap.set(x,y,(double)value);
+ }
+ }
+
+ ///
+ /// Exports the current heightmap to a PNG file
+ ///
+ /// The destination filename for the image
+ /// A 1x*height* image which contains the colour gradient to export with. Must be at least 1x2 pixels, 1x256 or more is ideal.
+ public void exportImage(string filename, string gradientmap)
+ {
+ try
+ {
+ Bitmap gradientmapLd = new Bitmap(gradientmap);
+
+ int pallete = gradientmapLd.Width;
+
+ Bitmap bmp = new Bitmap(heightmap.w, heightmap.h);
+ Color[] colours = new Color[pallete];
+
+ for (int i = 0; i < pallete; i++)
+ {
+ colours[i] = gradientmapLd.GetPixel(1, i);
+ }
+
+ Channel copy = heightmap.copy();
+ for (int x = 0; x < copy.w; x++)
+ {
+ for (int y = 0; y < copy.h; y++)
+ {
+ // 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);
+ bmp.SetPixel(x, y, colours[colorindex]);
+ }
+ }
+
+ bmp.Save(filename, System.Drawing.Imaging.ImageFormat.Png);
+ }
+ catch (Exception e)
+ {
+ Console.WriteLine("Failed generating terrain map: " + e.ToString());
+ }
+ }
+ }
+}
--
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