/* * 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; /// <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 Tainted() { return (tainted != 0); } public bool StillEditing() { TimeSpan gap = DateTime.Now - lastEdit; if (gap.TotalSeconds <= 4.0) return true; return false; } public bool Tainted(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); /* 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; } } 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; } } 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; } } 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; } for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { if (Tainted(x*16, y*16)) { remoteUser.SendLayerData(x, y, GetHeights1D()); } } } lastEdit = DateTime.Now; return; } /// <summary> /// Checks to make sure the terrain is within baked values +/- maxRaise/minLower /// </summary> public void CheckHeightValues() { 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(); tainted++; } /// <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 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": HillsGenerator(); break; case "rescale": SetRange(Convert.ToSingle(args[1]), Convert.ToSingle(args[2])); 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 "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) ExportImage(filename, args[3]); else ExportImage(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) { 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> /// 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.map[x, y] = bs.ReadDouble(); } } 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.map[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.map[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> /// 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> /// 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) { Channel smoothed = heightmap.Copy(); smoothed.Smooth(amount); Channel mask = new Channel(); mask.Raise(rx, ry, size, amount); heightmap.Blend(smoothed, mask); } tainted++; } /// <summary> /// Generates a simple set of hills in the shape of an island /// </summary> public void HillsGenerator() { 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 ExportImage(string filename, string gradientmap) { try { Bitmap bmp = TerrainToBitmap(gradientmap); bmp.Save(filename, ImageFormat.Png); } catch (Exception e) { 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[] ExportJpegImage(string gradientmap) { byte[] imageData = null; try { Bitmap bmp = TerrainToBitmap(gradientmap); imageData = OpenJPEG.EncodeFromImage(bmp, true); } catch (Exception e) { 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; } } }