/* * Copyright (c) Contributors, http://www.openmetaverse.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.Text; using System.Drawing; using libTerrain; using OpenJPEGNet; 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 { /// /// Plugin library for scripts /// public FilterHost customFilters = new FilterHost(); /// /// A [normally] 256x256 heightmap /// public Channel heightmap; /// /// A copy of heightmap at the last save point (for reverting) /// public Channel revertmap; /// /// Water heightmap (needs clientside mods to work) /// public Channel watermap; /// /// 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++; } /// /// Swaps the two heightmap buffers (the 'revert map' and the heightmap) /// public void swapRevertMaps() { Channel backup = heightmap.copy(); heightmap = revertmap; revertmap = backup; } /// /// Saves the current heightmap into the revertmap /// public void saveRevertMap() { revertmap = heightmap.copy(); } /// /// 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 voronoi - generates a worley fractal with X points per block"; resultText += "terrain seed - sets the random seed value to \n"; resultText += "terrain load - loads a terrain from disk, type can be 'F32', 'F64', 'RAW' or 'IMG'\n"; resultText += "terrain save - saves a terrain to disk, type can be 'F32', 'F64', 'PNG', 'RAW' or 'HIRAW'\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"; 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 - loads a new filter from the specified .cs file\n"; resultText += "terrain jsfilter - loads a new filter from the specified .js file\n"; foreach (KeyValuePair 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": 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 "raw": loadFromFileSLRAW(args[2]); break; case "img": heightmap.loadImage(args[2]); 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; case "png": heightmap.saveImage(args[2]); break; case "raw": writeToFileRAW(args[2]); break; case "hiraw": writeToFileHiRAW(args[2]); 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) { 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; } return true; } private bool consoleHills(string[] args, ref string resultText) { int count; double sizeMin; double sizeRange; bool island; bool additive; bool noisy; if (args.GetLength(0) > 2) { count = Convert.ToInt32(args[2]); sizeMin = Convert.ToDouble(args[3]); sizeRange = Convert.ToDouble(args[4]); island = Convert.ToBoolean(args[5]); additive = Convert.ToBoolean(args[6]); noisy = Convert.ToBoolean(args[7]); } 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; } return true; } /// /// 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++; } /// /// Loads a file formatted in the SL .RAW Format used on the main grid /// /// This file format stinks and is best avoided. /// A path to the .RAW format public void loadFromFileSLRAW(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.ReadByte() * ((double)bs.ReadByte() / 127.0); bs.ReadBytes(11); // Advance the stream to next bytes. } } 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(); } /// /// 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) /// /// Filename to write to public void writeToFileRAW(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; // 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 (x = 0; x < w; x++) { for (y = 0; y < h; y++) { 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; bs.Write(red); bs.Write(green); bs.Write(blue); bs.Write(alpha1); bs.Write(alpha2); bs.Write(alpha3); bs.Write(alpha4); bs.Write(alpha5); bs.Write(alpha6); bs.Write(alpha7); bs.Write(alpha8); bs.Write(alpha9); bs.Write(alpha10); } } bs.Close(); s.Close(); } /// /// Outputs to a LL compatible RAW in the most efficient manner possible /// /// Does not calculate the revert map /// The filename to output to public void writeToFileHiRAW(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); // Generate a smegging big lookup table to speed the operation up (it needs it) double[] lookupTable = new double[65536]; int i, j, x, y; for (i = 0; i < 256; i++) { for (j = 0; j < 256; j++) { lookupTable[i + (j * 256)] = ((double)i * ((double)j / 127.0)); } } // Output the calculated raw for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { double t = heightmap.get(x, y); double min = double.MaxValue; int index = 0; for (i = 0; i < 65536; i++) { if (Math.Abs(t - lookupTable[i]) < min) { min = Math.Abs(t - lookupTable[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; bs.Write(red); bs.Write(green); bs.Write(blue); bs.Write(alpha1); bs.Write(alpha2); bs.Write(alpha3); bs.Write(alpha4); bs.Write(alpha5); bs.Write(alpha6); bs.Write(alpha7); bs.Write(alpha8); bs.Write(alpha9); bs.Write(alpha10); } } 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++; } /// /// Flattens the land under the brush of specified coordinates (spherical mask) /// /// Center of sphere /// Center of sphere /// Radius of the sphere /// Thickness of the mask (0..2 recommended) public void flatten(double rx, double ry, double size, double amount) { lock (heightmap) { heightmap.flatten(rx, ry, size, amount); } tainted++; } /// /// Creates noise within the specified bounds /// /// Center of the bounding sphere /// Center of the bounding sphere /// The radius of the sphere /// Strength of the mask (0..2) recommended public void noise(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++; } /// /// Reverts land within the specified bounds /// /// Center of the bounding sphere /// Center of the bounding sphere /// The radius of the sphere /// Strength of the mask (0..2) recommended public void revert(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++; } /// /// Smooths land under the brush of specified coordinates (spherical mask) /// /// Center of the sphere /// Center of the sphere /// Radius of the sphere /// Thickness of the mask (0..2 recommended) public void smooth(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++; } /// /// 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++; } /// /// Wrapper to heightmap.get() /// /// X coord /// Y coord /// Height at specified coordinates public double get(int x, int y) { return heightmap.get(x, y); } /// /// Multiplies the heightfield by val /// /// The heightfield /// The multiplier /// public static TerrainEngine operator *(TerrainEngine meep, Double val) { meep.heightmap *= val; meep.tainted++; return meep; } /// /// 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.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 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()); } } /// /// Exports the current heightmap in Jpeg2000 format to a byte[] /// /// A 1x*height* image which contains the colour gradient to export with. Must be at least 1x2 pixels, 1x256 or more is ideal. public byte[] exportJpegImage(string gradientmap) { byte[] imageData = null; try { 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 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(copy.h - y, x) / 512.0), 0.0) * pallete); bmp.SetPixel(x, y, colours[colorindex]); } } //bmp.Save(filename, System.Drawing.Imaging.ImageFormat.Png); imageData = OpenJPEGNet.OpenJPEG.EncodeFromImage(bmp, "map"); } catch (Exception e) { Console.WriteLine("Failed generating terrain map: " + e.ToString()); } return imageData; } } }