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* notice, this list of conditions and the following disclaimer in the
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* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
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*/
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;
}
}
}