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|
/*
* 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.Drawing;
using System.Drawing.Imaging;
using System.IO;
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
{
/// <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>
/// 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;
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);
offsetX = X;
offsetY = Y;
tainted++;
}
public bool Tainted()
{
return (tainted != 0);
}
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];
}
/// <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 = args[0];
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]));
break;
case "multiply":
heightmap *= Convert.ToDouble(args[1]);
tainted++;
break;
case "load":
args[2].Replace("%name%", simName);
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":
args[2].Replace("%name%", simName);
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)
{
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(), out sizeMin);
double.TryParse(args[4].ToString(), 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 (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
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 (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
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)
{
int sectionToLoadX = ((this.offsetX - lowerboundX) * this.w);
int sectionToLoadY = ((this.offsetY - lowerboundY) * this.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 (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
}
}
bs.Close();
s.Close();
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 (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++;
}
/// <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 (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
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 (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
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 (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;
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 (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 - 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
}
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 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 - 1));
bmp.SetPixel(x, y, colours[colorindex]);
}
}
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 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 - 1));
bmp.SetPixel(x, y, colours[colorindex]);
}
}
//bmp.Save(filename, System.Drawing.Imaging.ImageFormat.Png);
imageData = OpenJPEG.EncodeFromImage(bmp, true );
}
catch (Exception e)
{
Console.WriteLine("Failed generating terrain map: " + e.ToString());
}
return imageData;
}
}
}
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