From 3376b82501000692d6dac24b051af738cdaf2737 Mon Sep 17 00:00:00 2001 From: MW Date: Thu, 24 May 2007 12:16:50 +0000 Subject: Some more code refactoring, plus a restructuring of the directories so that the Grid servers can be a separate solution to the region server. --- OpenSim.Terrain.BasicTerrain/TerrainEngine.cs | 453 -------------------------- 1 file changed, 453 deletions(-) delete mode 100644 OpenSim.Terrain.BasicTerrain/TerrainEngine.cs (limited to 'OpenSim.Terrain.BasicTerrain/TerrainEngine.cs') diff --git a/OpenSim.Terrain.BasicTerrain/TerrainEngine.cs b/OpenSim.Terrain.BasicTerrain/TerrainEngine.cs deleted file mode 100644 index a0f37f9..0000000 --- a/OpenSim.Terrain.BasicTerrain/TerrainEngine.cs +++ /dev/null @@ -1,453 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Text; -using System.Drawing; -using libTerrain; - -namespace OpenSim.Terrain -{ - public class TerrainEngine - { - /// - /// A [normally] 256x256 heightmap - /// - public Channel heightmap; - - /// - /// Whether or not the terrain has been modified since it was last saved and sent to the Physics engine. - /// Counts the number of modifications since the last save. (0 = Untainted) - /// - public int tainted; - - int w, h; - - /// - /// Generate a new TerrainEngine instance and creates a new heightmap - /// - public TerrainEngine() - { - w = 256; - h = 256; - heightmap = new Channel(w, h); - - tainted++; - } - - /// - /// Converts the heightmap to a 65536 value 1D floating point array - /// - /// A float[65536] array containing the heightmap - public float[] getHeights1D() - { - float[] heights = new float[w * h]; - int i; - - for (i = 0; i < w * h; i++) - { - heights[i] = (float)heightmap.map[i / w, i % w]; - } - - return heights; - } - - /// - /// Converts the heightmap to a 256x256 value 2D floating point array. - /// - /// An array of 256,256 values containing the heightmap - public float[,] getHeights2D() - { - float[,] heights = new float[w, h]; - int x, y; - for (x = 0; x < w; x++) - { - for (y = 0; y < h; y++) - { - heights[x, y] = (float)heightmap.map[x, y]; - } - } - return heights; - } - - /// - /// Imports a 1D floating point array into the 2D heightmap array - /// - /// The array to import (must have 65536 members) - public void setHeights1D(float[] heights) - { - int i; - for (i = 0; i < w * h; i++) - { - heightmap.map[i / w, i % w] = heights[i]; - } - - tainted++; - } - - /// - /// Loads a 2D array of values into the heightmap - /// - /// An array of 256,256 float values - public void setHeights2D(float[,] heights) - { - int x, y; - for (x = 0; x < w; x++) - { - for (y = 0; y < h; y++) - { - heightmap.set(x,y,(double)heights[x,y]); - } - } - tainted++; - } - - /// - /// Processes a terrain-specific command - /// - /// Commandline arguments (space seperated) - /// Reference that returns error or help text if returning false - /// If the operation was successful (if not, the error is placed into resultText) - public bool RunTerrainCmd(string[] args, ref string resultText) - { - string command = args[0]; - - try - { - - switch (command) - { - case "help": - resultText += "terrain regenerate - rebuilds the sims terrain using a default algorithm\n"; - resultText += "terrain seed - sets the random seed value to \n"; - resultText += "terrain load - loads a terrain from disk, type can be 'F32', 'F64' or 'IMG'\n"; - resultText += "terrain save - saves a terrain to disk, type can be 'F32' or 'F64'\n"; - resultText += "terrain save grdmap - creates a PNG snapshot of the region using a named gradient map\n"; - resultText += "terrain rescale - rescales a terrain to be between and meters high\n"; - resultText += "terrain erode aerobic \n"; - resultText += "terrain erode thermal \n"; - resultText += "terrain multiply - multiplies a terrain by \n"; - return false; - - case "seed": - setSeed(Convert.ToInt32(args[1])); - break; - - case "erode": - switch (args[1].ToLower()) - { - case "aerobic": - // WindSpeed, PickupMinimum,DropMinimum,Carry,Rounds,Lowest - heightmap.AerobicErosion(Convert.ToDouble(args[2]), Convert.ToDouble(args[3]), Convert.ToDouble(args[4]), Convert.ToDouble(args[5]), Convert.ToInt32(args[6]), Convert.ToBoolean(args[7])); - break; - case "thermal": - heightmap.thermalWeathering(Convert.ToDouble(args[2]), Convert.ToInt32(args[3]), Convert.ToDouble(args[4])); - break; - default: - resultText = "Unknown erosion type"; - return false; - } - break; - - case "regenerate": - hills(); - break; - - case "rescale": - setRange(Convert.ToSingle(args[1]), Convert.ToSingle(args[2])); - break; - - case "multiply": - heightmap *= Convert.ToDouble(args[1]); - break; - - case "load": - switch (args[1].ToLower()) - { - case "f32": - loadFromFileF32(args[2]); - break; - - case "f64": - loadFromFileF64(args[2]); - break; - - case "img": - resultText = "Error - IMG mode is presently unsupported."; - return false; - - default: - resultText = "Unknown image or data format"; - return false; - } - break; - - case "save": - switch (args[1].ToLower()) - { - case "f32": - writeToFileF32(args[2]); - break; - - case "f64": - writeToFileF64(args[2]); - break; - - case "grdmap": - exportImage(args[2], args[3]); - break; - - default: - resultText = "Unknown image or data format"; - return false; - } - break; - - default: - resultText = "Unknown terrain command"; - return false; - } - return true; - } - catch (Exception e) - { - resultText = "Error running terrain command: " + e.ToString(); - return false; - } - } - - /// - /// Renormalises the array between min and max - /// - /// Minimum value of the new array - /// Maximum value of the new array - public void setRange(float min, float max) - { - heightmap.normalise((double)min, (double)max); - tainted++; - } - - /// - /// Loads a file consisting of 256x256 doubles and imports it as an array into the map. - /// - /// TODO: Move this to libTerrain itself - /// The filename of the double array to import - public void loadFromFileF64(string filename) - { - System.IO.FileInfo file = new System.IO.FileInfo(filename); - System.IO.FileStream s = file.Open(System.IO.FileMode.Open, System.IO.FileAccess.Read); - System.IO.BinaryReader bs = new System.IO.BinaryReader(s); - int x, y; - for (x = 0; x < w; x++) - { - for (y = 0; y < h; y++) - { - heightmap.map[x, y] = bs.ReadDouble(); - } - } - - bs.Close(); - s.Close(); - - tainted++; - } - - /// - /// Loads a file consisting of 256x256 floats and imports it as an array into the map. - /// - /// TODO: Move this to libTerrain itself - /// The filename of the float array to import - public void loadFromFileF32(string filename) - { - System.IO.FileInfo file = new System.IO.FileInfo(filename); - System.IO.FileStream s = file.Open(System.IO.FileMode.Open, System.IO.FileAccess.Read); - System.IO.BinaryReader bs = new System.IO.BinaryReader(s); - int x, y; - for (x = 0; x < w; x++) - { - for (y = 0; y < h; y++) - { - heightmap.map[x, y] = (double)bs.ReadSingle(); - } - } - - bs.Close(); - s.Close(); - - tainted++; - } - - /// - /// Writes the current terrain heightmap to disk, in the format of a 65536 entry double[] array. - /// - /// The desired output filename - public void writeToFileF64(string filename) - { - System.IO.FileInfo file = new System.IO.FileInfo(filename); - System.IO.FileStream s = file.Open(System.IO.FileMode.CreateNew, System.IO.FileAccess.Write); - System.IO.BinaryWriter bs = new System.IO.BinaryWriter(s); - - int x, y; - for (x = 0; x < w; x++) - { - for (y = 0; y < h; y++) - { - bs.Write(heightmap.get(x,y)); - } - } - - bs.Close(); - s.Close(); - } - - /// - /// Writes the current terrain heightmap to disk, in the format of a 65536 entry float[] array - /// - /// The desired output filename - public void writeToFileF32(string filename) - { - System.IO.FileInfo file = new System.IO.FileInfo(filename); - System.IO.FileStream s = file.Open(System.IO.FileMode.CreateNew, System.IO.FileAccess.Write); - System.IO.BinaryWriter bs = new System.IO.BinaryWriter(s); - - int x, y; - for (x = 0; x < w; x++) - { - for (y = 0; y < h; y++) - { - bs.Write((float)heightmap.get(x, y)); - } - } - - bs.Close(); - s.Close(); - } - - /// - /// Sets the random seed to be used by procedural functions which involve random numbers. - /// - /// The desired seed - public void setSeed(int val) - { - heightmap.seed = val; - } - - /// - /// Raises land in a sphere around the specified coordinates - /// - /// Center of the sphere on the X axis - /// Center of the sphere on the Y axis - /// The radius of the sphere - /// Scale the height of the sphere by this amount (recommended 0..2) - public void raise(double rx, double ry, double size, double amount) - { - lock (heightmap) - { - heightmap.raise(rx, ry, size, amount); - } - - tainted++; - } - - /// - /// Lowers the land in a sphere around the specified coordinates - /// - /// The center of the sphere at the X axis - /// The center of the sphere at the Y axis - /// The radius of the sphere in meters - /// Scale the height of the sphere by this amount (recommended 0..2) - public void lower(double rx, double ry, double size, double amount) - { - lock (heightmap) - { - heightmap.lower(rx, ry, size, amount); - } - - tainted++; - } - - /// - /// Generates a simple set of hills in the shape of an island - /// - public void hills() - { - lock (heightmap) - { - heightmap.hillsSpheres(200, 20, 40, true, true, false); - heightmap.normalise(); - heightmap *= 60.0; // Raise to 60m - } - - tainted++; - } - - /// - /// Multiplies the heightfield by val - /// - /// The heightfield - /// The multiplier - /// - public static TerrainEngine operator *(TerrainEngine meep, Double val) { - meep.heightmap *= val; - meep.tainted++; - return meep; - } - - /// - /// Returns the height at the coordinates x,y - /// - /// X Coordinate - /// Y Coordinate - /// - public float this[int x, int y] - { - get - { - return (float)heightmap.get(x,y); - } - set - { - tainted++; - heightmap.set(x,y,(double)value); - } - } - - /// - /// Exports the current heightmap to a PNG file - /// - /// The destination filename for the image - /// A 1x*height* image which contains the colour gradient to export with. Must be at least 1x2 pixels, 1x256 or more is ideal. - public void exportImage(string filename, string gradientmap) - { - try - { - Bitmap gradientmapLd = new Bitmap(gradientmap); - - int pallete = gradientmapLd.Width; - - Bitmap bmp = new Bitmap(heightmap.w, heightmap.h); - Color[] colours = new Color[pallete]; - - for (int i = 0; i < pallete; i++) - { - colours[i] = gradientmapLd.GetPixel(1, i); - } - - Channel copy = heightmap.copy(); - for (int x = 0; x < copy.w; x++) - { - for (int y = 0; y < copy.h; y++) - { - // 512 is the largest possible height before colours clamp - int colorindex = (int)(Math.Max(Math.Min(1.0, copy.get(x, y) / 512.0), 0.0) * pallete); - bmp.SetPixel(x, y, colours[colorindex]); - } - } - - bmp.Save(filename, System.Drawing.Imaging.ImageFormat.Png); - } - catch (Exception e) - { - Console.WriteLine("Failed generating terrain map: " + e.ToString()); - } - } - } -} -- cgit v1.1