From 646bbbc84b8010e0dacbeed5342cdb045f46cc49 Mon Sep 17 00:00:00 2001 From: MW Date: Wed, 27 Jun 2007 15:28:52 +0000 Subject: Some work on restructuring the namespaces / project names. Note this doesn't compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces. --- .../Region/Terrain.BasicTerrain/TerrainEngine.cs | 786 +++++++++++++++++++++ 1 file changed, 786 insertions(+) create mode 100644 OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs (limited to 'OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs') diff --git a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs new file mode 100644 index 0000000..4f989fa --- /dev/null +++ b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs @@ -0,0 +1,786 @@ +/* +* 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.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' or 'PNG'\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; + + 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(); + } + + /// + /// 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++; + } + + /// + /// 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.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; + } + } +} \ No newline at end of file -- cgit v1.1