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
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