using System;
using System.Collections.Generic;
using System.Text;
using OpenSim.Terrain.BasicTerrain;
namespace OpenSim.Terrain
{
public class TerrainEngine
{
public float[,] map;
public float[,] water;
int w, h;
public TerrainEngine()
{
w = 256;
h = 256;
map = new float[w, h];
water = new float[w, h];
}
///
/// 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
/// 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++)
{
map[i / w, i % w] = heights[i];
}
}
///
/// Loads a file consisting of 256x256 doubles and imports it as an array into the map.
///
/// 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++)
{
map[x, y] = (float)bs.ReadDouble();
}
}
}
///
/// Swaps the references between the height and water buffers to allow you to edit the water heightmap. Remember to swap back when you are done.
///
public void swapWaterBuffer()
{
float[,] temp = map;
map = water;
water = temp;
}
///
/// 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 (map)
{
RaiseLower.raiseSphere(this.map, rx, ry, size, amount);
}
}
public void lower(double rx, double ry, double size, double amount)
{
lock (map)
{
RaiseLower.lowerSphere(this.map, rx, ry, size, amount);
}
}
public void hills()
{
lock (map)
{
Hills.hillsSpheres(this.map, 1337, 200, 20, 40, true, true, false);
Normalise.normalise(this.map,60);
}
}
}
}