/* * Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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.IO; using OpenMetaverse; namespace OpenSim.Framework { public abstract class TerrainData { // Terrain always is a square public int SizeX { get; protected set; } public int SizeY { get; protected set; } public int SizeZ { get; protected set; } public abstract float this[int x, int y] { get; set; } // Someday terrain will have caves public abstract float this[int x, int y, int z] { get; set; } // Return a representation of this terrain for storing as a blob in the database. // Returns 'true' to say blob was stored in the 'out' locations. public abstract bool GetDatabaseBlob(out int DBFormatRevisionCode, out Array blob); } // The terrain is stored as a blob in the database with a 'revision' field. // Some implementations of terrain storage would fill the revision field with // the time the terrain was stored. When real revisions were added and this // feature removed, that left some old entries with the time in the revision // field. // Thus, if revision is greater than 'RevisionHigh' then terrain db entry is // left over and it is presumed to be 'Legacy256'. // Numbers are arbitrary and are chosen to to reduce possible mis-interpretation. // If a revision does not match any of these, it is assumed to be Legacy256. public enum DBTerrainRevision { // Terrain is 'double[256,256]' Legacy256 = 11, // Terrain is 'int32, int32, float[,]' where the shorts are X and Y dimensions // The dimensions are presumed to be multiples of 16 and, more likely, multiples of 256. Variable2D = 22, // A revision that is not listed above or any revision greater than this value is 'Legacy256'. RevisionHigh = 1234 } // Version of terrain that is a heightmap. // This should really be 'LLOptimizedHeightmapTerrainData' as it includes knowledge // of 'patches' which are 16x16 terrain areas which can be sent separately to the viewer. public class HeightmapTerrainData : TerrainData { // TerrainData.this[x, y] public override float this[int x, int y] { get { return m_heightmap[x * SizeX + y]; } set { m_heightmap[x * SizeX + y] = value; } } // TerrainData.this[x, y, z] public override float this[int x, int y, int z] { get { return this[x, y]; } set { this[x, y] = value; } } // TerrainData.GetDatabaseBlob // The user wants something to store in the database. public override bool GetDatabaseBlob(out int DBRevisionCode, out Array blob) { DBRevisionCode = (int)DBTerrainRevision.Legacy256; blob = LegacyTerrainSerialization(); return false; } private float[] m_heightmap; // To keep with the legacy theme, this can be created with the way terrain // used to passed around as. public HeightmapTerrainData(double[,] pTerrain) { SizeX = pTerrain.GetLength(0); SizeY = pTerrain.GetLength(1); SizeZ = (int)Constants.RegionHeight; int idx = 0; m_heightmap = new float[SizeX * SizeY]; for (int ii = 0; ii < SizeX; ii++) { for (int jj = 0; jj < SizeY; jj++) { m_heightmap[idx++] = (float)pTerrain[ii, jj]; } } } public HeightmapTerrainData(float[] pHeightmap, int pX, int pY, int pZ) { m_heightmap = pHeightmap; SizeX = pX; SizeY = pY; SizeZ = pZ; } // Just create an array of doubles. Presumes the caller implicitly knows the size. public Array LegacyTerrainSerialization() { Array ret = null; using (MemoryStream str = new MemoryStream(SizeX * SizeY * sizeof(double))) { using (BinaryWriter bw = new BinaryWriter(str)) { // TODO: COMPATIBILITY - Add byte-order conversions for (int ii = 0; ii < m_heightmap.Length; ii++) { double height = (double)m_heightmap[ii]; if (height == 0.0) height = double.Epsilon; bw.Write(height); } } ret = str.ToArray(); } return ret; } } }