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.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()); } } } }