/* * 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 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.IO; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders { public class LLRAW : ITerrainLoader { public struct HeightmapLookupValue : IComparable { public int Index; public double Value; public HeightmapLookupValue(int index, double value) { Index = index; Value = value; } public int CompareTo(HeightmapLookupValue val) { return Value.CompareTo(val.Value); } } /// Lookup table to speed up terrain exports HeightmapLookupValue[] LookupHeightTable; public LLRAW() { LookupHeightTable = new HeightmapLookupValue[256 * 256]; for (int i = 0; i < 256; i++) { for (int j = 0; j < 256; j++) { LookupHeightTable[i + (j * 256)] = new HeightmapLookupValue(i + (j * 256), ((double)i * ((double)j / 128.0d))); } } Array.Sort(LookupHeightTable); } #region ITerrainLoader Members public ITerrainChannel LoadFile(string filename) { FileInfo file = new FileInfo(filename); FileStream s = file.Open(FileMode.Open, FileAccess.Read); ITerrainChannel retval = LoadStream(s); s.Close(); return retval; } public ITerrainChannel LoadFile(string filename, int offsetX, int offsetY, int fileWidth, int fileHeight, int sectionWidth, int sectionHeight) { TerrainChannel retval = new TerrainChannel(sectionWidth, sectionHeight); FileInfo file = new FileInfo(filename); FileStream s = file.Open(FileMode.Open, FileAccess.Read); BinaryReader bs = new BinaryReader(s); int currFileYOffset = fileHeight - 1; // if our region isn't on the first Y section of the areas to be landscaped, then // advance to our section of the file while (currFileYOffset > offsetY) { // read a whole strip of regions int heightsToRead = sectionHeight * (fileWidth * sectionWidth); bs.ReadBytes(heightsToRead * 13); // because there are 13 fun channels currFileYOffset--; } // got to the Y start offset within the file of our region // so read the file bits associated with our region int y; // for each Y within our Y offset for (y = sectionHeight - 1; y >= 0; y--) { int currFileXOffset = 0; // if our region isn't the first X section of the areas to be landscaped, then // advance the stream to the X start pos of our section in the file // i.e. eat X upto where we start while (currFileXOffset < offsetX) { bs.ReadBytes(sectionWidth * 13); currFileXOffset++; } // got to our X offset, so write our regions X line int x; for (x = 0; x < sectionWidth; x++) { // Read a strip and continue retval[x, y] = bs.ReadByte() * (bs.ReadByte() / 128.0); bs.ReadBytes(11); } // record that we wrote it currFileXOffset++; // if our region isn't the last X section of the areas to be landscaped, then // advance the stream to the end of this Y column while (currFileXOffset < fileWidth) { // eat the next regions x line bs.ReadBytes(sectionWidth * 13); //The 13 channels again currFileXOffset++; } } bs.Close(); s.Close(); return retval; } public ITerrainChannel LoadStream(Stream s) { TerrainChannel retval = new TerrainChannel(); BinaryReader bs = new BinaryReader(s); int y; for (y = 0; y < retval.Height; y++) { int x; for (x = 0; x < retval.Width; x++) { retval[x, (retval.Height - 1) - y] = bs.ReadByte() * (bs.ReadByte() / 128.0); bs.ReadBytes(11); // Advance the stream to next bytes. } } bs.Close(); return retval; } public void SaveFile(string filename, ITerrainChannel map) { FileInfo file = new FileInfo(filename); FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write); SaveStream(s, map); s.Close(); } public void SaveStream(Stream s, ITerrainChannel map) { BinaryWriter binStream = new BinaryWriter(s); // Output the calculated raw for (int y = 0; y < map.Height; y++) { for (int x = 0; x < map.Width; x++) { double t = map[x, (map.Height - 1) - y]; //if height is less than 0, set it to 0 as //can't save -ve values in a LLRAW file if (t < 0d) { t = 0d; } int index = 0; // The lookup table is pre-sorted, so we either find an exact match or // the next closest (smaller) match with a binary search index = Array.BinarySearch(LookupHeightTable, new HeightmapLookupValue(0, t)); if (index < 0) index = ~index - 1; index = LookupHeightTable[index].Index; byte red = (byte) (index & 0xFF); byte green = (byte) ((index >> 8) & 0xFF); const byte blue = 20; const byte alpha1 = 0; const byte alpha2 = 0; const byte alpha3 = 0; const byte alpha4 = 0; const byte alpha5 = 255; const byte alpha6 = 255; const byte alpha7 = 255; const byte alpha8 = 255; byte alpha9 = red; byte alpha10 = green; binStream.Write(red); binStream.Write(green); binStream.Write(blue); binStream.Write(alpha1); binStream.Write(alpha2); binStream.Write(alpha3); binStream.Write(alpha4); binStream.Write(alpha5); binStream.Write(alpha6); binStream.Write(alpha7); binStream.Write(alpha8); binStream.Write(alpha9); binStream.Write(alpha10); } } binStream.Close(); } public string FileExtension { get { return ".raw"; } } #endregion public override string ToString() { return "LL/SL RAW"; } } }