/*
* 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.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Globalization;
using System.IO;
using System.Threading;
using libTerrain;
using OpenJPEGNet;
using OpenSim.Framework;
namespace OpenSim.Region.Terrain
{
public class TerrainCommand
{
public virtual bool run(string[] cmdargs, ref string output)
{
return false;
}
public string args;
public string help;
}
public class TerrainEngine
{
public static Mutex fileIOLock = new Mutex();
///
/// 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;
///
/// Max amount the terrain can be raised from the revert parameters
///
public double maxRaise = 500.0;
///
/// Min amount the terrain can be lowered from the revert parameters
///
public double minLower = 500.0;
///
/// The last time the terrain was edited
///
public DateTime lastEdit = DateTime.Now;
private int counter = 0;
///
/// 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;
private int w, h;
///
/// Used to determine what offset to use when loading singular heightmaps across multiple sims
///
private int offsetX;
private int offsetY;
///
/// Generate a new TerrainEngine instance and creates a new heightmap
///
public TerrainEngine(int X, int Y)
{
w = 256;
h = 256;
heightmap = new Channel(w, h);
revertmap = new Channel(w, h);
watermap = new Channel(w, h);
watermap.Fill(20);
offsetX = X;
offsetY = Y;
tainted++;
}
public bool IsTainted()
{
return (tainted != 0);
}
public bool IsUserStillEditing()
{
TimeSpan gap = DateTime.Now - lastEdit;
if (gap.TotalSeconds <= 4.0)
return true;
return false;
}
public bool IsTainted(int x, int y)
{
return (heightmap.diff[x/16, y/16] != 0);
}
public void ResetTaint()
{
tainted = 0;
heightmap.diff = new int[w/16,h/16];
}
//Testing to see if moving the TerraForming packet handling code into here works well
///
/// Modifies terrain using the specified information
///
/// The height at which the user started modifying the terrain
/// The number of seconds the modify button was pressed
/// The size of the brush used
/// The action to be performed
/// Distance from the north border where the cursor is located
/// Distance from the west border where the cursor is located
public void ModifyTerrain(float height, float seconds, byte brushsize, byte action, float north, float west,
float south, float east,
IClientAPI remoteUser)
{
// Shiny.
double size = (double) (1 << brushsize);
//System.Console.WriteLine("SIZE:" + size.ToString() + " Seconds:" + seconds.ToString());
if (seconds == 1)
{
seconds = 0.0315f;
}
/* Okay, so here's the deal
* This has to handle both when a user draws on the terrain *and* when a user selects
* a selection of AABB on terrain and applies whatever routine the client requests
* There's something currently wrong with the brushsize --> size conversion.. however
* it's workable.. just unpredictable.
*
* North is always higher and East is always higher
* in the AABB representation
*
* Therefore what we're doing is looping from south to north and west to east
* and applying the associated algorithm with the brush.
*
* This works good on the fast ones, but things like smooth take 12 seconds a single click..
* for now, smooth won't be 'selectionated'
*
* If the user draws instead of selects, north will = south, and east will = west.
* if the user selects, then the selection is inclusive
* it'll always affect at least one point on the heightmap.
*
* that means we use the <= operator
*
* Again, libTerrain is yx instead of xy.. so, it's reflected in the function calls
*
*/
switch (action)
{
case 0:
// flatten terrain
for (float x = south; x <= north; x++)
{
for (float y = west; y <= east; y++)
{
FlattenTerrain(y, x, size, (double) seconds/5.0);
lastEdit = DateTime.Now;
//remoteUser.SendLayerData((int)(x / 16), (int)(x / 16), GetHeights1D());
}
}
break;
case 1:
// raise terrain
for (float x = south; x <= north; x++)
{
for (float y = west; y <= east; y++)
{
RaiseTerrain(y, x, size, (double) seconds/5.0);
lastEdit = DateTime.Now;
//remoteUser.SendLayerData((int)(x / 16), (int)(x / 16), GetHeights1D());
}
}
break;
case 2:
//lower terrain
for (float x = south; x <= north; x++)
{
for (float y = west; y <= east; y++)
{
LowerTerrain(y, x, size, (double) seconds/5.0);
lastEdit = DateTime.Now;
//remoteUser.SendLayerData((int)(x / 16), (int)(x / 16), GetHeights1D());
}
}
break;
case 3:
// smooth terrain
//
// We're leaving this out of the parcel calculations for now
// because just a single one of these will stall your sim for
// 12 seconds. Looping over the parcel on this one is just stupid
//
//for (float x = south; x <= north; x++)
//{
//for (float y = west; y <= east; y++)
//{
//SmoothTerrain(y, x , size, (double)seconds / 5.0);
//}
//}
SmoothTerrain(west, north, size, (double) seconds/5.0);
break;
case 4:
// noise
for (float x = south; x <= north; x++)
{
for (float y = west; y <= east; y++)
{
NoiseTerrain(y, x, size, (double) seconds/5.0);
lastEdit = DateTime.Now;
}
}
break;
case 5:
// revert
for (float x = south; x <= north; x++)
{
for (float y = west; y <= east; y++)
{
RevertTerrain(y, x, size, (double) seconds/5.0);
lastEdit = DateTime.Now;
}
}
break;
// CLIENT EXTENSIONS GO HERE
case 128:
// erode-thermal
break;
case 129:
// erode-aerobic
break;
case 130:
// erode-hydraulic
break;
}
counter++;
if(counter==2)
{
counter=0;
for (int x = 0; x < 16; x++)
{
for (int y = 0; y < 16; y++)
{
if (IsTainted(x*16, y*16))
{
remoteUser.SendLayerData(x, y, GetHeights1D());
}
}
}
}
lastEdit = DateTime.Now;
return;
}
///
/// Checks to make sure the terrain is within baked values +/- maxRaise/minLower
///
private void SetTerrainWithinBounds()
{
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
if ((heightmap.Get(x, y) > revertmap.Get(x, y) + maxRaise))
{
heightmap.map[x, y] = revertmap.Get(x, y) + maxRaise;
}
if ((heightmap.Get(x, y) > revertmap.Get(x, y) - minLower))
{
heightmap.map[x, y] = revertmap.Get(x, y) - minLower;
}
}
}
}
///
/// 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;
}
///
/// Converts the heightmap to a 256x256 value 2D floating point array. Double precision version.
///
/// An array of 256,256 values containing the heightmap
public double[,] GetHeights2DD()
{
return heightmap.map;
}
///
/// Imports a 1D floating point array into the 2D heightmap array
///
/// The array to import (must have 65536 members)
public void GetHeights1D(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]);
}
}
SaveRevertMap();
tainted++;
}
///
/// Loads a 2D array of values into the heightmap (Double Precision Version)
///
/// An array of 256,256 float values
public void SetHeights2D(double[,] heights)
{
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
heightmap.Set(x, y, heights[x, y]);
}
}
SaveRevertMap();
ResetTaint();
}
///
/// 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 simName)
{
string command;
if (args.Length > 0)
{
command = args[0];
}
else
{
command = "help";
}
try
{
switch (command)
{
case "help":
resultText += "terrain regenerate - rebuilds the sims terrain using a default algorithm\n";
resultText +=
"terrain hills \n";
resultText += " type should be spheres, blocks, cones, or squared\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', 'PNG', 'RAW' or 'HIRAW'\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 fill - fills a terrain at the specified height\n";
resultText +=
"terrain erode aerobic \n";
resultText += "terrain erode thermal \n";
resultText += "terrain erode hydraulic \n";
resultText += "terrain multiply - multiplies a terrain by \n";
resultText += "terrain elevate - elevates 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":
SetDefaultTerrain();
break;
case "rescale":
SetRange(Convert.ToSingle(args[1]), Convert.ToSingle(args[2]));
break;
case "elevate":
Elevate(Convert.ToSingle(args[1]));
break;
case "fill":
heightmap.Fill(Convert.ToDouble(args[1]));
tainted++;
break;
case "clip":
heightmap.Clip(Convert.ToDouble(args[1]), Convert.ToDouble(args[2]));
tainted++;
break;
case "smooth":
heightmap.Smooth(Convert.ToDouble(args[1]));
tainted++;
break;
case "add":
heightmap += Convert.ToDouble(args[1]);
tainted++;
break;
case "multiply":
heightmap *= Convert.ToDouble(args[1]);
tainted++;
break;
case "load":
string filenameL = args[2].Replace("%name%", simName);
filenameL = filenameL.Replace("%x%", offsetX.ToString());
filenameL = filenameL.Replace("%y%", offsetY.ToString());
switch (args[1].ToLower())
{
case "f32":
LoadFromFileF32(filenameL);
break;
case "f64":
LoadFromFileF64(filenameL);
break;
case "raw":
LoadFromFileSLRAW(filenameL);
break;
case "img":
heightmap = heightmap.LoadImage(filenameL);
tainted++;
break;
default:
resultText = "Unknown image or data format";
return false;
}
break;
case "load-tile":
switch (args[1].ToLower())
{
case "f32":
LoadFromFileF32(args[2], Convert.ToInt32(args[3]), Convert.ToInt32(args[4]),
Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
break;
case "raw":
LoadFromFileSLRAW(args[2], Convert.ToInt32(args[3]), Convert.ToInt32(args[4]),
Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
break;
case "img":
LoadFromFileIMG(args[2], Convert.ToInt32(args[3]), Convert.ToInt32(args[4]),
Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
break;
default:
resultText = "Unknown or unsupported image or data format";
return false;
}
break;
case "save":
string filename = args[2].Replace("%name%", simName);
filename = filename.Replace("%x%", offsetX.ToString());
filename = filename.Replace("%y%", offsetY.ToString());
switch (args[1].ToLower())
{
case "f32":
WriteToFileF32(filename);
break;
case "f64":
WriteToFileF64(filename);
break;
case "grdmap":
if (args.Length >= 4)
WriteImage(filename, args[3]);
else
WriteImage(filename, "defaultstripe.png");
break;
case "png":
heightmap.SaveImage(filename);
break;
case "raw":
WriteToFileRAW(filename);
break;
case "hiraw":
WriteToFileHiRAW(filename);
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) // SEMI-LEGIT: Catching problems caused by user input or scripts
{
resultText = "Error running terrain command: " + e.ToString();
return false;
}
}
private bool ConsoleErosion(string[] args, ref string resultText)
{
double min = heightmap.FindMin();
double max = heightmap.FindMax();
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]),
Convert.ToBoolean(args[8]));
break;
case "thermal":
heightmap.ThermalWeathering(Convert.ToDouble(args[2]), Convert.ToInt32(args[3]),
Convert.ToDouble(args[4]));
break;
case "hydraulic":
Channel rainMap = new Channel(w, h);
rainMap.Fill(Convert.ToDouble(args[2]));
heightmap.HydraulicErosion(rainMap, Convert.ToDouble(args[3]), Convert.ToDouble(args[4]),
Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
break;
default:
resultText = "Unknown erosion type";
return false;
}
heightmap.Normalise(min, max);
tainted++;
return true;
}
private bool ConsoleHills(string[] args, ref string resultText)
{
Random RandomClass = new Random();
SetSeed(RandomClass.Next());
int count;
double sizeMin;
double sizeRange;
bool island;
bool additive;
bool noisy;
if (args.GetLength(0) > 2)
{
int.TryParse(args[2].ToString(), out count);
double.TryParse(args[3].ToString(), NumberStyles.AllowDecimalPoint, Culture.NumberFormatInfo,
out sizeMin);
double.TryParse(args[4].ToString(), NumberStyles.AllowDecimalPoint, Culture.NumberFormatInfo,
out sizeRange);
bool.TryParse(args[5].ToString(), out island);
bool.TryParse(args[6].ToString(), out additive);
bool.TryParse(args[7].ToString(), out noisy);
}
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;
}
tainted++;
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++;
}
///
/// Adds meters (positive or negative) to terrain height
///
/// Positive or negative value to add to new array
public void Elevate(float meters)
{
heightmap.Elevate((double)meters);
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)
{
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
BinaryReader bs = new BinaryReader(s);
int x, y;
for (y = 0; y < h; y++)
{
for (x = 0; x < h; x++)
{
heightmap.Set(x, y, (double) bs.ReadSingle());
}
}
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)
{
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
BinaryReader bs = new BinaryReader(s);
int x, y;
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
heightmap.Set(x, y, (double) bs.ReadSingle());
}
}
bs.Close();
s.Close();
tainted++;
}
///
/// Loads a section of a larger heightmap (F32)
///
/// File to load
/// Size of the file
/// Size of the file
/// Where do the region coords start for this terrain?
/// Where do the region coords start for this terrain?
public void LoadFromFileF32(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY)
{
fileIOLock.WaitOne();
try
{
int sectionToLoadX = ((offsetX - lowerboundX)*w);
int sectionToLoadY = ((offsetY - lowerboundY)*h);
double[,] tempMap = new double[dimensionX,dimensionY];
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
BinaryReader bs = new BinaryReader(s);
int x, y;
for (x = 0; x < dimensionX; x++)
{
for (y = 0; y < dimensionY; y++)
{
tempMap[x, y] = (double) bs.ReadSingle();
}
}
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
}
}
bs.Close();
s.Close();
tainted++;
}
finally
{
fileIOLock.ReleaseMutex();
}
}
///
/// Loads a larger tiled image across a terrain
///
/// Filename to load from (any generic image format should work)
/// The dimensions of the image
/// The dimensions of the image
/// Where sim coords begin for this patch
/// Where sim coords begin for this patch
public void LoadFromFileIMG(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY)
{
int sectionToLoadX = ((offsetX - lowerboundX)*w);
int sectionToLoadY = ((offsetY - lowerboundY)*h);
double[,] tempMap = new double[dimensionX,dimensionY];
Bitmap lgrBmp = new Bitmap(filename);
int x, y;
for (x = 0; x < dimensionX; x++)
{
for (y = 0; y < dimensionY; y++)
{
tempMap[x, y] = (float) lgrBmp.GetPixel(x, y).GetBrightness();
}
}
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
}
}
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)
{
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
BinaryReader bs = new BinaryReader(s);
int x, y;
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
heightmap.Set(x, y, (double) bs.ReadByte()*((double) bs.ReadByte()/127.0));
bs.ReadBytes(11); // Advance the stream to next bytes.
}
}
bs.Close();
s.Close();
tainted++;
}
///
/// Loads a section of a larger heightmap (RAW)
///
/// File to load
/// Size of the file
/// Size of the file
/// Where do the region coords start for this terrain?
/// Where do the region coords start for this terrain?
public void LoadFromFileSLRAW(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY)
{
// TODO: Mutex fails to release readlock on folder! --> only one file can be loaded into sim
//fileIOLock.WaitOne();
//try
//{
int sectionToLoadX = ((offsetX - lowerboundX)*w);
int sectionToLoadY = ((offsetY - lowerboundY)*h);
double[,] tempMap = new double[dimensionX,dimensionY];
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
BinaryReader bs = new BinaryReader(s);
int x, y;
for (x = 0; x < dimensionX; x++)
{
for (y = 0; y < dimensionY; y++)
{
tempMap[x, y] = (double) bs.ReadByte()*((double) bs.ReadByte()/127.0);
bs.ReadBytes(11); // Advance the stream to next bytes.
}
}
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
}
}
bs.Close();
s.Close();
tainted++;
//}
//finally
//{
// fileIOLock.ReleaseMutex();
//}
}
///
/// 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)
{
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
BinaryWriter bs = new BinaryWriter(s);
int x, y;
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
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)
{
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
BinaryWriter bs = new BinaryWriter(s);
int x, y;
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
bs.Write((float) heightmap.Get(x, y));
}
}
bs.Close();
s.Close();
}
///
/// A very fast LL-RAW file output mechanism - lower precision mechanism but wont take 5 minutes to run either.
/// (is also editable in an image application)
///
/// Filename to write to
public void WriteToFileRAW(string filename)
{
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
BinaryWriter binStream = new BinaryWriter(s);
int x, y;
// Used for the 'green' channel.
byte avgMultiplier = (byte) heightmap.Avg();
byte backupMultiplier = (byte) revertmap.Avg();
// Limit the multiplier so it can represent points >64m.
if (avgMultiplier > 196)
avgMultiplier = 196;
if (backupMultiplier > 196)
backupMultiplier = 196;
// Make sure it's at least one to prevent a div by zero
if (avgMultiplier < 1)
avgMultiplier = 1;
if (backupMultiplier < 1)
backupMultiplier = 1;
for (y = 0; y < h; y++)
{
for (x = 0; x < h; x++)
{
byte red = (byte) (heightmap.Get(x, y)/((double) avgMultiplier/128.0));
byte green = avgMultiplier;
byte blue = (byte) watermap.Get(x, y);
byte alpha1 = 0; // Land Parcels
byte alpha2 = 0; // For Sale Land
byte alpha3 = 0; // Public Edit Object
byte alpha4 = 0; // Public Edit Land
byte alpha5 = 255; // Safe Land
byte alpha6 = 255; // Flying Allowed
byte alpha7 = 255; // Create Landmark
byte alpha8 = 255; // Outside Scripts
byte alpha9 = (byte) (revertmap.Get(x, y)/((double) backupMultiplier/128.0));
byte alpha10 = backupMultiplier;
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();
s.Close();
}
///
/// Outputs to a LL compatible RAW in the most efficient manner possible
///
/// Does not calculate the revert map
/// The filename to output to
public void WriteToFileHiRAW(string filename)
{
FileInfo file = new FileInfo(filename);
FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
BinaryWriter binStream = new BinaryWriter(s);
// Generate a smegging big lookup table to speed the operation up (it needs it)
double[] lookupHeightTable = new double[65536];
int i, j, x, y;
for (i = 0; i < 256; i++)
{
for (j = 0; j < 256; j++)
{
lookupHeightTable[i + (j*256)] = ((double) i*((double) j/127.0));
}
}
// Output the calculated raw
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
double t = heightmap.Get(x, y);
double min = double.MaxValue;
int index = 0;
for (i = 0; i < 65536; i++)
{
if (Math.Abs(t - lookupHeightTable[i]) < min)
{
min = Math.Abs(t - lookupHeightTable[i]);
index = i;
}
}
byte red = (byte) (index & 0xFF);
byte green = (byte) ((index >> 8) & 0xFF);
byte blue = (byte) watermap.Get(x, y);
byte alpha1 = 0; // Land Parcels
byte alpha2 = 0; // For Sale Land
byte alpha3 = 0; // Public Edit Object
byte alpha4 = 0; // Public Edit Land
byte alpha5 = 255; // Safe Land
byte alpha6 = 255; // Flying Allowed
byte alpha7 = 255; // Create Landmark
byte alpha8 = 255; // Outside Scripts
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();
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;
}
///
/// Sets a particular heightmap point to a specified value
///
/// X Coordinate
/// Y Coordinate
/// Value
public void Set(int x, int y, double val)
{
lock (heightmap)
{
heightmap.Set(x, y, val);
}
tainted++;
}
///
/// 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 RaiseTerrain(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 LowerTerrain(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 FlattenTerrain(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 NoiseTerrain(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 RevertTerrain(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 SmoothTerrain(double rx, double ry, double size, double amount)
{
lock (heightmap)
{
// perform essential computation as a channel method
heightmap.SmoothRegion(rx, ry, size, amount);
}
tainted++;
}
///
/// Generates a simple set of hills in the shape of an island
///
public void SetDefaultTerrain()
{
lock (heightmap)
{
heightmap.HillsSpheres(200, 20, 40, true, true, false);
heightmap.Normalise();
heightmap *= 60.0; // Raise to 60m
heightmap.Clip(0.0, 25.0);
heightmap.Pertubation(2.5);
heightmap.Smooth(35.0);
heightmap.Normalise(0.0, 21.0);
}
tainted++;
}
///
/// Wrapper to heightmap.get()
///
/// X coord
/// Y coord
/// Height at specified coordinates
public double GetHeight(int x, int y)
{
return heightmap.Get(x, y);
}
///
/// Multiplies the heightfield by val
///
/// The heightfield
/// The multiplier
///
public static TerrainEngine operator *(TerrainEngine terrain, Double val)
{
terrain.heightmap *= val;
terrain.tainted++;
return terrain;
}
///
/// 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 WriteImage(string filename, string gradientmap)
{
try
{
Bitmap bmp = TerrainToBitmap(gradientmap);
bmp.Save(filename, ImageFormat.Png);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
{
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[] WriteJpegImage(string gradientmap)
{
byte[] imageData = null;
try
{
Bitmap bmp = TerrainToBitmap(gradientmap);
imageData = OpenJPEG.EncodeFromImage(bmp, true);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
{
Console.WriteLine("Failed generating terrain map: " + e.ToString());
}
return imageData;
}
private Bitmap TerrainToBitmap(string gradientmap)
{
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 y = 0; y < copy.h; y++)
{
for (int x = 0; x < copy.w; x++)
{
// 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 - 1));
bmp.SetPixel(x, copy.h - y - 1, colours[colorindex]);
}
}
return bmp;
}
}
}