1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
|
using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using libTerrain;
namespace OpenSim.Terrain
{
public class TerrainEngine
{
/// <summary>
/// A [normally] 256x256 heightmap
/// </summary>
public Channel heightmap;
/// <summary>
/// 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)
/// </summary>
public int tainted;
int w, h;
/// <summary>
/// Generate a new TerrainEngine instance and creates a new heightmap
/// </summary>
public TerrainEngine()
{
w = 256;
h = 256;
heightmap = new Channel(w, h);
tainted++;
}
/// <summary>
/// Converts the heightmap to a 65536 value 1D floating point array
/// </summary>
/// <returns>A float[65536] array containing the heightmap</returns>
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;
}
/// <summary>
/// Converts the heightmap to a 256x256 value 2D floating point array.
/// </summary>
/// <returns>An array of 256,256 values containing the heightmap</returns>
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;
}
/// <summary>
/// Imports a 1D floating point array into the 2D heightmap array
/// </summary>
/// <param name="heights">The array to import (must have 65536 members)</param>
public void setHeights1D(float[] heights)
{
int i;
for (i = 0; i < w * h; i++)
{
heightmap.map[i / w, i % w] = heights[i];
}
tainted++;
}
/// <summary>
/// Loads a 2D array of values into the heightmap
/// </summary>
/// <param name="heights">An array of 256,256 float values</param>
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++;
}
/// <summary>
/// Processes a terrain-specific command
/// </summary>
/// <param name="args">Commandline arguments (space seperated)</param>
/// <param name="resultText">Reference that returns error or help text if returning false</param>
/// <returns>If the operation was successful (if not, the error is placed into resultText)</returns>
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 <seed> - sets the random seed value to <seed>\n";
resultText += "terrain load <type> <filename> - loads a terrain from disk, type can be 'F32', 'F64', 'RAW' or 'IMG'\n";
resultText += "terrain save <type> <filename> - saves a terrain to disk, type can be 'F32' or 'F64'\n";
resultText += "terrain save grdmap <filename> <gradient map> - creates a PNG snapshot of the region using a named gradient map\n";
resultText += "terrain rescale <min> <max> - rescales a terrain to be between <min> and <max> meters high\n";
resultText += "terrain erode aerobic <windspeed> <pickupmin> <dropmin> <carry> <rounds> <lowest>\n";
resultText += "terrain erode thermal <talus> <rounds> <carry>\n";
resultText += "terrain multiply <val> - multiplies a terrain by <val>\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 "raw":
loadFromFileSLRAW(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;
}
}
/// <summary>
/// Renormalises the array between min and max
/// </summary>
/// <param name="min">Minimum value of the new array</param>
/// <param name="max">Maximum value of the new array</param>
public void setRange(float min, float max)
{
heightmap.normalise((double)min, (double)max);
tainted++;
}
/// <summary>
/// Loads a file consisting of 256x256 doubles and imports it as an array into the map.
/// </summary>
/// <remarks>TODO: Move this to libTerrain itself</remarks>
/// <param name="filename">The filename of the double array to import</param>
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++;
}
/// <summary>
/// Loads a file consisting of 256x256 floats and imports it as an array into the map.
/// </summary>
/// <remarks>TODO: Move this to libTerrain itself</remarks>
/// <param name="filename">The filename of the float array to import</param>
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++;
}
/// <summary>
/// Loads a file formatted in the SL .RAW Format used on the main grid
/// </summary>
/// <remarks>This file format stinks and is best avoided.</remarks>
/// <param name="filename">A path to the .RAW format</param>
public void loadFromFileSLRAW(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.ReadByte() * ((double)bs.ReadByte() / 127.0);
bs.ReadBytes(11); // Advance the stream to next bytes.
}
}
bs.Close();
s.Close();
tainted++;
}
/// <summary>
/// Writes the current terrain heightmap to disk, in the format of a 65536 entry double[] array.
/// </summary>
/// <param name="filename">The desired output filename</param>
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();
}
/// <summary>
/// Writes the current terrain heightmap to disk, in the format of a 65536 entry float[] array
/// </summary>
/// <param name="filename">The desired output filename</param>
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();
}
/// <summary>
/// Sets the random seed to be used by procedural functions which involve random numbers.
/// </summary>
/// <param name="val">The desired seed</param>
public void setSeed(int val)
{
heightmap.seed = val;
}
/// <summary>
/// Raises land in a sphere around the specified coordinates
/// </summary>
/// <param name="rx">Center of the sphere on the X axis</param>
/// <param name="ry">Center of the sphere on the Y axis</param>
/// <param name="size">The radius of the sphere</param>
/// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
public void raise(double rx, double ry, double size, double amount)
{
lock (heightmap)
{
heightmap.raise(rx, ry, size, amount);
}
tainted++;
}
/// <summary>
/// Lowers the land in a sphere around the specified coordinates
/// </summary>
/// <param name="rx">The center of the sphere at the X axis</param>
/// <param name="ry">The center of the sphere at the Y axis</param>
/// <param name="size">The radius of the sphere in meters</param>
/// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
public void lower(double rx, double ry, double size, double amount)
{
lock (heightmap)
{
heightmap.lower(rx, ry, size, amount);
}
tainted++;
}
/// <summary>
/// Generates a simple set of hills in the shape of an island
/// </summary>
public void hills()
{
lock (heightmap)
{
heightmap.hillsSpheres(200, 20, 40, true, true, false);
heightmap.normalise();
heightmap *= 60.0; // Raise to 60m
}
tainted++;
}
/// <summary>
/// Multiplies the heightfield by val
/// </summary>
/// <param name="meep">The heightfield</param>
/// <param name="val">The multiplier</param>
/// <returns></returns>
public static TerrainEngine operator *(TerrainEngine meep, Double val)
{
meep.heightmap *= val;
meep.tainted++;
return meep;
}
/// <summary>
/// Returns the height at the coordinates x,y
/// </summary>
/// <param name="x">X Coordinate</param>
/// <param name="y">Y Coordinate</param>
/// <returns></returns>
public float this[int x, int y]
{
get
{
return (float)heightmap.get(x, y);
}
set
{
tainted++;
heightmap.set(x, y, (double)value);
}
}
/// <summary>
/// Exports the current heightmap to a PNG file
/// </summary>
/// <param name="filename">The destination filename for the image</param>
/// <param name="gradientmap">A 1x*height* image which contains the colour gradient to export with. Must be at least 1x2 pixels, 1x256 or more is ideal.</param>
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());
}
}
}
}
|