aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
blob: 64df5254cfdb99415f8b60d26f844dfec7a30411 (plain)
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
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
/*
* Copyright (c) Contributors, http://www.openmetaverse.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.IO;
using libTerrain;
using OpenJPEGNet;

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
    {
        /// <summary>
        /// Plugin library for scripts
        /// </summary>
        public FilterHost customFilters = new FilterHost();

        /// <summary>
        /// A [normally] 256x256 heightmap
        /// </summary>
        public Channel heightmap;

        /// <summary>
        /// A copy of heightmap at the last save point (for reverting)
        /// </summary>
        public Channel revertmap;

        /// <summary>
        /// Water heightmap (needs clientside mods to work)
        /// </summary>
        public Channel watermap;

        /// <summary>
        /// Max amount the terrain can be raised from the revert parameters
        /// </summary>
        public double maxRaise = 500.0;

        /// <summary>
        /// Min amount the terrain can be lowered from the revert parameters
        /// </summary>
        public double minLower = 500.0;


        /// <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>
        /// Used to determine what offset to use when loading singular heightmaps across multiple sims
        /// </summary>
        private int offsetX;
        private int offsetY;


        /// <summary>
        /// Generate a new TerrainEngine instance and creates a new heightmap
        /// </summary>
        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 Tainted()
        {
            return (tainted != 0);
        }

        public bool Tainted(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];
        }

        /// <summary>
        /// Checks to make sure the terrain is within baked values +/- maxRaise/minLower
        /// </summary>
        public void CheckHeightValues()
        {
            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;
                    }
                }
            }
        }


        /// <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>
        /// Converts the heightmap to a 256x256 value 2D floating point array. Double precision version.
        /// </summary>
        /// <returns>An array of 256,256 values containing the heightmap</returns>
        public double[,] GetHeights2DD()
        {
            return heightmap.map;
        }

        /// <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 GetHeights1D(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]);
                }
            }
            SaveRevertMap();
            tainted++;
        }

        /// <summary>
        /// Loads a 2D array of values into the heightmap (Double Precision Version)
        /// </summary>
        /// <param name="heights">An array of 256,256 float values</param>
        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();
            tainted++;
        }

        /// <summary>
        /// Swaps the two heightmap buffers (the 'revert map' and the heightmap)
        /// </summary>
        public void SwapRevertMaps()
        {
            Channel backup = heightmap.Copy();
            heightmap = revertmap;
            revertmap = backup;
        }

        /// <summary>
        /// Saves the current heightmap into the revertmap
        /// </summary>
        public void SaveRevertMap()
        {
            revertmap = heightmap.Copy();
        }

        /// <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 simName)
        {
            string command = args[0];

            try
            {

                switch (command)
                {
                    case "help":
                        resultText += "terrain regenerate - rebuilds the sims terrain using a default algorithm\n";
                        resultText += "terrain hills <type> <number of hills> <min height> <max height> <island t/f> <additive t/f> <noisy t/f>\n";
                        resultText += "   type should be spheres, blocks, cones, or squared\n";
                        resultText += "terrain voronoi <points> <blocksize> - generates a worley fractal with X points per block";
                        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', 'F64', 'PNG', 'RAW' or 'HIRAW'\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 fill <val> - fills a terrain at the specified height\n";
                        resultText += "terrain erode aerobic <windspeed> <pickupmin> <dropmin> <carry> <rounds> <lowest t/f> <fluid dynamics t/f>\n";
                        resultText += "terrain erode thermal <talus> <rounds> <carry>\n";
                        resultText += "terrain erode hydraulic <rain> <evaporation> <solubility> <frequency> <rounds>\n";
                        resultText += "terrain multiply <val> - multiplies a terrain by <val>\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 <filename.cs> - loads a new filter from the specified .cs file\n";
                        resultText += "terrain jsfilter <filename.js> - loads a new filter from the specified .js file\n";
                        foreach (KeyValuePair<string, ITerrainFilter> 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":
                        HillsGenerator();
                        break;

                    case "rescale":
                        SetRange(Convert.ToSingle(args[1]), Convert.ToSingle(args[2]));
                        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%", this.offsetX.ToString());
                        filenameL = filenameL.Replace("%y%", this.offsetY.ToString());

                        switch (args[1].ToLower())
                        {
                            case "f32":
                                LoadFromFileF32(filenameL);
                                break;

                            case "f64":
                                LoadFromFileF64(filenameL);
                                break;

                            case "raw":
                                LoadFromFileSLRAW(filenameL);
                                break;

                            case "img":
                                heightmap.LoadImage(filenameL);
                                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;
                            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%", this.offsetX.ToString());
                        filename = filename.Replace("%y%", this.offsetY.ToString());

                        switch (args[1].ToLower())
                        {
                            case "f32":
                                WriteToFileF32(filename);
                                break;

                            case "f64":
                                WriteToFileF64(filename);
                                break;

                            case "grdmap":
                                ExportImage(filename, args[3]);
                                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)
            {
                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(), out sizeMin);
                double.TryParse(args[4].ToString(), 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;
        }

        /// <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)
        {
            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.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)
        {
            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.map[x, y] = (double)bs.ReadSingle();
                }
            }

            bs.Close();
            s.Close();

            tainted++;
        }

        /// <summary>
        /// Loads a section of a larger heightmap (F32)
        /// </summary>
        /// <param name="filename">File to load</param>
        /// <param name="dimensionX">Size of the file</param>
        /// <param name="dimensionY">Size of the file</param>
        /// <param name="lowerboundX">Where do the region coords start for this terrain?</param>
        /// <param name="lowerboundY">Where do the region coords start for this terrain?</param>
        public void LoadFromFileF32(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY)
        {
            int sectionToLoadX = ((this.offsetX - lowerboundX) * this.w);
            int sectionToLoadY = ((this.offsetY - lowerboundY) * this.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 (y = 0; y < dimensionY; y++)
            {
                for (x = 0; x < dimensionX; x++)
                {
                    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++;
        }

        /// <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)
        {
            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.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)
        {
            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();
        }

        /// <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)
        {
            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();
        }

        /// <summary>
        /// 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)
        /// </summary>
        /// <param name="filename">Filename to write to</param>
        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();
        }

        /// <summary> 
        /// Outputs to a LL compatible RAW in the most efficient manner possible
        /// </summary>
        /// <remarks>Does not calculate the revert map</remarks>
        /// <param name="filename">The filename to output to</param>
        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();
        }

        /// <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 RaiseTerrain(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 LowerTerrain(double rx, double ry, double size, double amount)
        {
            lock (heightmap)
            {
                heightmap.Lower(rx, ry, size, amount);
            }

            tainted++;
        }

        /// <summary>
        /// Flattens the land under the brush of specified coordinates (spherical mask)
        /// </summary>
        /// <param name="rx">Center of sphere</param>
        /// <param name="ry">Center of sphere</param>
        /// <param name="size">Radius of the sphere</param>
        /// <param name="amount">Thickness of the mask (0..2 recommended)</param>
        public void FlattenTerrain(double rx, double ry, double size, double amount)
        {
            lock (heightmap)
            {
                heightmap.Flatten(rx, ry, size, amount);
            }

            tainted++;
        }

        /// <summary>
        /// Creates noise within the specified bounds
        /// </summary>
        /// <param name="rx">Center of the bounding sphere</param>
        /// <param name="ry">Center of the bounding sphere</param>
        /// <param name="size">The radius of the sphere</param>
        /// <param name="amount">Strength of the mask (0..2) recommended</param>
        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++;
        }

        /// <summary>
        /// Reverts land within the specified bounds
        /// </summary>
        /// <param name="rx">Center of the bounding sphere</param>
        /// <param name="ry">Center of the bounding sphere</param>
        /// <param name="size">The radius of the sphere</param>
        /// <param name="amount">Strength of the mask (0..2) recommended</param>
        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++;
        }

        /// <summary>
        /// Smooths land under the brush of specified coordinates (spherical mask)
        /// </summary>
        /// <param name="rx">Center of the sphere</param>
        /// <param name="ry">Center of the sphere</param>
        /// <param name="size">Radius of the sphere</param>
        /// <param name="amount">Thickness of the mask (0..2 recommended)</param>
        public void SmoothTerrain(double rx, double ry, double size, double amount)
        {
            lock (heightmap)
            {
                Channel smoothed = heightmap.Copy();
                smoothed.Smooth(amount);

                Channel mask = new Channel();
                mask.Raise(rx,ry,size,amount);

                heightmap.Blend(smoothed, mask);
            }

            tainted++;
        }

        /// <summary>
        /// Generates a simple set of hills in the shape of an island
        /// </summary>
        public void HillsGenerator()
        {
            lock (heightmap)
            {
                heightmap.HillsSpheres(200, 20, 40, true, true, false);
                heightmap.Normalise();
                heightmap *= 60.0; // Raise to 60m
            }

            tainted++;
        }

        /// <summary>
        /// Wrapper to heightmap.get()
        /// </summary>
        /// <param name="x">X coord</param>
        /// <param name="y">Y coord</param>
        /// <returns>Height at specified coordinates</returns>
        public double GetHeight(int x, int y)
        {
            return heightmap.Get(x, y);
        }

        /// <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 terrain, Double val)
        {
            terrain.heightmap *= val;
            terrain.tainted++;
            return terrain;
        }

        /// <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 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, y, colours[colorindex]);
                    }
                }

                bmp.Save(filename, ImageFormat.Png);
            }
            catch (Exception e)
            {
                Console.WriteLine("Failed generating terrain map: " + e.ToString());
            }
        }

        /// <summary>
        /// Exports the current heightmap in Jpeg2000 format to a byte[]
        /// </summary>
        /// <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 byte[] ExportJpegImage(string gradientmap)
        {
            byte[] imageData = null;
            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 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(copy.h - y,  x) / 512.0), 0.0) * (pallete - 1));
                        bmp.SetPixel(x, y, colours[colorindex]);
                    }
                }

                //bmp.Save(filename, System.Drawing.Imaging.ImageFormat.Png);
                imageData = OpenJPEG.EncodeFromImage(bmp, true );
                
            }
            catch (Exception e)
            {
                Console.WriteLine("Failed generating terrain map: " + e.ToString());
            }

            return imageData;
        }
    }
}