varregion: serious rework of TerrainChannel:

-- addition of varaible region size in X and Y
    -- internal storage of heightmap changed from double[] to short[]
    -- helper routines for handling internal structure while keeping existing API
    -- to and from XML that adds region size information (for downward compatibility,
        output in the legacy XML format if X and Y are 256)
Updated and commented Constants.RegionSize but didn't change the name for compatibility.
varregion
Robert Adams 2013-09-25 17:21:20 -07:00
parent aea5d3a842
commit 8c1d80fdfd
9 changed files with 255 additions and 143 deletions

View File

@ -30,9 +30,18 @@ namespace OpenSim.Framework
{
public class Constants
{
// 'RegionSize' captures the legacy region size.
// DO NOT USE THIS FOR ANY NEW CODE. Use Scene.RegionSize[XYZ] as a region might not
// be the legacy region size.
public const uint RegionSize = 256;
public const uint RegionHeight = 4096;
// Terrain heightmap is kept as shorts that are the float value times this compression factor
public const float TerrainCompression = 100.0f;
// Since terrain is stored in 16x16 heights, regions must be a multiple of this number and that is the minimum
public const int MinRegionSize = 16;
public const byte TerrainPatchSize = 16;
public const string DefaultTexture = "89556747-24cb-43ed-920b-47caed15465f";
public enum EstateAccessCodex : uint

View File

@ -472,7 +472,7 @@ namespace OpenSim.Framework
/// The x co-ordinate of this region in map tiles (e.g. 1000).
/// Coordinate is scaled as world coordinates divided by the legacy region size
/// and is thus is the number of legacy regions.
/// This entrypoint exists for downward compatability for external modules.
/// DO NOT USE FOR NEW CODE! This entrypoint exists for downward compatability with external modules.
/// </summary>
public uint RegionLocX
{
@ -480,6 +480,18 @@ namespace OpenSim.Framework
set { LegacyRegionLocX = value; }
}
/// <summary>
/// The y co-ordinate of this region in map tiles (e.g. 1000).
/// Coordinate is scaled as world coordinates divided by the legacy region size
/// and is thus is the number of legacy regions.
/// DO NOT USE FOR NEW CODE! This entrypoint exists for downward compatability with external modules.
/// </summary>
public uint RegionLocY
{
get { return LegacyRegionLocY; }
set { LegacyRegionLocY = value; }
}
public void SetDefaultRegionSize()
{
RegionWorldLocX = 0;
@ -490,19 +502,6 @@ namespace OpenSim.Framework
RegionSizeZ = Constants.RegionHeight;
}
/// <summary>
/// The y co-ordinate of this region in map tiles (e.g. 1000).
/// Coordinate is scaled as world coordinates divided by the legacy region size
/// and is thus is the number of legacy regions.
/// This entrypoint exists for downward compatability for external modules.
/// </summary>
public uint RegionLocY
{
get { return LegacyRegionLocY; }
set { LegacyRegionLocY = value; }
}
// A unique region handle is created from the region's world coordinates.
// This cannot be changed because some code expects to receive the region handle and then
// compute the region coordinates from it.

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@ -1240,9 +1240,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
try
{
int[] patches = new int[] { py * 16 + px };
float[] heightmap = (map.Length == 65536) ?
map :
LLHeightFieldMoronize(map);
float[] heightmap = (map.Length == 65536) ? map : LLHeightFieldMoronize(map);
LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);

View File

@ -67,7 +67,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FileLoaders
{
using (Bitmap bitmap = new Bitmap(filename))
{
ITerrainChannel retval = new TerrainChannel(true);
ITerrainChannel retval = new TerrainChannel(w, h);
for (int x = 0; x < retval.Width; x++)
{

View File

@ -130,15 +130,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
if (m_scene.Heightmap == null)
{
m_channel = new TerrainChannel(m_InitialTerrain);
m_channel = new TerrainChannel(m_InitialTerrain,
m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY, m_scene.RegionInfo.RegionSizeZ);
m_scene.Heightmap = m_channel;
m_revert = new TerrainChannel();
UpdateRevertMap();
}
else
{
m_channel = m_scene.Heightmap;
m_revert = new TerrainChannel();
UpdateRevertMap();
}
@ -532,6 +531,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
/// </summary>
public void UpdateRevertMap()
{
/*
int x;
for (x = 0; x < m_channel.Width; x++)
{
@ -541,6 +541,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_revert[x, y] = m_channel[x, y];
}
}
*/
m_revert = m_channel.MakeCopy();
}
/// <summary>

View File

@ -29,15 +29,21 @@ namespace OpenSim.Region.Framework.Interfaces
{
public interface ITerrainChannel
{
int Height { get; }
int Width { get;} // X dimension
int Height { get;} // Y dimension
int Altitude { get;} // Z dimension
double this[int x, int y] { get; set; }
int Width { get; }
/// <summary>
/// Squash the entire heightmap into a single dimensioned array
/// </summary>
/// <returns></returns>
float[] GetFloatsSerialised();
// Get version of map as a single dimensioned array and each value compressed
// into an int (compressedHeight = (int)(floatHeight * Constants.TerrainCompression);)
// This is done to make the map smaller as it can get pretty larger for variable sized regions.
short[] GetCompressedMap();
double[,] GetDoubles();
bool Tainted(int x, int y);

View File

@ -1905,13 +1905,13 @@ namespace OpenSim.Region.Framework.Scenes
m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain);
Heightmap = new TerrainChannel(m_InitialTerrain);
Heightmap = new TerrainChannel(m_InitialTerrain, RegionInfo.RegionSizeX, RegionInfo.RegionSizeY, RegionInfo.RegionSizeZ);
SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
}
else
{
Heightmap = new TerrainChannel(map);
Heightmap = new TerrainChannel(map, RegionInfo.RegionSizeZ);
}
}
catch (IOException e)

View File

@ -40,132 +40,125 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public class TerrainChannel : ITerrainChannel
{
private readonly bool[,] taint;
private double[,] map;
protected bool[,] m_taint;
protected short[] m_map;
public int Width { get; private set; } // X dimension
// Unfortunately, for historical reasons, in this module 'Width' is X and 'Height' is Y
public int Height { get; private set; } // Y dimension
public int Altitude { get; private set; } // Y dimension
// Default, not-often-used builder
public TerrainChannel()
{
map = new double[Constants.RegionSize, Constants.RegionSize];
taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
PinHeadIsland();
InitializeStructures(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight, false);
FlatLand();
// PinHeadIsland();
}
public TerrainChannel(String type)
// Create terrain of given size
public TerrainChannel(int pX, int pY)
{
map = new double[Constants.RegionSize, Constants.RegionSize];
taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
InitializeStructures((uint)pX, (uint)pY, Constants.RegionHeight, true);
}
// Create terrain of specified size and initialize with specified terrain.
// TODO: join this with the terrain initializers.
public TerrainChannel(String type, uint pX, uint pY, uint pZ)
{
InitializeStructures(pX, pY, pZ, false);
if (type.Equals("flat"))
FlatLand();
else
PinHeadIsland();
}
public TerrainChannel(double[,] import)
public TerrainChannel(double[,] pM, uint pH)
{
map = import;
taint = new bool[import.GetLength(0),import.GetLength(1)];
}
public TerrainChannel(bool createMap)
{
if (createMap)
{
map = new double[Constants.RegionSize,Constants.RegionSize];
taint = new bool[Constants.RegionSize / 16,Constants.RegionSize / 16];
}
}
public TerrainChannel(int w, int h)
{
map = new double[w,h];
taint = new bool[w / 16,h / 16];
InitializeStructures((uint)pM.GetLength(0), (uint)pM.GetLength(1), pH, false);
int idx = 0;
for (int ii = 0; ii < Height; ii++)
for (int jj = 0; jj < Width; jj++)
m_map[idx++] = ToCompressedHeight(pM[ii, jj]);
}
#region ITerrainChannel Members
public int Width
{
get { return map.GetLength(0); }
}
public int Height
{
get { return map.GetLength(1); }
}
// ITerrainChannel.MakeCopy()
public ITerrainChannel MakeCopy()
{
TerrainChannel copy = new TerrainChannel(false);
copy.map = (double[,]) map.Clone();
return copy;
return this.Copy();
}
// ITerrainChannel.GetCompressedMap()
public short[] GetCompressedMap()
{
return m_map;
}
// ITerrainChannel.GetFloatsSerialized()
public float[] GetFloatsSerialised()
{
// Move the member variables into local variables, calling
// member variables 256*256 times gets expensive
int w = Width;
int h = Height;
float[] heights = new float[w * h];
int points = Width * Height;
float[] heights = new float[points];
for (int ii = 0; ii < points; ii++)
heights[ii] = FromCompressedHeight(m_map[ii]);
return heights;
}
// ITerrainChannel.GetDoubles()
public double[,] GetDoubles()
{
int w = Width;
int l = Height;
double[,] heights = new double[w, l];
int i, j; // map coordinates
int idx = 0; // index into serialized array
for (i = 0; i < h; i++)
for (int ii = 0; ii < l; ii++)
{
for (j = 0; j < w; j++)
for (int jj = 0; jj < w; jj++)
{
heights[idx++] = (float)map[j, i];
heights[ii, jj] = (double)FromCompressedHeight(m_map[idx]);
idx++;
}
}
return heights;
}
public double[,] GetDoubles()
{
return map;
}
// ITerrainChannel.this[x,y]
public double this[int x, int y]
{
get { return map[x, y]; }
get { return m_map[x * Width + y]; }
set
{
// Will "fix" terrain hole problems. Although not fantastically.
if (Double.IsNaN(value) || Double.IsInfinity(value))
return;
if (map[x, y] != value)
int idx = x * Width + y;
if (m_map[idx] != value)
{
taint[x / 16, y / 16] = true;
map[x, y] = value;
m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = true;
m_map[idx] = ToCompressedHeight(value);
}
}
}
// ITerrainChannel.Tainted()
public bool Tainted(int x, int y)
{
if (taint[x / 16, y / 16])
if (m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize])
{
taint[x / 16, y / 16] = false;
m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = false;
return true;
}
return false;
}
#endregion
public TerrainChannel Copy()
{
TerrainChannel copy = new TerrainChannel(false);
copy.map = (double[,]) map.Clone();
return copy;
}
// ITerrainChannel.SaveToXmlString()
public string SaveToXmlString()
{
XmlWriterSettings settings = new XmlWriterSettings();
@ -181,13 +174,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
private void WriteXml(XmlWriter writer)
{
writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
ToXml(writer);
writer.WriteEndElement();
}
// ITerrainChannel.LoadFromXmlString()
public void LoadFromXmlString(string data)
{
StringReader sr = new StringReader(data);
@ -199,12 +186,89 @@ namespace OpenSim.Region.Framework.Scenes
sr.Close();
}
#endregion
private void InitializeStructures(uint pX, uint pY, uint pZ, bool shouldInitializeHeightmap)
{
Width = (int)pX;
Height = (int)pY;
Altitude = (int)pZ;
m_map = new short[Width * Height];
m_taint = new bool[Width / Constants.TerrainPatchSize, Height / Constants.TerrainPatchSize];
ClearTaint();
if (shouldInitializeHeightmap)
{
FlatLand();
}
}
public void ClearTaint()
{
for (int ii = 0; ii < Width / Constants.TerrainPatchSize; ii++)
for (int jj = 0; jj < Height / Constants.TerrainPatchSize; jj++)
m_taint[ii, jj] = false;
}
// To save space (especially for large regions), keep the height as a short integer
// that is coded as the float height times the compression factor (usually '100'
// to make for two decimal points).
public short ToCompressedHeight(double pHeight)
{
return (short)(pHeight * Constants.TerrainCompression);
}
public float FromCompressedHeight(short pHeight)
{
return ((float)pHeight) / Constants.TerrainCompression;
}
public TerrainChannel Copy()
{
TerrainChannel copy = new TerrainChannel();
copy.m_map = (short[])m_map.Clone();
copy.m_taint = (bool[,])m_taint.Clone();
copy.Width = Width;
copy.Height = Height;
copy.Altitude = Altitude;
return copy;
}
private void WriteXml(XmlWriter writer)
{
if (Width == Constants.RegionSize && Height == Constants.RegionSize)
{
// Downward compatibility for legacy region terrain maps.
// If region is exactly legacy size, return the old format XML.
writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
ToXml(writer);
writer.WriteEndElement();
}
else
{
// New format XML that includes width and length.
writer.WriteStartElement(String.Empty, "TerrainMap2", String.Empty);
ToXml2(writer);
writer.WriteEndElement();
}
}
private void ReadXml(XmlReader reader)
{
// Check the first element. If legacy element, use the legacy reader.
if (reader.IsStartElement("TerrainMap"))
{
reader.ReadStartElement("TerrainMap");
FromXml(reader);
}
else
{
reader.ReadStartElement("TerrainMap2");
FromXml2(reader);
}
}
// Write legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
private void ToXml(XmlWriter xmlWriter)
{
float[] mapData = GetFloatsSerialised();
@ -218,6 +282,7 @@ namespace OpenSim.Region.Framework.Scenes
serializer.Serialize(xmlWriter, buffer);
}
// Read legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
private void FromXml(XmlReader xmlReader)
{
XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
@ -236,35 +301,68 @@ namespace OpenSim.Region.Framework.Scenes
}
}
private class TerrainChannelXMLPackage
{
public int Version;
public int SizeX;
public int SizeY;
public int SizeZ;
public short[] Map;
public TerrainChannelXMLPackage(int pX, int pY, int pZ, short[] pMap)
{
Version = 1;
SizeX = pX;
SizeY = pY;
SizeZ = pZ;
Map = pMap;
}
}
// New terrain serialization format that includes the width and length.
private void ToXml2(XmlWriter xmlWriter)
{
TerrainChannelXMLPackage package = new TerrainChannelXMLPackage(Width, Height, Altitude, m_map);
XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
serializer.Serialize(xmlWriter, package);
}
// New terrain serialization format that includes the width and length.
private void FromXml2(XmlReader xmlReader)
{
XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
TerrainChannelXMLPackage package = (TerrainChannelXMLPackage)serializer.Deserialize(xmlReader);
Width = package.SizeX;
Height = package.SizeY;
Altitude = package.SizeZ;
m_map = package.Map;
}
// Fill the heightmap with the center bump terrain
private void PinHeadIsland()
{
int x;
for (x = 0; x < Constants.RegionSize; x++)
for (x = 0; x < Width; x++)
{
int y;
for (y = 0; y < Constants.RegionSize; y++)
for (y = 0; y < Height; y++)
{
map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01;
double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001;
if (map[x, y] < spherFacA)
map[x, y] = spherFacA;
if (map[x, y] < spherFacB)
map[x, y] = spherFacB;
int idx = x * (int)Width + y;
m_map[idx] = ToCompressedHeight(TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10);
short spherFacA = ToCompressedHeight(TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01);
short spherFacB = ToCompressedHeight(TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001);
if (m_map[idx] < spherFacA)
m_map[idx] = spherFacA;
if (m_map[idx] < spherFacB)
m_map[idx] = spherFacB;
}
}
}
private void FlatLand()
{
int x;
for (x = 0; x < Constants.RegionSize; x++)
{
int y;
for (y = 0; y < Constants.RegionSize; y++)
map[x, y] = 21;
short flatHeight = ToCompressedHeight(21);
for (int ii = 0; ii < m_map.Length; ii++)
m_map[ii] = flatHeight;
}
}
}
}