using System;
using System.Collections.Generic;
using System.Text;
using libTerrain;
namespace OpenSim.Terrain
{
public class TerrainEngine
{
///
/// A [normally] 256x256 heightmap
///
public Channel heightmap;
public int tainted;
int w, h;
///
/// Generate a new TerrainEngine instance and creates a new heightmap
///
public TerrainEngine()
{
w = 256;
h = 256;
heightmap = new Channel(w, h);
tainted++;
}
///
/// 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;
}
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;
}
///
/// Imports a 1D floating point array into the 2D heightmap array
///
/// The array to import (must have 65536 members)
public void setHeights1D(float[] heights)
{
int i;
for (i = 0; i < w * h; i++)
{
heightmap.map[i / w, i % w] = heights[i];
}
tainted++;
}
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++;
}
public void setRange(float min, float max)
{
heightmap.normalise((double)min, (double)max);
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)
{
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++;
}
///
/// 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)
{
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++;
}
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();
}
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();
}
public void setSeed(int val)
{
heightmap.seed = val;
}
///
/// 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 raise(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 lower(double rx, double ry, double size, double amount)
{
lock (heightmap)
{
heightmap.lower(rx, ry, size, amount);
}
tainted++;
}
///
/// Generates a simple set of hills in the shape of an island
///
public void hills()
{
lock (heightmap)
{
heightmap.hillsSpheres(200, 20, 40, true, true, false);
heightmap.normalise();
heightmap *= 60.0; // Raise to 60m
}
tainted++;
}
public static TerrainEngine operator *(TerrainEngine meep, Double val) {
meep.heightmap *= val;
meep.tainted++;
return meep;
}
public float this[int x, int y]
{
get
{
return (float)heightmap.get(x,y);
}
set
{
tainted++;
heightmap.set(x,y,(double)value);
}
}
}
}