OpenSimMirror/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs

1941 lines
81 KiB
C#
Executable File

/*
* 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 OpenSimulator 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
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*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Net;
using System.Threading;
using log4net;
using Nini.Config;
using OpenMetaverse;
using Mono.Addins;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.CoreModules.Framework.InterfaceCommander;
using OpenSim.Region.CoreModules.World.Terrain.FileLoaders;
using OpenSim.Region.CoreModules.World.Terrain.Modifiers;
using OpenSim.Region.CoreModules.World.Terrain.FloodBrushes;
using OpenSim.Region.CoreModules.World.Terrain.PaintBrushes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Terrain
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "TerrainModule")]
public class TerrainModule : INonSharedRegionModule, ICommandableModule, ITerrainModule
{
#region StandardTerrainEffects enum
/// <summary>
/// A standard set of terrain brushes and effects recognised by viewers
/// </summary>
public enum StandardTerrainEffects : byte
{
Flatten = 0,
Raise = 1,
Lower = 2,
Smooth = 3,
Noise = 4,
Revert = 5,
// Extended brushes
Erode = 255,
Weather = 254,
Olsen = 253
}
#endregion
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#pragma warning disable 414
private static readonly string LogHeader = "[TERRAIN MODULE]";
#pragma warning restore 414
private readonly Commander m_commander = new Commander("terrain");
private readonly Dictionary<StandardTerrainEffects, ITerrainFloodEffect> m_floodeffects =
new Dictionary<StandardTerrainEffects, ITerrainFloodEffect>();
private readonly Dictionary<string, ITerrainLoader> m_loaders = new Dictionary<string, ITerrainLoader>();
private readonly Dictionary<StandardTerrainEffects, ITerrainPaintableEffect> m_painteffects =
new Dictionary<StandardTerrainEffects, ITerrainPaintableEffect>();
private Dictionary<string, ITerrainModifier> m_modifyOperations =
new Dictionary<string, ITerrainModifier>();
private Dictionary<string, ITerrainEffect> m_plugineffects;
private ITerrainChannel m_channel;
private ITerrainChannel m_baked;
private Scene m_scene;
private volatile bool m_tainted;
private String m_InitialTerrain = "pinhead-island";
// If true, send terrain patch updates to clients based on their view distance
private bool m_sendTerrainUpdatesByViewDistance = true;
// Class to keep the per client collection of terrain patches that must be sent.
// A patch is set to 'true' meaning it should be sent to the client. Once the
// patch packet is queued to the client, the bit for that patch is set to 'false'.
private class PatchUpdates
{
private bool[,] updated; // for each patch, whether it needs to be sent to this client
private int updateCount; // number of patches that need to be sent
public ScenePresence Presence; // a reference to the client to send to
public bool sendAll;
public int sendAllcurrentX;
public int sendAllcurrentY;
public PatchUpdates(TerrainData terrData, ScenePresence pPresence)
{
updated = new bool[terrData.SizeX / Constants.TerrainPatchSize, terrData.SizeY / Constants.TerrainPatchSize];
updateCount = 0;
Presence = pPresence;
// Initially, send all patches to the client
SetAll(true);
}
// Returns 'true' if there are any patches marked for sending
public bool HasUpdates()
{
return (updateCount > 0);
}
public void SetByXY(int x, int y, bool state)
{
this.SetByPatch(x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize, state);
}
public bool GetByPatch(int patchX, int patchY)
{
return updated[patchX, patchY];
}
public void SetByPatch(int patchX, int patchY, bool state)
{
bool prevState = updated[patchX, patchY];
if (!prevState && state)
updateCount++;
if (prevState && !state)
updateCount--;
updated[patchX, patchY] = state;
}
public void SetAll(bool state)
{
updateCount = 0;
for (int xx = 0; xx < updated.GetLength(0); xx++)
for (int yy = 0; yy < updated.GetLength(1); yy++)
updated[xx, yy] = state;
if (state)
updateCount = updated.GetLength(0) * updated.GetLength(1);
sendAllcurrentX = 0;
sendAllcurrentY = 0;
sendAll = true;
}
// Logically OR's the terrain data's patch taint map into this client's update map.
public void SetAll(TerrainData terrData)
{
if (updated.GetLength(0) != (terrData.SizeX / Constants.TerrainPatchSize)
|| updated.GetLength(1) != (terrData.SizeY / Constants.TerrainPatchSize))
{
throw new Exception(
String.Format("{0} PatchUpdates.SetAll: patch array not same size as terrain. arr=<{1},{2}>, terr=<{3},{4}>",
LogHeader, updated.GetLength(0), updated.GetLength(1),
terrData.SizeX / Constants.TerrainPatchSize, terrData.SizeY / Constants.TerrainPatchSize)
);
}
for (int xx = 0; xx < terrData.SizeX; xx += Constants.TerrainPatchSize)
{
for (int yy = 0; yy < terrData.SizeY; yy += Constants.TerrainPatchSize)
{
// Only set tainted. The patch bit may be set if the patch was to be sent later.
if (terrData.IsTaintedAt(xx, yy, false))
{
this.SetByXY(xx, yy, true);
}
}
}
}
}
// The flags of which terrain patches to send for each of the ScenePresence's
private Dictionary<UUID, PatchUpdates> m_perClientPatchUpdates = new Dictionary<UUID, PatchUpdates>();
/// <summary>
/// Human readable list of terrain file extensions that are supported.
/// </summary>
private string m_supportedFileExtensions = "";
//For terrain save-tile file extensions
private string m_supportFileExtensionsForTileSave = "";
#region ICommandableModule Members
public ICommander CommandInterface {
get { return m_commander; }
}
#endregion
#region INonSharedRegionModule Members
/// <summary>
/// Creates and initialises a terrain module for a region
/// </summary>
/// <param name="scene">Region initialising</param>
/// <param name="config">Config for the region</param>
public void Initialise(IConfigSource config)
{
IConfig terrainConfig = config.Configs["Terrain"];
if (terrainConfig != null)
{
m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
m_sendTerrainUpdatesByViewDistance =
terrainConfig.GetBoolean(
"SendTerrainUpdatesByViewDistance",m_sendTerrainUpdatesByViewDistance);
}
}
public void AddRegion(Scene scene)
{
m_scene = scene;
// Install terrain module in the simulator
lock(m_scene)
{
if(m_scene.Bakedmap != null)
{
m_baked = m_scene.Bakedmap;
}
if (m_scene.Heightmap == null)
{
if(m_baked != null)
m_channel = m_baked.MakeCopy();
else
m_channel = new TerrainChannel(m_InitialTerrain,
(int)m_scene.RegionInfo.RegionSizeX,
(int)m_scene.RegionInfo.RegionSizeY,
(int)m_scene.RegionInfo.RegionSizeZ);
m_scene.Heightmap = m_channel;
}
else
{
m_channel = m_scene.Heightmap;
}
if(m_baked == null)
UpdateBakedMap();
m_scene.RegisterModuleInterface<ITerrainModule>(this);
m_scene.EventManager.OnNewClient += EventManager_OnNewClient;
m_scene.EventManager.OnClientClosed += EventManager_OnClientClosed;
m_scene.EventManager.OnPluginConsole += EventManager_OnPluginConsole;
m_scene.EventManager.OnTerrainTick += EventManager_OnTerrainTick;
m_scene.EventManager.OnTerrainCheckUpdates += EventManager_TerrainCheckUpdates;
}
InstallDefaultEffects();
LoadPlugins();
// Generate user-readable extensions list
string supportedFilesSeparator = "";
string supportedFilesSeparatorForTileSave = "";
m_supportFileExtensionsForTileSave = "";
foreach(KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
m_supportedFileExtensions += supportedFilesSeparator + loader.Key + " (" + loader.Value + ")";
supportedFilesSeparator = ", ";
//For terrain save-tile file extensions
if (loader.Value.SupportsTileSave() == true)
{
m_supportFileExtensionsForTileSave += supportedFilesSeparatorForTileSave + loader.Key + " (" + loader.Value + ")";
supportedFilesSeparatorForTileSave = ", ";
}
}
}
public void RegionLoaded(Scene scene)
{
//Do this here to give file loaders time to initialize and
//register their supported file extensions and file formats.
InstallInterfaces();
}
public void RemoveRegion(Scene scene)
{
lock(m_scene)
{
// remove the commands
m_scene.UnregisterModuleCommander(m_commander.Name);
// remove the event-handlers
m_scene.EventManager.OnTerrainCheckUpdates -= EventManager_TerrainCheckUpdates;
m_scene.EventManager.OnTerrainTick -= EventManager_OnTerrainTick;
m_scene.EventManager.OnPluginConsole -= EventManager_OnPluginConsole;
m_scene.EventManager.OnClientClosed -= EventManager_OnClientClosed;
m_scene.EventManager.OnNewClient -= EventManager_OnNewClient;
// remove the interface
m_scene.UnregisterModuleInterface<ITerrainModule>(this);
}
}
public void Close()
{
}
public Type ReplaceableInterface {
get { return null; }
}
public string Name {
get { return "TerrainModule"; }
}
#endregion
#region ITerrainModule Members
public void UndoTerrain(ITerrainChannel channel)
{
m_channel = channel;
}
/// <summary>
/// Loads a terrain file from disk and installs it in the scene.
/// </summary>
/// <param name="filename">Filename to terrain file. Type is determined by extension.</param>
public void LoadFromFile(string filename)
{
foreach(KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
lock(m_scene)
{
try
{
ITerrainChannel channel = loader.Value.LoadFile(filename);
if (channel.Width != m_scene.RegionInfo.RegionSizeX || channel.Height != m_scene.RegionInfo.RegionSizeY)
{
// TerrainChannel expects a RegionSize x RegionSize map, currently
throw new ArgumentException(String.Format("wrong size, use a file with size {0} x {1}",
m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY));
}
m_log.DebugFormat("[TERRAIN]: Loaded terrain, wd/ht: {0}/{1}", channel.Width, channel.Height);
m_scene.Heightmap = channel;
m_channel = channel;
UpdateBakedMap();
}
catch(NotImplementedException)
{
m_log.Error("[TERRAIN]: Unable to load heightmap, the " + loader.Value +
" parser does not support file loading. (May be save only)");
throw new TerrainException(String.Format("unable to load heightmap: parser {0} does not support loading", loader.Value));
}
catch(FileNotFoundException)
{
m_log.Error(
"[TERRAIN]: Unable to load heightmap, file not found. (A directory permissions error may also cause this)");
throw new TerrainException(
String.Format("unable to load heightmap: file {0} not found (or permissions do not allow access", filename));
}
catch(ArgumentException e)
{
m_log.ErrorFormat("[TERRAIN]: Unable to load heightmap: {0}", e.Message);
throw new TerrainException(
String.Format("Unable to load heightmap: {0}", e.Message));
}
}
m_log.Info("[TERRAIN]: File (" + filename + ") loaded successfully");
return;
}
}
m_log.Error("[TERRAIN]: Unable to load heightmap, no file loader available for that format.");
throw new TerrainException(String.Format("unable to load heightmap from file {0}: no loader available for that format", filename));
}
/// <summary>
/// Saves the current heightmap to a specified file.
/// </summary>
/// <param name="filename">The destination filename</param>
public void SaveToFile(string filename)
{
try
{
foreach(KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
loader.Value.SaveFile(filename, m_channel);
m_log.InfoFormat("[TERRAIN]: Saved terrain from {0} to {1}", m_scene.RegionInfo.RegionName, filename);
return;
}
}
}
catch(IOException ioe)
{
m_log.Error(String.Format("[TERRAIN]: Unable to save to {0}, {1}", filename, ioe.Message));
}
m_log.ErrorFormat(
"[TERRAIN]: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
m_scene.RegionInfo.RegionName, filename, m_supportedFileExtensions);
}
/// <summary>
/// Loads a terrain file from the specified URI
/// </summary>
/// <param name="filename">The name of the terrain to load</param>
/// <param name="pathToTerrainHeightmap">The URI to the terrain height map</param>
public void LoadFromStream(string filename, Uri pathToTerrainHeightmap)
{
LoadFromStream(filename, URIFetch(pathToTerrainHeightmap));
}
public void LoadFromStream(string filename, Stream stream)
{
LoadFromStream(filename, Vector3.Zero, 0f, Vector2.Zero, stream);
}
/// <summary>
/// Loads a terrain file from a stream and installs it in the scene.
/// </summary>
/// <param name="filename">Filename to terrain file. Type is determined by extension.</param>
/// <param name="stream"></param>
public void LoadFromStream(string filename, Vector3 displacement,
float radianRotation, Vector2 rotationDisplacement, Stream stream)
{
foreach(KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
lock(m_scene)
{
try
{
ITerrainChannel channel = loader.Value.LoadStream(stream);
m_channel.Merge(channel, displacement, radianRotation, rotationDisplacement);
UpdateBakedMap();
}
catch(NotImplementedException)
{
m_log.Error("[TERRAIN]: Unable to load heightmap, the " + loader.Value +
" parser does not support file loading. (May be save only)");
throw new TerrainException(String.Format("unable to load heightmap: parser {0} does not support loading", loader.Value));
}
}
m_log.Info("[TERRAIN]: File (" + filename + ") loaded successfully");
return;
}
}
m_log.Error("[TERRAIN]: Unable to load heightmap, no file loader available for that format.");
throw new TerrainException(String.Format("unable to load heightmap from file {0}: no loader available for that format", filename));
}
public void LoadFromStream(string filename, Vector3 displacement,
float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize, Stream stream)
{
foreach (KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
lock (m_scene)
{
try
{
ITerrainChannel channel = loader.Value.LoadStream(stream);
m_channel.MergeWithBounding(channel, displacement, rotationDegrees, boundingOrigin, boundingSize);
UpdateBakedMap();
}
catch (NotImplementedException)
{
m_log.Error("[TERRAIN]: Unable to load heightmap, the " + loader.Value +
" parser does not support file loading. (May be save only)");
throw new TerrainException(String.Format("unable to load heightmap: parser {0} does not support loading", loader.Value));
}
}
m_log.Info("[TERRAIN]: File (" + filename + ") loaded successfully");
return;
}
}
m_log.Error("[TERRAIN]: Unable to load heightmap, no file loader available for that format.");
throw new TerrainException(String.Format("unable to load heightmap from file {0}: no loader available for that format", filename));
}
private static Stream URIFetch(Uri uri)
{
HttpWebRequest request = (HttpWebRequest)WebRequest.Create(uri);
// request.Credentials = credentials;
request.ContentLength = 0;
request.KeepAlive = false;
WebResponse response = request.GetResponse();
Stream file = response.GetResponseStream();
if (response.ContentLength == 0)
throw new Exception(String.Format("{0} returned an empty file", uri.ToString()));
// return new BufferedStream(file, (int) response.ContentLength);
return new BufferedStream(file, 1000000);
}
/// <summary>
/// Modify Land
/// </summary>
/// <param name="pos">Land-position (X,Y,0)</param>
/// <param name="size">The size of the brush (0=small, 1=medium, 2=large)</param>
/// <param name="action">0=LAND_LEVEL, 1=LAND_RAISE, 2=LAND_LOWER, 3=LAND_SMOOTH, 4=LAND_NOISE, 5=LAND_REVERT</param>
/// <param name="agentId">UUID of script-owner</param>
public void ModifyTerrain(UUID user, Vector3 pos, byte size, byte action, UUID agentId)
{
float duration = 0.25f;
if (action == 0)
duration = 4.0f;
client_OnModifyTerrain(user, (float)pos.Z, duration, size, action, pos.Y, pos.X, pos.Y, pos.X, agentId);
}
/// <summary>
/// Saves the current heightmap to a specified stream.
/// </summary>
/// <param name="filename">The destination filename. Used here only to identify the image type</param>
/// <param name="stream"></param>
public void SaveToStream(string filename, Stream stream)
{
try
{
foreach(KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
loader.Value.SaveStream(stream, m_channel);
return;
}
}
}
catch(NotImplementedException)
{
m_log.Error("Unable to save to " + filename + ", saving of this file format has not been implemented.");
throw new TerrainException(String.Format("Unable to save heightmap: saving of this file format not implemented"));
}
}
// Someone diddled terrain outside the normal code paths. Set the taintedness for all clients.
// ITerrainModule.TaintTerrain()
public void TaintTerrain ()
{
lock (m_perClientPatchUpdates)
{
// Set the flags for all clients so the tainted patches will be sent out
foreach (PatchUpdates pups in m_perClientPatchUpdates.Values)
{
pups.SetAll(m_scene.Heightmap.GetTerrainData());
}
}
}
// ITerrainModule.PushTerrain()
public void PushTerrain(IClientAPI pClient)
{
if (m_sendTerrainUpdatesByViewDistance)
{
ScenePresence presence = m_scene.GetScenePresence(pClient.AgentId);
if (presence != null)
{
lock (m_perClientPatchUpdates)
{
PatchUpdates pups;
if (!m_perClientPatchUpdates.TryGetValue(pClient.AgentId, out pups))
{
// There is a ScenePresence without a send patch map. Create one.
pups = new PatchUpdates(m_scene.Heightmap.GetTerrainData(), presence);
m_perClientPatchUpdates.Add(presence.UUID, pups);
}
pups.SetAll(true);
}
}
}
else
{
// The traditional way is to call into the protocol stack to send them all.
pClient.SendLayerData();
}
}
#region Plugin Loading Methods
private void LoadPlugins()
{
m_plugineffects = new Dictionary<string, ITerrainEffect>();
LoadPlugins(Assembly.GetCallingAssembly());
string plugineffectsPath = "Terrain";
// Load the files in the Terrain/ dir
if (!Directory.Exists(plugineffectsPath))
return;
string[] files = Directory.GetFiles(plugineffectsPath);
foreach(string file in files)
{
m_log.Info("Loading effects in " + file);
try
{
Assembly library = Assembly.LoadFrom(file);
LoadPlugins(library);
}
catch(BadImageFormatException)
{
}
}
}
private void LoadPlugins(Assembly library)
{
foreach(Type pluginType in library.GetTypes())
{
try
{
if (pluginType.IsAbstract || pluginType.IsNotPublic)
continue;
string typeName = pluginType.Name;
if (pluginType.GetInterface("ITerrainEffect", false) != null)
{
ITerrainEffect terEffect = (ITerrainEffect)Activator.CreateInstance(library.GetType(pluginType.ToString()));
InstallPlugin(typeName, terEffect);
}
else if (pluginType.GetInterface("ITerrainLoader", false) != null)
{
ITerrainLoader terLoader = (ITerrainLoader)Activator.CreateInstance(library.GetType(pluginType.ToString()));
m_loaders[terLoader.FileExtension] = terLoader;
m_log.Info("L ... " + typeName);
}
}
catch(AmbiguousMatchException)
{
}
}
}
public void InstallPlugin(string pluginName, ITerrainEffect effect)
{
lock(m_plugineffects)
{
if (!m_plugineffects.ContainsKey(pluginName))
{
m_plugineffects.Add(pluginName, effect);
m_log.Info("E ... " + pluginName);
}
else
{
m_plugineffects[pluginName] = effect;
m_log.Info("E ... " + pluginName + " (Replaced)");
}
}
}
#endregion
#endregion
/// <summary>
/// Installs into terrain module the standard suite of brushes
/// </summary>
private void InstallDefaultEffects()
{
// Draggable Paint Brush Effects
m_painteffects[StandardTerrainEffects.Raise] = new RaiseSphere();
m_painteffects[StandardTerrainEffects.Lower] = new LowerSphere();
m_painteffects[StandardTerrainEffects.Smooth] = new SmoothSphere();
m_painteffects[StandardTerrainEffects.Noise] = new NoiseSphere();
m_painteffects[StandardTerrainEffects.Flatten] = new FlattenSphere();
m_painteffects[StandardTerrainEffects.Revert] = new RevertSphere(m_baked);
m_painteffects[StandardTerrainEffects.Erode] = new ErodeSphere();
m_painteffects[StandardTerrainEffects.Weather] = new WeatherSphere();
m_painteffects[StandardTerrainEffects.Olsen] = new OlsenSphere();
// Area of effect selection effects
m_floodeffects[StandardTerrainEffects.Raise] = new RaiseArea();
m_floodeffects[StandardTerrainEffects.Lower] = new LowerArea();
m_floodeffects[StandardTerrainEffects.Smooth] = new SmoothArea();
m_floodeffects[StandardTerrainEffects.Noise] = new NoiseArea();
m_floodeffects[StandardTerrainEffects.Flatten] = new FlattenArea();
m_floodeffects[StandardTerrainEffects.Revert] = new RevertArea(m_baked);
// Terrain Modifier operations
m_modifyOperations["min"] = new MinModifier(this);
m_modifyOperations["max"] = new MaxModifier(this);
m_modifyOperations["raise"] = new RaiseModifier(this);
m_modifyOperations["lower"] = new LowerModifier(this);
m_modifyOperations["fill"] = new FillModifier(this);
m_modifyOperations["smooth"] = new SmoothModifier(this);
m_modifyOperations["noise"] = new NoiseModifier(this);
// Filesystem load/save loaders
m_loaders[".r32"] = new RAW32();
m_loaders[".f32"] = m_loaders[".r32"];
m_loaders[".ter"] = new Terragen();
m_loaders[".raw"] = new LLRAW();
m_loaders[".jpg"] = new JPEG();
m_loaders[".jpeg"] = m_loaders[".jpg"];
m_loaders[".bmp"] = new BMP();
m_loaders[".png"] = new PNG();
m_loaders[".gif"] = new GIF();
m_loaders[".tif"] = new TIFF();
m_loaders[".tiff"] = m_loaders[".tif"];
}
/// <summary>
/// Saves the current state of the region into the baked map buffer.
/// </summary>
public void UpdateBakedMap()
{
m_baked = m_channel.MakeCopy();
m_painteffects[StandardTerrainEffects.Revert] = new RevertSphere(m_baked);
m_floodeffects[StandardTerrainEffects.Revert] = new RevertArea(m_baked);
m_scene.Bakedmap = m_baked;
m_scene.SaveBakedTerrain();
}
/// <summary>
/// Loads a tile from a larger terrain file and installs it into the region.
/// </summary>
/// <param name="filename">The terrain file to load</param>
/// <param name="fileWidth">The width of the file in units</param>
/// <param name="fileHeight">The height of the file in units</param>
/// <param name="fileStartX">Where to begin our slice</param>
/// <param name="fileStartY">Where to begin our slice</param>
public void LoadFromFile(string filename, int fileWidth, int fileHeight, int fileStartX, int fileStartY)
{
int offsetX = (int)m_scene.RegionInfo.RegionLocX - fileStartX;
int offsetY = (int)m_scene.RegionInfo.RegionLocY - fileStartY;
if (offsetX >= 0 && offsetX < fileWidth && offsetY >= 0 && offsetY < fileHeight)
{
// this region is included in the tile request
foreach(KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key))
{
lock(m_scene)
{
ITerrainChannel channel = loader.Value.LoadFile(filename, offsetX, offsetY,
fileWidth, fileHeight,
(int) m_scene.RegionInfo.RegionSizeX,
(int) m_scene.RegionInfo.RegionSizeY);
m_scene.Heightmap = channel;
m_channel = channel;
UpdateBakedMap();
}
return;
}
}
}
}
/// <summary>
/// Save a number of map tiles to a single big image file.
/// </summary>
/// <remarks>
/// If the image file already exists then the tiles saved will replace those already in the file - other tiles
/// will be untouched.
/// </remarks>
/// <param name="filename">The terrain file to save</param>
/// <param name="fileWidth">The number of tiles to save along the X axis.</param>
/// <param name="fileHeight">The number of tiles to save along the Y axis.</param>
/// <param name="fileStartX">The map x co-ordinate at which to begin the save.</param>
/// <param name="fileStartY">The may y co-ordinate at which to begin the save.</param>
public void SaveToFile(string filename, int fileWidth, int fileHeight, int fileStartX, int fileStartY)
{
int offsetX = (int)m_scene.RegionInfo.RegionLocX - fileStartX;
int offsetY = (int)m_scene.RegionInfo.RegionLocY - fileStartY;
if (offsetX < 0 || offsetX >= fileWidth || offsetY < 0 || offsetY >= fileHeight)
{
MainConsole.Instance.Output(
"ERROR: file width + minimum X tile and file height + minimum Y tile must incorporate the current region at ({0},{1}). File width {2} from {3} and file height {4} from {5} does not.",
null,
m_scene.RegionInfo.RegionLocX, m_scene.RegionInfo.RegionLocY, fileWidth, fileStartX, fileHeight, fileStartY);
return;
}
// this region is included in the tile request
foreach(KeyValuePair<string, ITerrainLoader> loader in m_loaders)
{
if (filename.EndsWith(loader.Key) && loader.Value.SupportsTileSave())
{
lock(m_scene)
{
loader.Value.SaveFile(m_channel, filename, offsetX, offsetY,
fileWidth, fileHeight,
(int)m_scene.RegionInfo.RegionSizeX,
(int)m_scene.RegionInfo.RegionSizeY);
MainConsole.Instance.Output(
"Saved terrain from ({0},{1}) to ({2},{3}) from {4} to {5}",
null,
fileStartX, fileStartY, fileStartX + fileWidth - 1, fileStartY + fileHeight - 1,
m_scene.RegionInfo.RegionName, filename);
}
return;
}
}
MainConsole.Instance.Output(
"ERROR: Could not save terrain from {0} to {1}. Valid file extensions are {2}",
null,
m_scene.RegionInfo.RegionName, filename, m_supportFileExtensionsForTileSave);
}
/// <summary>
/// This is used to check to see of any of the terrain is tainted and, if so, schedule
/// updates for all the presences.
/// This also checks to see if there are updates that need to be sent for each presence.
/// This is where the logic is to send terrain updates to clients.
/// </summary>
/// doing it async, since currently this is 2 heavy for heartbeat
private void EventManager_TerrainCheckUpdates()
{
Util.FireAndForget(
EventManager_TerrainCheckUpdatesAsync);
}
object TerrainCheckUpdatesLock = new object();
private void EventManager_TerrainCheckUpdatesAsync(object o)
{
// dont overlap execution
if(Monitor.TryEnter(TerrainCheckUpdatesLock))
{
// this needs fixing
TerrainData terrData = m_channel.GetTerrainData();
bool shouldTaint = false;
for (int x = 0; x < terrData.SizeX; x += Constants.TerrainPatchSize)
{
for (int y = 0; y < terrData.SizeY; y += Constants.TerrainPatchSize)
{
if (terrData.IsTaintedAt(x, y,true))
{
// Found a patch that was modified. Push this flag into the clients.
SendToClients(terrData, x, y);
shouldTaint = true;
}
}
}
// This event also causes changes to be sent to the clients
CheckSendingPatchesToClients();
// If things changes, generate some events
if (shouldTaint)
{
m_scene.EventManager.TriggerTerrainTainted();
m_tainted = true;
}
Monitor.Exit(TerrainCheckUpdatesLock);
}
}
/// <summary>
/// Performs updates to the region periodically, synchronising physics and other heightmap aware sections
/// Called infrequently (like every 5 seconds or so). Best used for storing terrain.
/// </summary>
private void EventManager_OnTerrainTick()
{
if (m_tainted)
{
m_tainted = false;
m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
m_scene.SaveTerrain();
// Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
//m_scene.CreateTerrainTexture(true);
}
}
/// <summary>
/// Processes commandline input. Do not call directly.
/// </summary>
/// <param name="args">Commandline arguments</param>
private void EventManager_OnPluginConsole(string[] args)
{
if (args[0] == "terrain")
{
if (args.Length == 1)
{
m_commander.ProcessConsoleCommand("help", new string[0]);
return;
}
string[] tmpArgs = new string[args.Length - 2];
int i;
for(i = 2; i < args.Length; i++)
tmpArgs[i - 2] = args[i];
m_commander.ProcessConsoleCommand(args[1], tmpArgs);
}
}
/// <summary>
/// Installs terrain brush hook to IClientAPI
/// </summary>
/// <param name="client"></param>
private void EventManager_OnNewClient(IClientAPI client)
{
client.OnModifyTerrain += client_OnModifyTerrain;
client.OnBakeTerrain += client_OnBakeTerrain;
client.OnLandUndo += client_OnLandUndo;
client.OnUnackedTerrain += client_OnUnackedTerrain;
}
/// <summary>
/// Installs terrain brush hook to IClientAPI
/// </summary>
/// <param name="client"></param>
private void EventManager_OnClientClosed(UUID client, Scene scene)
{
ScenePresence presence = scene.GetScenePresence(client);
if (presence != null)
{
presence.ControllingClient.OnModifyTerrain -= client_OnModifyTerrain;
presence.ControllingClient.OnBakeTerrain -= client_OnBakeTerrain;
presence.ControllingClient.OnLandUndo -= client_OnLandUndo;
presence.ControllingClient.OnUnackedTerrain -= client_OnUnackedTerrain;
}
lock (m_perClientPatchUpdates)
m_perClientPatchUpdates.Remove(client);
}
/// <summary>
/// Scan over changes in the terrain and limit height changes. This enforces the
/// non-estate owner limits on rate of terrain editting.
/// Returns 'true' if any heights were limited.
/// </summary>
private bool EnforceEstateLimits()
{
TerrainData terrData = m_channel.GetTerrainData();
bool wasLimited = false;
for (int x = 0; x < terrData.SizeX; x += Constants.TerrainPatchSize)
{
for (int y = 0; y < terrData.SizeY; y += Constants.TerrainPatchSize)
{
if (terrData.IsTaintedAt(x, y, false /* clearOnTest */))
{
// If we should respect the estate settings then
// fixup and height deltas that don't respect them.
// Note that LimitChannelChanges() modifies the TerrainChannel with the limited height values.
wasLimited |= LimitChannelChanges(terrData, x, y);
}
}
}
return wasLimited;
}
private bool EnforceEstateLimits(int startX, int startY, int endX, int endY)
{
TerrainData terrData = m_channel.GetTerrainData();
bool wasLimited = false;
for (int x = startX; x <= endX; x += Constants.TerrainPatchSize)
{
for (int y = startX; y <= endY; y += Constants.TerrainPatchSize)
{
if (terrData.IsTaintedAt(x, y, false /* clearOnTest */))
{
// If we should respect the estate settings then
// fixup and height deltas that don't respect them.
// Note that LimitChannelChanges() modifies the TerrainChannel with the limited height values.
wasLimited |= LimitChannelChanges(terrData, x, y);
}
}
}
return wasLimited;
}
/// <summary>
/// Checks to see height deltas in the tainted terrain patch at xStart ,yStart
/// are all within the current estate limits
/// <returns>true if changes were limited, false otherwise</returns>
/// </summary>
private bool LimitChannelChanges(TerrainData terrData, int xStart, int yStart)
{
bool changesLimited = false;
float minDelta = (float)m_scene.RegionInfo.RegionSettings.TerrainLowerLimit;
float maxDelta = (float)m_scene.RegionInfo.RegionSettings.TerrainRaiseLimit;
// loop through the height map for this patch and compare it against
// the baked map
for (int x = xStart; x < xStart + Constants.TerrainPatchSize; x++)
{
for(int y = yStart; y < yStart + Constants.TerrainPatchSize; y++)
{
float requestedHeight = terrData[x, y];
float bakedHeight = (float)m_baked[x, y];
float requestedDelta = requestedHeight - bakedHeight;
if (requestedDelta > maxDelta)
{
terrData[x, y] = bakedHeight + maxDelta;
changesLimited = true;
}
else if (requestedDelta < minDelta)
{
terrData[x, y] = bakedHeight + minDelta; //as lower is a -ve delta
changesLimited = true;
}
}
}
return changesLimited;
}
private void client_OnLandUndo(IClientAPI client)
{
}
/// <summary>
/// Sends a copy of the current terrain to the scenes clients
/// </summary>
/// <param name="serialised">A copy of the terrain as a 1D float array of size w*h</param>
/// <param name="x">The patch corner to send</param>
/// <param name="y">The patch corner to send</param>
private void SendToClients(TerrainData terrData, int x, int y)
{
if (m_sendTerrainUpdatesByViewDistance)
{
// Add that this patch needs to be sent to the accounting for each client.
lock (m_perClientPatchUpdates)
{
m_scene.ForEachScenePresence(presence =>
{
PatchUpdates thisClientUpdates;
if (!m_perClientPatchUpdates.TryGetValue(presence.UUID, out thisClientUpdates))
{
// There is a ScenePresence without a send patch map. Create one.
thisClientUpdates = new PatchUpdates(terrData, presence);
m_perClientPatchUpdates.Add(presence.UUID, thisClientUpdates);
}
thisClientUpdates.SetByXY(x, y, true);
}
);
}
}
else
{
// Legacy update sending where the update is sent out as soon as noticed
// We know the actual terrain data that is passed is ignored so this passes a dummy heightmap.
//float[] heightMap = terrData.GetFloatsSerialized();
int[] map = new int[]{ x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize };
m_scene.ForEachClient(
delegate (IClientAPI controller)
{
controller.SendLayerData(map);
}
);
}
}
private class PatchesToSend : IComparable<PatchesToSend>
{
public int PatchX;
public int PatchY;
public float Dist;
public PatchesToSend(int pX, int pY, float pDist)
{
PatchX = pX;
PatchY = pY;
Dist = pDist;
}
public int CompareTo(PatchesToSend other)
{
return Dist.CompareTo(other.Dist);
}
}
// Called each frame time to see if there are any patches to send to any of the
// ScenePresences.
// Loop through all the per-client info and send any patches necessary.
private void CheckSendingPatchesToClients()
{
lock (m_perClientPatchUpdates)
{
foreach (PatchUpdates pups in m_perClientPatchUpdates.Values)
{
if(pups.Presence.IsDeleted)
continue;
// limit rate acording to udp land queue state
if (!pups.Presence.ControllingClient.CanSendLayerData())
continue;
if (pups.HasUpdates())
{
if (m_sendTerrainUpdatesByViewDistance)
{
// There is something that could be sent to this client.
List<PatchesToSend> toSend = GetModifiedPatchesInViewDistance(pups);
if (toSend.Count > 0)
{
// m_log.DebugFormat("{0} CheckSendingPatchesToClient: sending {1} patches to {2} in region {3}",
// LogHeader, toSend.Count, pups.Presence.Name, m_scene.RegionInfo.RegionName);
// Sort the patches to send by the distance from the presence
toSend.Sort();
/*
foreach (PatchesToSend pts in toSend)
{
pups.Presence.ControllingClient.SendLayerData(pts.PatchX, pts.PatchY, null);
// presence.ControllingClient.SendLayerData(xs.ToArray(), ys.ToArray(), null, TerrainPatch.LayerType.Land);
}
*/
int[] patchPieces = new int[toSend.Count * 2];
int pieceIndex = 0;
foreach (PatchesToSend pts in toSend)
{
patchPieces[pieceIndex++] = pts.PatchX;
patchPieces[pieceIndex++] = pts.PatchY;
}
pups.Presence.ControllingClient.SendLayerData(patchPieces);
}
if (pups.sendAll && toSend.Count < 1024)
SendAllModifiedPatchs(pups);
}
else
SendAllModifiedPatchs(pups);
}
}
}
}
private void SendAllModifiedPatchs(PatchUpdates pups)
{
if (!pups.sendAll) // sanity
return;
int limitX = (int)m_scene.RegionInfo.RegionSizeX / Constants.TerrainPatchSize;
int limitY = (int)m_scene.RegionInfo.RegionSizeY / Constants.TerrainPatchSize;
if (pups.sendAllcurrentX >= limitX && pups.sendAllcurrentY >= limitY)
{
pups.sendAll = false;
pups.sendAllcurrentX = 0;
pups.sendAllcurrentY = 0;
return;
}
int npatchs = 0;
List<PatchesToSend> patchs = new List<PatchesToSend>();
int x = pups.sendAllcurrentX;
int y = pups.sendAllcurrentY;
// send it in the order viewer draws it
// even if not best for memory scan
for (; y < limitY; y++)
{
for (; x < limitX; x++)
{
if (pups.GetByPatch(x, y))
{
pups.SetByPatch(x, y, false);
patchs.Add(new PatchesToSend(x, y, 0));
if (++npatchs >= 128)
{
x++;
break;
}
}
}
if (npatchs >= 128)
break;
x = 0;
}
if (x >= limitX && y >= limitY)
{
pups.sendAll = false;
pups.sendAllcurrentX = 0;
pups.sendAllcurrentY = 0;
}
else
{
pups.sendAllcurrentX = x;
pups.sendAllcurrentY = y;
}
npatchs = patchs.Count;
if (npatchs > 0)
{
int[] patchPieces = new int[npatchs * 2];
int pieceIndex = 0;
foreach (PatchesToSend pts in patchs)
{
patchPieces[pieceIndex++] = pts.PatchX;
patchPieces[pieceIndex++] = pts.PatchY;
}
pups.Presence.ControllingClient.SendLayerData(patchPieces);
}
}
private List<PatchesToSend> GetModifiedPatchesInViewDistance(PatchUpdates pups)
{
List<PatchesToSend> ret = new List<PatchesToSend>();
int npatchs = 0;
ScenePresence presence = pups.Presence;
if (presence == null)
return ret;
float minz = presence.AbsolutePosition.Z;
if (presence.CameraPosition.Z < minz)
minz = presence.CameraPosition.Z;
// this limit should be max terrainheight + max draw
if (minz > 1500f)
return ret;
int DrawDistance = (int)presence.DrawDistance;
DrawDistance = DrawDistance / Constants.TerrainPatchSize;
int testposX;
int testposY;
if (Math.Abs(presence.AbsolutePosition.X - presence.CameraPosition.X) > 30
|| Math.Abs(presence.AbsolutePosition.Y - presence.CameraPosition.Y) > 30)
{
testposX = (int)presence.CameraPosition.X / Constants.TerrainPatchSize;
testposY = (int)presence.CameraPosition.Y / Constants.TerrainPatchSize;
}
else
{
testposX = (int)presence.AbsolutePosition.X / Constants.TerrainPatchSize;
testposY = (int)presence.AbsolutePosition.Y / Constants.TerrainPatchSize;
}
int limitX = (int)m_scene.RegionInfo.RegionSizeX / Constants.TerrainPatchSize;
int limitY = (int)m_scene.RegionInfo.RegionSizeY / Constants.TerrainPatchSize;
// Compute the area of patches within our draw distance
int startX = testposX - DrawDistance;
if (startX < 0)
startX = 0;
else if (startX >= limitX)
startX = limitX - 1;
int startY = testposY - DrawDistance;
if (startY < 0)
startY = 0;
else if (startY >= limitY)
startY = limitY - 1;
int endX = testposX + DrawDistance;
if (endX < 0)
endX = 0;
else if (endX > limitX)
endX = limitX;
int endY = testposY + DrawDistance;
if (endY < 0)
endY = 0;
else if (endY > limitY)
endY = limitY;
int distx;
int disty;
int distsq;
DrawDistance *= DrawDistance;
for (int x = startX; x < endX; x++)
{
for (int y = startY; y < endY; y++)
{
if (pups.GetByPatch(x, y))
{
distx = x - testposX;
disty = y - testposY;
distsq = distx * distx + disty * disty;
if (distsq < DrawDistance)
{
pups.SetByPatch(x, y, false);
ret.Add(new PatchesToSend(x, y, (float)distsq));
if (npatchs++ > 1024)
{
y = endY;
x = endX;
}
}
}
}
}
return ret;
}
private void client_OnModifyTerrain(UUID user, float height, float seconds, byte size, byte action,
float north, float west, float south, float east, UUID agentId)
{
bool god = m_scene.Permissions.IsGod(user);
bool allowed = false;
if (north == south && east == west)
{
if (m_painteffects.ContainsKey((StandardTerrainEffects)action))
{
bool[,] allowMask = new bool[m_channel.Width, m_channel.Height];
allowMask.Initialize();
int n = size + 1;
if (n > 2)
n = 4;
int zx = (int)(west + 0.5);
int zy = (int)(north + 0.5);
int startX = zx - n;
if (startX < 0)
startX = 0;
int startY = zy - n;
if (startY < 0)
startY = 0;
int endX = zx + n;
if (endX >= m_channel.Width)
endX = m_channel.Width - 1;
int endY = zy + n;
if (endY >= m_channel.Height)
endY = m_channel.Height - 1;
int x, y;
for (x = startX; x <= endX; x++)
{
for (y = startY; y <= endY; y++)
{
if (m_scene.Permissions.CanTerraformLand(agentId, new Vector3(x, y, 0)))
{
allowMask[x, y] = true;
allowed = true;
}
}
}
if (allowed)
{
StoreUndoState();
m_painteffects[(StandardTerrainEffects) action].PaintEffect(
m_channel, allowMask, west, south, height, size, seconds,
startX, endX, startY, endY);
//block changes outside estate limits
if (!god)
EnforceEstateLimits(startX, endX, startY, endY);
}
}
else
{
m_log.Debug("Unknown terrain brush type " + action);
}
}
else
{
if (m_floodeffects.ContainsKey((StandardTerrainEffects)action))
{
bool[,] fillArea = new bool[m_channel.Width, m_channel.Height];
fillArea.Initialize();
int startX = (int)west;
int startY = (int)south;
int endX = (int)east;
int endY = (int)north;
if (startX < 0)
startX = 0;
else if (startX >= m_channel.Width)
startX = m_channel.Width - 1;
if (endX < 0)
endX = 0;
else if (endX >= m_channel.Width)
endX = m_channel.Width - 1;
if (startY < 0)
startY = 0;
else if (startY >= m_channel.Height)
startY = m_channel.Height - 1;
if (endY < 0)
endY = 0;
else if (endY >= m_channel.Height)
endY = m_channel.Height - 1;
int x, y;
for (x = startX; x <= endX; x++)
{
for (y = startY; y <= endY; y++)
{
if (m_scene.Permissions.CanTerraformLand(agentId, new Vector3(x, y, 0)))
{
fillArea[x, y] = true;
allowed = true;
}
}
}
if (allowed)
{
StoreUndoState();
m_floodeffects[(StandardTerrainEffects)action].FloodEffect(m_channel, fillArea, size,
startX, endX, startY, endY);
//block changes outside estate limits
if (!god)
EnforceEstateLimits(startX, endX, startY, endY);
}
}
else
{
m_log.Debug("Unknown terrain flood type " + action);
}
}
}
private void client_OnBakeTerrain(IClientAPI remoteClient)
{
// Not a good permissions check (see client_OnModifyTerrain above), need to check the entire area.
// for now check a point in the centre of the region
if (m_scene.Permissions.CanIssueEstateCommand(remoteClient.AgentId, true))
{
InterfaceBakeTerrain(null); //bake terrain does not use the passed in parameter
}
}
protected void client_OnUnackedTerrain(IClientAPI client, int patchX, int patchY)
{
//m_log.Debug("Terrain packet unacked, resending patch: " + patchX + " , " + patchY);
// SendLayerData does not use the heightmap parameter. This kludge is so as to not change IClientAPI.
client.SendLayerData(new int[]{patchX, patchY});
}
private void StoreUndoState()
{
}
#region Console Commands
private void InterfaceLoadFile(Object[] args)
{
LoadFromFile((string) args[0]);
}
private void InterfaceLoadTileFile(Object[] args)
{
LoadFromFile((string) args[0],
(int) args[1],
(int) args[2],
(int) args[3],
(int) args[4]);
}
private void InterfaceSaveFile(Object[] args)
{
SaveToFile((string)args[0]);
}
private void InterfaceSaveTileFile(Object[] args)
{
SaveToFile((string)args[0],
(int)args[1],
(int)args[2],
(int)args[3],
(int)args[4]);
}
private void InterfaceBakeTerrain(Object[] args)
{
UpdateBakedMap();
}
private void InterfaceRevertTerrain(Object[] args)
{
int x, y;
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] = m_baked[x, y];
}
private void InterfaceFlipTerrain(Object[] args)
{
String direction = (String)args[0];
if (direction.ToLower().StartsWith("y"))
{
for (int x = 0; x < m_channel.Width; x++)
{
for (int y = 0; y < m_channel.Height / 2; y++)
{
double height = m_channel[x, y];
double flippedHeight = m_channel[x, (int)m_channel.Height - 1 - y];
m_channel[x, y] = flippedHeight;
m_channel[x, (int)m_channel.Height - 1 - y] = height;
}
}
}
else if (direction.ToLower().StartsWith("x"))
{
for (int y = 0; y < m_channel.Height; y++)
{
for (int x = 0; x < m_channel.Width / 2; x++)
{
double height = m_channel[x, y];
double flippedHeight = m_channel[(int)m_channel.Width - 1 - x, y];
m_channel[x, y] = flippedHeight;
m_channel[(int)m_channel.Width - 1 - x, y] = height;
}
}
}
else
{
MainConsole.Instance.Output("ERROR: Unrecognised direction {0} - need x or y", null, direction);
}
}
private void InterfaceRescaleTerrain(Object[] args)
{
double desiredMin = (double)args[0];
double desiredMax = (double)args[1];
// determine desired scaling factor
double desiredRange = desiredMax - desiredMin;
//m_log.InfoFormat("Desired {0}, {1} = {2}", new Object[] { desiredMin, desiredMax, desiredRange });
if (desiredRange == 0d)
{
// delta is zero so flatten at requested height
InterfaceFillTerrain(new Object[] { args[1] });
}
else
{
//work out current heightmap range
double currMin = double.MaxValue;
double currMax = double.MinValue;
int width = m_channel.Width;
int height = m_channel.Height;
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++)
{
double currHeight = m_channel[x, y];
if (currHeight < currMin)
{
currMin = currHeight;
}
else if (currHeight > currMax)
{
currMax = currHeight;
}
}
}
double currRange = currMax - currMin;
double scale = desiredRange / currRange;
//m_log.InfoFormat("Current {0}, {1} = {2}", new Object[] { currMin, currMax, currRange });
//m_log.InfoFormat("Scale = {0}", scale);
// scale the heightmap accordingly
for(int x = 0; x < width; x++)
{
for(int y = 0; y < height; y++)
{
double currHeight = m_channel[x, y] - currMin;
m_channel[x, y] = desiredMin + (currHeight * scale);
}
}
}
}
private void InterfaceElevateTerrain(Object[] args)
{
double val = (double)args[0];
int x, y;
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] += val;
}
private void InterfaceMultiplyTerrain(Object[] args)
{
int x, y;
double val = (double)args[0];
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] *= val;
}
private void InterfaceLowerTerrain(Object[] args)
{
int x, y;
double val = (double)args[0];
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] -= val;
}
public void InterfaceFillTerrain(Object[] args)
{
int x, y;
double val = (double)args[0];
for (x = 0; x < m_channel.Width; x++)
for (y = 0; y < m_channel.Height; y++)
m_channel[x, y] = val;
}
private void InterfaceMinTerrain(Object[] args)
{
int x, y;
double val = (double)args[0];
for (x = 0; x < m_channel.Width; x++)
{
for(y = 0; y < m_channel.Height; y++)
{
m_channel[x, y] = Math.Max(val, m_channel[x, y]);
}
}
}
private void InterfaceMaxTerrain(Object[] args)
{
int x, y;
double val = (double)args[0];
for (x = 0; x < m_channel.Width; x++)
{
for(y = 0; y < m_channel.Height; y++)
{
m_channel[x, y] = Math.Min(val, m_channel[x, y]);
}
}
}
private void InterfaceShow(Object[] args)
{
Vector2 point;
if (!ConsoleUtil.TryParseConsole2DVector((string)args[0], null, out point))
{
Console.WriteLine("ERROR: {0} is not a valid vector", args[0]);
return;
}
double height = m_channel[(int)point.X, (int)point.Y];
Console.WriteLine("Terrain height at {0} is {1}", point, height);
}
private void InterfaceShowDebugStats(Object[] args)
{
double max = Double.MinValue;
double min = double.MaxValue;
double sum = 0;
int x;
for(x = 0; x < m_channel.Width; x++)
{
int y;
for(y = 0; y < m_channel.Height; y++)
{
sum += m_channel[x, y];
if (max < m_channel[x, y])
max = m_channel[x, y];
if (min > m_channel[x, y])
min = m_channel[x, y];
}
}
double avg = sum / (m_channel.Height * m_channel.Width);
MainConsole.Instance.Output("Channel {0}x{1}", null, m_channel.Width, m_channel.Height);
MainConsole.Instance.Output("max/min/avg/sum: {0}/{1}/{2}/{3}", null, max, min, avg, sum);
}
private void InterfaceEnableExperimentalBrushes(Object[] args)
{
if ((bool)args[0])
{
m_painteffects[StandardTerrainEffects.Revert] = new WeatherSphere();
m_painteffects[StandardTerrainEffects.Flatten] = new OlsenSphere();
m_painteffects[StandardTerrainEffects.Smooth] = new ErodeSphere();
}
else
{
InstallDefaultEffects();
}
}
private void InterfaceRunPluginEffect(Object[] args)
{
string firstArg = (string)args[0];
if (firstArg == "list")
{
MainConsole.Instance.Output("List of loaded plugins");
foreach(KeyValuePair<string, ITerrainEffect> kvp in m_plugineffects)
{
MainConsole.Instance.Output(kvp.Key);
}
return;
}
if (firstArg == "reload")
{
LoadPlugins();
return;
}
if (m_plugineffects.ContainsKey(firstArg))
{
m_plugineffects[firstArg].RunEffect(m_channel);
}
else
{
MainConsole.Instance.Output("WARNING: No such plugin effect {0} loaded.", firstArg);
}
}
private void InstallInterfaces()
{
Command loadFromFileCommand =
new Command("load", CommandIntentions.COMMAND_HAZARDOUS, InterfaceLoadFile, "Loads a terrain from a specified file.");
loadFromFileCommand.AddArgument("filename",
"The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: " +
m_supportedFileExtensions, "String");
Command saveToFileCommand =
new Command("save", CommandIntentions.COMMAND_NON_HAZARDOUS, InterfaceSaveFile, "Saves the current heightmap to a specified file.");
saveToFileCommand.AddArgument("filename",
"The destination filename for your heightmap, the file extension determines the format to save in. Supported extensions include: " +
m_supportedFileExtensions, "String");
Command loadFromTileCommand =
new Command("load-tile", CommandIntentions.COMMAND_HAZARDOUS, InterfaceLoadTileFile, "Loads a terrain from a section of a larger file.");
loadFromTileCommand.AddArgument("filename",
"The file you wish to load from, the file extension determines the loader to be used. Supported extensions include: " +
m_supportedFileExtensions, "String");
loadFromTileCommand.AddArgument("file width", "The width of the file in tiles", "Integer");
loadFromTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer");
loadFromTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file",
"Integer");
loadFromTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first section on the file",
"Integer");
Command saveToTileCommand =
new Command("save-tile", CommandIntentions.COMMAND_HAZARDOUS, InterfaceSaveTileFile, "Saves the current heightmap to the larger file.");
saveToTileCommand.AddArgument("filename",
"The file you wish to save to, the file extension determines the loader to be used. Supported extensions include: " +
m_supportFileExtensionsForTileSave, "String");
saveToTileCommand.AddArgument("file width", "The width of the file in tiles", "Integer");
saveToTileCommand.AddArgument("file height", "The height of the file in tiles", "Integer");
saveToTileCommand.AddArgument("minimum X tile", "The X region coordinate of the first section on the file",
"Integer");
saveToTileCommand.AddArgument("minimum Y tile", "The Y region coordinate of the first tile on the file\n"
+ "= Example =\n"
+ "To save a PNG file for a set of map tiles 2 regions wide and 3 regions high from map co-ordinate (9910,10234)\n"
+ " # terrain save-tile ST06.png 2 3 9910 10234\n",
"Integer");
// Terrain adjustments
Command fillRegionCommand =
new Command("fill", CommandIntentions.COMMAND_HAZARDOUS, InterfaceFillTerrain, "Fills the current heightmap with a specified value.");
fillRegionCommand.AddArgument("value", "The numeric value of the height you wish to set your region to.",
"Double");
Command elevateCommand =
new Command("elevate", CommandIntentions.COMMAND_HAZARDOUS, InterfaceElevateTerrain, "Raises the current heightmap by the specified amount.");
elevateCommand.AddArgument("amount", "The amount of height to add to the terrain in meters.", "Double");
Command lowerCommand =
new Command("lower", CommandIntentions.COMMAND_HAZARDOUS, InterfaceLowerTerrain, "Lowers the current heightmap by the specified amount.");
lowerCommand.AddArgument("amount", "The amount of height to remove from the terrain in meters.", "Double");
Command multiplyCommand =
new Command("multiply", CommandIntentions.COMMAND_HAZARDOUS, InterfaceMultiplyTerrain, "Multiplies the heightmap by the value specified.");
multiplyCommand.AddArgument("value", "The value to multiply the heightmap by.", "Double");
Command bakeRegionCommand =
new Command("bake", CommandIntentions.COMMAND_HAZARDOUS, InterfaceBakeTerrain, "Saves the current terrain into the regions baked map.");
Command revertRegionCommand =
new Command("revert", CommandIntentions.COMMAND_HAZARDOUS, InterfaceRevertTerrain, "Loads the baked map terrain into the regions heightmap.");
Command flipCommand =
new Command("flip", CommandIntentions.COMMAND_HAZARDOUS, InterfaceFlipTerrain, "Flips the current terrain about the X or Y axis");
flipCommand.AddArgument("direction", "[x|y] the direction to flip the terrain in", "String");
Command rescaleCommand =
new Command("rescale", CommandIntentions.COMMAND_HAZARDOUS, InterfaceRescaleTerrain, "Rescales the current terrain to fit between the given min and max heights");
rescaleCommand.AddArgument("min", "min terrain height after rescaling", "Double");
rescaleCommand.AddArgument("max", "max terrain height after rescaling", "Double");
Command minCommand = new Command("min", CommandIntentions.COMMAND_HAZARDOUS, InterfaceMinTerrain, "Sets the minimum terrain height to the specified value.");
minCommand.AddArgument("min", "terrain height to use as minimum", "Double");
Command maxCommand = new Command("max", CommandIntentions.COMMAND_HAZARDOUS, InterfaceMaxTerrain, "Sets the maximum terrain height to the specified value.");
maxCommand.AddArgument("min", "terrain height to use as maximum", "Double");
// Debug
Command showDebugStatsCommand =
new Command("stats", CommandIntentions.COMMAND_STATISTICAL, InterfaceShowDebugStats,
"Shows some information about the regions heightmap for debugging purposes.");
Command showCommand =
new Command("show", CommandIntentions.COMMAND_NON_HAZARDOUS, InterfaceShow,
"Shows terrain height at a given co-ordinate.");
showCommand.AddArgument("point", "point in <x>,<y> format with no spaces (e.g. 45,45)", "String");
Command experimentalBrushesCommand =
new Command("newbrushes", CommandIntentions.COMMAND_HAZARDOUS, InterfaceEnableExperimentalBrushes,
"Enables experimental brushes which replace the standard terrain brushes. WARNING: This is a debug setting and may be removed at any time.");
experimentalBrushesCommand.AddArgument("Enabled?", "true / false - Enable new brushes", "Boolean");
// Plugins
Command pluginRunCommand =
new Command("effect", CommandIntentions.COMMAND_HAZARDOUS, InterfaceRunPluginEffect, "Runs a specified plugin effect");
pluginRunCommand.AddArgument("name", "The plugin effect you wish to run, or 'list' to see all plugins", "String");
m_commander.RegisterCommand("load", loadFromFileCommand);
m_commander.RegisterCommand("load-tile", loadFromTileCommand);
m_commander.RegisterCommand("save", saveToFileCommand);
m_commander.RegisterCommand("save-tile", saveToTileCommand);
m_commander.RegisterCommand("fill", fillRegionCommand);
m_commander.RegisterCommand("elevate", elevateCommand);
m_commander.RegisterCommand("lower", lowerCommand);
m_commander.RegisterCommand("multiply", multiplyCommand);
m_commander.RegisterCommand("bake", bakeRegionCommand);
m_commander.RegisterCommand("revert", revertRegionCommand);
m_commander.RegisterCommand("newbrushes", experimentalBrushesCommand);
m_commander.RegisterCommand("show", showCommand);
m_commander.RegisterCommand("stats", showDebugStatsCommand);
m_commander.RegisterCommand("effect", pluginRunCommand);
m_commander.RegisterCommand("flip", flipCommand);
m_commander.RegisterCommand("rescale", rescaleCommand);
m_commander.RegisterCommand("min", minCommand);
m_commander.RegisterCommand("max", maxCommand);
// Add this to our scene so scripts can call these functions
m_scene.RegisterModuleCommander(m_commander);
// Add Modify command to Scene, since Command object requires fixed-length arglists
m_scene.AddCommand("Terrain", this, "terrain modify",
"terrain modify <operation> <value> [<area>] [<taper>]",
"Modifies the terrain as instructed." +
"\nEach operation can be limited to an area of effect:" +
"\n * -ell=x,y,rx[,ry] constrains the operation to an ellipse centred at x,y" +
"\n * -rec=x,y,dx[,dy] constrains the operation to a rectangle based at x,y" +
"\nEach operation can have its effect tapered based on distance from centre:" +
"\n * elliptical operations taper as cones" +
"\n * rectangular operations taper as pyramids"
,
ModifyCommand);
}
public void ModifyCommand(string module, string[] cmd)
{
string result;
Scene scene = SceneManager.Instance.CurrentScene;
if ((scene != null) && (scene != m_scene))
{
result = String.Empty;
}
else if (cmd.Length > 2)
{
string operationType = cmd[2];
ITerrainModifier operation;
if (!m_modifyOperations.TryGetValue(operationType, out operation))
{
result = String.Format("Terrain Modify \"{0}\" not found.", operationType);
}
else if ((cmd.Length > 3) && (cmd[3] == "usage"))
{
result = "Usage: " + operation.GetUsage();
}
else
{
result = operation.ModifyTerrain(m_channel, cmd);
}
if (result == String.Empty)
{
result = "Modified terrain";
m_log.DebugFormat("Performed terrain operation {0}", operationType);
}
}
else
{
result = "Usage: <operation-name> <arg1> <arg2>...";
}
if (result != String.Empty)
{
MainConsole.Instance.Output(result);
}
}
#endregion
}
}