424 lines
17 KiB
C#
424 lines
17 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.IO;
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using System.Text;
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using System.Reflection;
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using System.Xml;
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using System.Xml.Serialization;
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using OpenSim.Data;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenMetaverse;
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using log4net;
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namespace OpenSim.Region.Framework.Scenes
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{
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/// <summary>
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/// A new version of the old Channel class, simplified
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/// </summary>
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public class TerrainChannel : ITerrainChannel
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static string LogHeader = "[TERRAIN CHANNEL]";
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protected TerrainData m_terrainData;
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public int Width { get { return m_terrainData.SizeX; } } // X dimension
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// Unfortunately, for historical reasons, in this module 'Width' is X and 'Height' is Y
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public int Height { get { return m_terrainData.SizeY; } } // Y dimension
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public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension
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// Default, not-often-used builder
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public TerrainChannel()
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{
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m_terrainData = new HeightmapTerrainData((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionHeight);
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FlatLand();
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// PinHeadIsland();
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}
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// Create terrain of given size
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public TerrainChannel(int pX, int pY)
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{
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m_terrainData = new HeightmapTerrainData(pX, pY, (int)Constants.RegionHeight);
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}
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// Create terrain of specified size and initialize with specified terrain.
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// TODO: join this with the terrain initializers.
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public TerrainChannel(String type, int pX, int pY, int pZ)
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{
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m_terrainData = new HeightmapTerrainData(pX, pY, pZ);
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if (type.Equals("flat"))
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FlatLand();
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else
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PinHeadIsland();
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}
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// Create channel passed a heightmap and expected dimensions of the region.
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// The heightmap might not fit the passed size so accomodations must be made.
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public TerrainChannel(double[,] pM, int pSizeX, int pSizeY, int pAltitude)
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{
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int hmSizeX = pM.GetLength(0);
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int hmSizeY = pM.GetLength(1);
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m_terrainData = new HeightmapTerrainData(pSizeX, pSizeY, pAltitude);
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for (int xx = 0; xx < pSizeX; xx++)
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for (int yy = 0; yy < pSizeY; yy++)
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if (xx > hmSizeX || yy > hmSizeY)
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m_terrainData[xx, yy] = TerrainData.DefaultTerrainHeight;
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else
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m_terrainData[xx, yy] = (float)pM[xx, yy];
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}
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public TerrainChannel(TerrainData pTerrData)
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{
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m_terrainData = pTerrData;
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}
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#region ITerrainChannel Members
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// ITerrainChannel.MakeCopy()
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public ITerrainChannel MakeCopy()
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{
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return this.Copy();
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}
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// ITerrainChannel.GetTerrainData()
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public TerrainData GetTerrainData()
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{
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return m_terrainData;
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}
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// ITerrainChannel.GetFloatsSerialized()
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// This one dimensional version is ordered so height = map[y*sizeX+x];
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// DEPRECATED: don't use this function as it does not retain the dimensions of the terrain
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// and the caller will probably do the wrong thing if the terrain is not the legacy 256x256.
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public float[] GetFloatsSerialised()
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{
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return m_terrainData.GetFloatsSerialized();
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}
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// ITerrainChannel.GetDoubles()
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public double[,] GetDoubles()
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{
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double[,] heights = new double[Width, Height];
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int idx = 0; // index into serialized array
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for (int ii = 0; ii < Width; ii++)
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{
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for (int jj = 0; jj < Height; jj++)
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{
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heights[ii, jj] = (double)m_terrainData[ii, jj];
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idx++;
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}
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}
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return heights;
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}
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// ITerrainChannel.this[x,y]
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public double this[int x, int y]
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{
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get {
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if (x < 0 || x >= Width || y < 0 || y >= Height)
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return 0;
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return (double)m_terrainData[x, y];
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}
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set
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{
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if (Double.IsNaN(value) || Double.IsInfinity(value))
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return;
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m_terrainData[x, y] = (float)value;
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}
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}
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// ITerrainChannel.GetHieghtAtXYZ(x, y, z)
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public float GetHeightAtXYZ(float x, float y, float z)
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{
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if (x < 0 || x >= Width || y < 0 || y >= Height)
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return 0;
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return m_terrainData[(int)x, (int)y];
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}
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// ITerrainChannel.Tainted()
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public bool Tainted(int x, int y)
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{
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return m_terrainData.IsTaintedAt(x, y);
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}
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// ITerrainChannel.SaveToXmlString()
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public string SaveToXmlString()
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{
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XmlWriterSettings settings = new XmlWriterSettings();
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settings.Encoding = Util.UTF8;
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using (StringWriter sw = new StringWriter())
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{
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using (XmlWriter writer = XmlWriter.Create(sw, settings))
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{
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WriteXml(writer);
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}
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string output = sw.ToString();
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return output;
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}
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}
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// ITerrainChannel.LoadFromXmlString()
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public void LoadFromXmlString(string data)
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{
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StringReader sr = new StringReader(data);
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XmlTextReader reader = new XmlTextReader(sr);
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reader.Read();
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ReadXml(reader);
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reader.Close();
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sr.Close();
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}
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// ITerrainChannel.Merge
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public void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement)
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{
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m_log.DebugFormat("{0} Merge. inSize=<{1},{2}>, disp={3}, rot={4}, rotDisp={5}, outSize=<{6},{7}>", LogHeader,
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newTerrain.Width, newTerrain.Height,
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displacement, radianRotation, rotationDisplacement,
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m_terrainData.SizeX, m_terrainData.SizeY);
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for (int xx = 0; xx < newTerrain.Width; xx++)
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{
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for (int yy = 0; yy < newTerrain.Height; yy++)
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{
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int dispX = (int)displacement.X;
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int dispY = (int)displacement.Y;
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float newHeight = (float)newTerrain[xx, yy] + displacement.Z;
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if (radianRotation == 0)
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{
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// If no rotation, place the new height in the specified location
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dispX += xx;
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dispY += yy;
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if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
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{
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m_terrainData[dispX, dispY] = newHeight;
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}
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}
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else
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{
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// If rotating, we have to smooth the result because the conversion
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// to ints will mean heightmap entries will not get changed
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// First compute the rotation location for the new height.
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dispX += (int)(rotationDisplacement.X
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+ ((float)xx - rotationDisplacement.X) * Math.Cos(radianRotation)
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- ((float)yy - rotationDisplacement.Y) * Math.Sin(radianRotation) );
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dispY += (int)(rotationDisplacement.Y
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+ ((float)xx - rotationDisplacement.X) * Math.Sin(radianRotation)
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+ ((float)yy - rotationDisplacement.Y) * Math.Cos(radianRotation) );
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if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
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{
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float oldHeight = m_terrainData[dispX, dispY];
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// Smooth the heights around this location if the old height is far from this one
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for (int sxx = dispX - 2; sxx < dispX + 2; sxx++)
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{
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for (int syy = dispY - 2; syy < dispY + 2; syy++)
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{
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if (sxx >= 0 && sxx < m_terrainData.SizeX && syy >= 0 && syy < m_terrainData.SizeY)
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{
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if (sxx == dispX && syy == dispY)
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{
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// Set height for the exact rotated point
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m_terrainData[dispX, dispY] = newHeight;
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}
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else
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{
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if (Math.Abs(m_terrainData[sxx, syy] - newHeight) > 1f)
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{
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// If the adjacent height is far off, force it to this height
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m_terrainData[sxx, syy] = newHeight;
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}
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}
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}
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}
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}
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}
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if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
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{
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m_terrainData[dispX, dispY] = (float)newTerrain[xx, yy];
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}
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}
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}
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}
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}
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#endregion
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public TerrainChannel Copy()
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{
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TerrainChannel copy = new TerrainChannel();
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copy.m_terrainData = m_terrainData.Clone();
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return copy;
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}
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private void WriteXml(XmlWriter writer)
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{
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if (Width == Constants.RegionSize && Height == Constants.RegionSize)
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{
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// Downward compatibility for legacy region terrain maps.
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// If region is exactly legacy size, return the old format XML.
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writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
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ToXml(writer);
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writer.WriteEndElement();
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}
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else
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{
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// New format XML that includes width and length.
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writer.WriteStartElement(String.Empty, "TerrainMap2", String.Empty);
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ToXml2(writer);
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writer.WriteEndElement();
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}
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}
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private void ReadXml(XmlReader reader)
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{
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// Check the first element. If legacy element, use the legacy reader.
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if (reader.IsStartElement("TerrainMap"))
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{
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reader.ReadStartElement("TerrainMap");
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FromXml(reader);
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}
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else
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{
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reader.ReadStartElement("TerrainMap2");
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FromXml2(reader);
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}
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}
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// Write legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
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private void ToXml(XmlWriter xmlWriter)
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{
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float[] mapData = GetFloatsSerialised();
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byte[] buffer = new byte[mapData.Length * 4];
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for (int i = 0; i < mapData.Length; i++)
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{
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byte[] value = BitConverter.GetBytes(mapData[i]);
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Array.Copy(value, 0, buffer, (i * 4), 4);
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}
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XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
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serializer.Serialize(xmlWriter, buffer);
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}
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// Read legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
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private void FromXml(XmlReader xmlReader)
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{
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XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
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byte[] dataArray = (byte[])serializer.Deserialize(xmlReader);
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int index = 0;
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m_terrainData = new HeightmapTerrainData(Height, Width, (int)Constants.RegionHeight);
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for (int y = 0; y < Height; y++)
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{
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for (int x = 0; x < Width; x++)
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{
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float value;
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value = BitConverter.ToSingle(dataArray, index);
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index += 4;
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this[x, y] = (double)value;
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}
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}
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}
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private class TerrainChannelXMLPackage
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{
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public int Version;
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public int SizeX;
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public int SizeY;
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public int SizeZ;
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public float CompressionFactor;
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public int[] Map;
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public TerrainChannelXMLPackage(int pX, int pY, int pZ, float pCompressionFactor, int[] pMap)
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{
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Version = 1;
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SizeX = pX;
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SizeY = pY;
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SizeZ = pZ;
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CompressionFactor = pCompressionFactor;
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Map = pMap;
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}
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}
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// New terrain serialization format that includes the width and length.
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private void ToXml2(XmlWriter xmlWriter)
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{
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TerrainChannelXMLPackage package = new TerrainChannelXMLPackage(Width, Height, Altitude, m_terrainData.CompressionFactor,
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m_terrainData.GetCompressedMap());
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XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
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serializer.Serialize(xmlWriter, package);
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}
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// New terrain serialization format that includes the width and length.
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private void FromXml2(XmlReader xmlReader)
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{
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XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
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TerrainChannelXMLPackage package = (TerrainChannelXMLPackage)serializer.Deserialize(xmlReader);
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m_terrainData = new HeightmapTerrainData(package.Map, package.CompressionFactor, package.SizeX, package.SizeY, package.SizeZ);
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}
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// Fill the heightmap with the center bump terrain
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private void PinHeadIsland()
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{
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float cx = m_terrainData.SizeX * 0.5f;
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float cy = m_terrainData.SizeY * 0.5f;
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float h;
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for (int x = 0; x < Width; x++)
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{
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for (int y = 0; y < Height; y++)
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{
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// h = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
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h = 1.0f;
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float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 50) * 0.01d);
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float spherFacB = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 100) * 0.001d);
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if (h < spherFacA)
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h = spherFacA;
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if (h < spherFacB)
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h = spherFacB;
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m_terrainData[x, y] = h;
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}
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}
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}
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private void FlatLand()
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{
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m_terrainData.ClearLand();
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}
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}
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}
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