1456 lines
54 KiB
C#
1456 lines
54 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 OpenSim 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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*/
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Globalization;
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using System.IO;
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using System.Threading;
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using libTerrain;
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using OpenJPEGNet;
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using OpenSim.Framework;
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namespace OpenSim.Region.Terrain
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{
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public class TerrainCommand
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{
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public virtual bool run(string[] cmdargs, ref string output)
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{
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return false;
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}
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public string args;
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public string help;
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}
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public class TerrainEngine
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{
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public static Mutex fileIOLock = new Mutex();
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/// <summary>
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/// Plugin library for scripts
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/// </summary>
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public FilterHost customFilters = new FilterHost();
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/// <summary>
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/// A [normally] 256x256 heightmap
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/// </summary>
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public Channel heightmap;
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/// <summary>
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/// A copy of heightmap at the last save point (for reverting)
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/// </summary>
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public Channel revertmap;
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/// <summary>
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/// Water heightmap (needs clientside mods to work)
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/// </summary>
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public Channel watermap;
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/// <summary>
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/// Max amount the terrain can be raised from the revert parameters
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/// </summary>
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public double maxRaise = 500.0;
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/// <summary>
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/// Min amount the terrain can be lowered from the revert parameters
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/// </summary>
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public double minLower = 500.0;
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/// <summary>
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/// The last time the terrain was edited
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/// </summary>
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public DateTime lastEdit = DateTime.Now;
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private int counter = 0;
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/// <summary>
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/// Whether or not the terrain has been modified since it was last saved and sent to the Physics engine.
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/// Counts the number of modifications since the last save. (0 = Untainted)
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/// </summary>
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public int tainted;
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private int w, h;
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/// <summary>
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/// Used to determine what offset to use when loading singular heightmaps across multiple sims
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/// </summary>
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private int offsetX;
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private int offsetY;
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/// <summary>
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/// Generate a new TerrainEngine instance and creates a new heightmap
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/// </summary>
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public TerrainEngine(int X, int Y)
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{
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w = 256;
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h = 256;
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heightmap = new Channel(w, h);
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revertmap = new Channel(w, h);
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watermap = new Channel(w, h);
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watermap.Fill(20);
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offsetX = X;
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offsetY = Y;
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tainted++;
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}
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public bool IsTainted()
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{
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return (tainted != 0);
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}
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public bool IsUserStillEditing()
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{
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TimeSpan gap = DateTime.Now - lastEdit;
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if (gap.TotalSeconds <= 4.0)
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return true;
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return false;
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}
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public bool IsTainted(int x, int y)
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{
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return (heightmap.diff[x/16, y/16] != 0);
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}
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public void ResetTaint()
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{
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tainted = 0;
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heightmap.diff = new int[w/16,h/16];
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}
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//Testing to see if moving the TerraForming packet handling code into here works well
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/// <summary>
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/// Modifies terrain using the specified information
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/// </summary>
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/// <param name="height">The height at which the user started modifying the terrain</param>
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/// <param name="seconds">The number of seconds the modify button was pressed</param>
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/// <param name="brushsize">The size of the brush used</param>
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/// <param name="action">The action to be performed</param>
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/// <param name="north">Distance from the north border where the cursor is located</param>
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/// <param name="west">Distance from the west border where the cursor is located</param>
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public void ModifyTerrain(float height, float seconds, byte brushsize, byte action, float north, float west,
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float south, float east,
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IClientAPI remoteUser)
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{
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// Shiny.
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double size = (double) (1 << brushsize);
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//System.Console.WriteLine("SIZE:" + size.ToString() + " Seconds:" + seconds.ToString());
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if (seconds == 1)
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{
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seconds = 0.0315f;
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}
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/* Okay, so here's the deal
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* This has to handle both when a user draws on the terrain *and* when a user selects
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* a selection of AABB on terrain and applies whatever routine the client requests
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* There's something currently wrong with the brushsize --> size conversion.. however
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* it's workable.. just unpredictable.
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*
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* North is always higher and East is always higher
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* in the AABB representation
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*
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* Therefore what we're doing is looping from south to north and west to east
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* and applying the associated algorithm with the brush.
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*
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* This works good on the fast ones, but things like smooth take 12 seconds a single click..
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* for now, smooth won't be 'selectionated'
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*
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* If the user draws instead of selects, north will = south, and east will = west.
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* if the user selects, then the selection is inclusive
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* it'll always affect at least one point on the heightmap.
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*
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* that means we use the <= operator
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*
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* Again, libTerrain is yx instead of xy.. so, it's reflected in the function calls
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*
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*/
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switch (action)
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{
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case 0:
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// flatten terrain
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for (float x = south; x <= north; x++)
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{
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for (float y = west; y <= east; y++)
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{
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FlattenTerrain(y, x, size, (double) seconds/5.0);
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lastEdit = DateTime.Now;
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//remoteUser.SendLayerData((int)(x / 16), (int)(x / 16), GetHeights1D());
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}
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}
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break;
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case 1:
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// raise terrain
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for (float x = south; x <= north; x++)
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{
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for (float y = west; y <= east; y++)
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{
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RaiseTerrain(y, x, size, (double) seconds/5.0);
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lastEdit = DateTime.Now;
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//remoteUser.SendLayerData((int)(x / 16), (int)(x / 16), GetHeights1D());
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}
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}
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break;
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case 2:
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//lower terrain
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for (float x = south; x <= north; x++)
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{
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for (float y = west; y <= east; y++)
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{
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LowerTerrain(y, x, size, (double) seconds/5.0);
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lastEdit = DateTime.Now;
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//remoteUser.SendLayerData((int)(x / 16), (int)(x / 16), GetHeights1D());
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}
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}
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break;
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case 3:
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// smooth terrain
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//
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// We're leaving this out of the parcel calculations for now
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// because just a single one of these will stall your sim for
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// 12 seconds. Looping over the parcel on this one is just stupid
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//
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//for (float x = south; x <= north; x++)
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//{
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//for (float y = west; y <= east; y++)
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//{
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//SmoothTerrain(y, x , size, (double)seconds / 5.0);
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//}
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//}
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SmoothTerrain(west, north, size, (double) seconds/5.0);
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break;
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case 4:
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// noise
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for (float x = south; x <= north; x++)
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{
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for (float y = west; y <= east; y++)
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{
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NoiseTerrain(y, x, size, (double) seconds/5.0);
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lastEdit = DateTime.Now;
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}
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}
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break;
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case 5:
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// revert
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for (float x = south; x <= north; x++)
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{
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for (float y = west; y <= east; y++)
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{
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RevertTerrain(y, x, size, (double) seconds/5.0);
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lastEdit = DateTime.Now;
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}
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}
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break;
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// CLIENT EXTENSIONS GO HERE
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case 128:
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// erode-thermal
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break;
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case 129:
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// erode-aerobic
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break;
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case 130:
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// erode-hydraulic
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break;
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}
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counter++;
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if(counter==2)
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{
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counter=0;
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for (int x = 0; x < 16; x++)
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{
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for (int y = 0; y < 16; y++)
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{
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if (IsTainted(x * 16, y * 16))
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{
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bool usingTerrainModule = true;
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if (!usingTerrainModule)
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{
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remoteUser.SendLayerData(x, y, GetHeights1D());
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}
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}
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}
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}
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}
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lastEdit = DateTime.Now;
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return;
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}
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/// <summary>
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/// Checks to make sure the terrain is within baked values +/- maxRaise/minLower
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/// </summary>
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private void SetTerrainWithinBounds()
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{
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int x, y;
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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if ((heightmap.Get(x, y) > revertmap.Get(x, y) + maxRaise))
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{
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heightmap.map[x, y] = revertmap.Get(x, y) + maxRaise;
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}
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if ((heightmap.Get(x, y) > revertmap.Get(x, y) - minLower))
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{
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heightmap.map[x, y] = revertmap.Get(x, y) - minLower;
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}
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}
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}
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}
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/// <summary>
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/// Converts the heightmap to a 65536 value 1D floating point array
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/// </summary>
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/// <returns>A float[65536] array containing the heightmap</returns>
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public float[] GetHeights1D()
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{
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float[] heights = new float[w*h];
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int i;
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for (i = 0; i < w*h; i++)
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{
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heights[i] = (float) heightmap.map[i%w, i/w];
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}
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return heights;
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}
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/// <summary>
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/// Converts the heightmap to a 256x256 value 2D floating point array.
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/// </summary>
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/// <returns>An array of 256,256 values containing the heightmap</returns>
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public float[,] GetHeights2D()
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{
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float[,] heights = new float[w,h];
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int x, y;
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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heights[x, y] = (float) heightmap.map[x, y];
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}
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}
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return heights;
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}
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/// <summary>
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/// Converts the heightmap to a 256x256 value 2D floating point array. Double precision version.
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/// </summary>
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/// <returns>An array of 256,256 values containing the heightmap</returns>
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public double[,] GetHeights2DD()
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{
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return heightmap.map;
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}
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/// <summary>
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/// Imports a 1D floating point array into the 2D heightmap array
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/// </summary>
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/// <param name="heights">The array to import (must have 65536 members)</param>
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public void GetHeights1D(float[] heights)
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{
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int i;
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for (i = 0; i < w*h; i++)
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{
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heightmap.map[i%w, i/w] = heights[i];
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}
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tainted++;
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}
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/// <summary>
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/// Loads a 2D array of values into the heightmap
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/// </summary>
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/// <param name="heights">An array of 256,256 float values</param>
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public void SetHeights2D(float[,] heights)
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{
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int x, y;
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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heightmap.Set(x, y, (double) heights[x, y]);
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}
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}
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SaveRevertMap();
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tainted++;
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}
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/// <summary>
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/// Loads a 2D array of values into the heightmap (Double Precision Version)
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/// </summary>
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/// <param name="heights">An array of 256,256 float values</param>
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public void SetHeights2D(double[,] heights)
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{
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int x, y;
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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heightmap.Set(x, y, heights[x, y]);
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}
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}
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SaveRevertMap();
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ResetTaint();
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}
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/// <summary>
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/// Swaps the two heightmap buffers (the 'revert map' and the heightmap)
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/// </summary>
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public void SwapRevertMaps()
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{
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Channel backup = heightmap.Copy();
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heightmap = revertmap;
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revertmap = backup;
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}
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/// <summary>
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/// Saves the current heightmap into the revertmap
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/// </summary>
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public void SaveRevertMap()
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{
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revertmap = heightmap.Copy();
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}
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/// <summary>
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/// Processes a terrain-specific command
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/// </summary>
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/// <param name="args">Commandline arguments (space seperated)</param>
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/// <param name="resultText">Reference that returns error or help text if returning false</param>
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/// <returns>If the operation was successful (if not, the error is placed into resultText)</returns>
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public bool RunTerrainCmd(string[] args, ref string resultText, string simName)
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{
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string command;
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if (args.Length > 0)
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{
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command = args[0];
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}
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else
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{
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command = "help";
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}
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try
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{
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switch (command)
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{
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case "help":
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resultText += "terrain regenerate - rebuilds the sims terrain using a default algorithm\n";
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resultText +=
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"terrain hills <type> <number of hills> <min height> <max height> <island t/f> <additive t/f> <noisy t/f>\n";
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resultText += " type should be spheres, blocks, cones, or squared\n";
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resultText +=
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"terrain voronoi <points> <blocksize> - generates a worley fractal with X points per block";
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resultText += "terrain seed <seed> - sets the random seed value to <seed>\n";
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resultText +=
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"terrain load <type> <filename> - loads a terrain from disk, type can be 'F32', 'F64', 'RAW' or 'IMG'\n";
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resultText +=
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"terrain save <type> <filename> - saves a terrain to disk, type can be 'F32', 'F64', 'PNG', 'RAW' or 'HIRAW'\n";
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resultText +=
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"terrain save grdmap <filename> <gradient map> - creates a PNG snapshot of the region using a named gradient map\n";
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resultText +=
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"terrain rescale <min> <max> - rescales a terrain to be between <min> and <max> meters high\n";
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resultText += "terrain fill <val> - fills a terrain at the specified height\n";
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resultText +=
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"terrain erode aerobic <windspeed> <pickupmin> <dropmin> <carry> <rounds> <lowest t/f> <fluid dynamics t/f>\n";
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resultText += "terrain erode thermal <talus> <rounds> <carry>\n";
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resultText += "terrain erode hydraulic <rain> <evaporation> <solubility> <frequency> <rounds>\n";
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resultText += "terrain multiply <val> - multiplies a terrain by <val>\n";
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resultText += "terrain elevate <val> - elevates a terrain by <val>\n";
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resultText += "terrain revert - reverts the terrain to the stored original\n";
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resultText += "terrain bake - saves the current terrain into the revert map\n";
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resultText +=
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"terrain csfilter <filename.cs> - loads a new filter from the specified .cs file\n";
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resultText +=
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"terrain jsfilter <filename.js> - loads a new filter from the specified .js file\n";
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foreach (KeyValuePair<string, ITerrainFilter> filter in customFilters.filters)
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{
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resultText += filter.Value.Help();
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}
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return false;
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case "revert":
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SwapRevertMaps();
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SaveRevertMap();
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break;
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case "bake":
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SaveRevertMap();
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break;
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case "seed":
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SetSeed(Convert.ToInt32(args[1]));
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break;
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case "erode":
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return ConsoleErosion(args, ref resultText);
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case "voronoi":
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double[] c = new double[2];
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c[0] = -1;
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c[1] = 1;
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heightmap.VoronoiDiagram(Convert.ToInt32(args[1]), Convert.ToInt32(args[2]), c);
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break;
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case "hills":
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return ConsoleHills(args, ref resultText);
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case "regenerate":
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SetDefaultTerrain();
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break;
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case "rescale":
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SetRange(Convert.ToSingle(args[1]), Convert.ToSingle(args[2]));
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break;
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|
case "elevate":
|
|
Elevate(Convert.ToSingle(args[1]));
|
|
break;
|
|
|
|
case "fill":
|
|
heightmap.Fill(Convert.ToDouble(args[1]));
|
|
tainted++;
|
|
break;
|
|
|
|
case "clip":
|
|
heightmap.Clip(Convert.ToDouble(args[1]), Convert.ToDouble(args[2]));
|
|
tainted++;
|
|
break;
|
|
|
|
case "smooth":
|
|
heightmap.Smooth(Convert.ToDouble(args[1]));
|
|
tainted++;
|
|
break;
|
|
|
|
case "add":
|
|
heightmap += Convert.ToDouble(args[1]);
|
|
tainted++;
|
|
break;
|
|
|
|
case "multiply":
|
|
heightmap *= Convert.ToDouble(args[1]);
|
|
tainted++;
|
|
break;
|
|
|
|
case "load":
|
|
string filenameL = args[2].Replace("%name%", simName);
|
|
filenameL = filenameL.Replace("%x%", offsetX.ToString());
|
|
filenameL = filenameL.Replace("%y%", offsetY.ToString());
|
|
|
|
switch (args[1].ToLower())
|
|
{
|
|
case "f32":
|
|
LoadFromFileF32(filenameL);
|
|
break;
|
|
|
|
case "f64":
|
|
LoadFromFileF64(filenameL);
|
|
break;
|
|
|
|
case "raw":
|
|
LoadFromFileSLRAW(filenameL);
|
|
break;
|
|
|
|
case "img":
|
|
heightmap = heightmap.LoadImage(filenameL);
|
|
tainted++;
|
|
break;
|
|
|
|
default:
|
|
resultText = "Unknown image or data format";
|
|
return false;
|
|
}
|
|
break;
|
|
|
|
case "load-tile":
|
|
switch (args[1].ToLower())
|
|
{
|
|
case "f32":
|
|
LoadFromFileF32(args[2], Convert.ToInt32(args[3]), Convert.ToInt32(args[4]),
|
|
Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
|
|
break;
|
|
case "raw":
|
|
LoadFromFileSLRAW(args[2], Convert.ToInt32(args[3]), Convert.ToInt32(args[4]),
|
|
Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
|
|
break;
|
|
case "img":
|
|
LoadFromFileIMG(args[2], Convert.ToInt32(args[3]), Convert.ToInt32(args[4]),
|
|
Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
|
|
break;
|
|
default:
|
|
resultText = "Unknown or unsupported image or data format";
|
|
return false;
|
|
}
|
|
break;
|
|
|
|
case "save":
|
|
string filename = args[2].Replace("%name%", simName);
|
|
filename = filename.Replace("%x%", offsetX.ToString());
|
|
filename = filename.Replace("%y%", offsetY.ToString());
|
|
|
|
switch (args[1].ToLower())
|
|
{
|
|
case "f32":
|
|
WriteToFileF32(filename);
|
|
break;
|
|
|
|
case "f64":
|
|
WriteToFileF64(filename);
|
|
break;
|
|
|
|
case "grdmap":
|
|
if (args.Length >= 4)
|
|
WriteImage(filename, args[3]);
|
|
else
|
|
WriteImage(filename, "defaultstripe.png");
|
|
break;
|
|
|
|
case "png":
|
|
heightmap.SaveImage(filename);
|
|
break;
|
|
|
|
case "raw":
|
|
WriteToFileRAW(filename);
|
|
break;
|
|
|
|
case "hiraw":
|
|
WriteToFileHiRAW(filename);
|
|
break;
|
|
|
|
default:
|
|
resultText = "Unknown image or data format";
|
|
return false;
|
|
}
|
|
break;
|
|
|
|
case "csfilter":
|
|
customFilters.LoadFilterCSharp(args[1]);
|
|
break;
|
|
case "jsfilter":
|
|
customFilters.LoadFilterJScript(args[1]);
|
|
break;
|
|
|
|
default:
|
|
// Run any custom registered filters
|
|
if (customFilters.filters.ContainsKey(command))
|
|
{
|
|
customFilters.filters[command].Filter(heightmap, args);
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
resultText = "Unknown terrain command";
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
catch (Exception e) // SEMI-LEGIT: Catching problems caused by user input or scripts
|
|
{
|
|
resultText = "Error running terrain command: " + e.ToString();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private bool ConsoleErosion(string[] args, ref string resultText)
|
|
{
|
|
double min = heightmap.FindMin();
|
|
double max = heightmap.FindMax();
|
|
|
|
switch (args[1].ToLower())
|
|
{
|
|
case "aerobic":
|
|
// WindSpeed, PickupMinimum,DropMinimum,Carry,Rounds,Lowest
|
|
heightmap.AerobicErosion(Convert.ToDouble(args[2]), Convert.ToDouble(args[3]),
|
|
Convert.ToDouble(args[4]), Convert.ToDouble(args[5]),
|
|
Convert.ToInt32(args[6]), Convert.ToBoolean(args[7]),
|
|
Convert.ToBoolean(args[8]));
|
|
break;
|
|
case "thermal":
|
|
heightmap.ThermalWeathering(Convert.ToDouble(args[2]), Convert.ToInt32(args[3]),
|
|
Convert.ToDouble(args[4]));
|
|
break;
|
|
case "hydraulic":
|
|
Channel rainMap = new Channel(w, h);
|
|
rainMap.Fill(Convert.ToDouble(args[2]));
|
|
heightmap.HydraulicErosion(rainMap, Convert.ToDouble(args[3]), Convert.ToDouble(args[4]),
|
|
Convert.ToInt32(args[5]), Convert.ToInt32(args[6]));
|
|
break;
|
|
default:
|
|
resultText = "Unknown erosion type";
|
|
return false;
|
|
}
|
|
|
|
heightmap.Normalise(min, max);
|
|
|
|
tainted++;
|
|
return true;
|
|
}
|
|
|
|
private bool ConsoleHills(string[] args, ref string resultText)
|
|
{
|
|
Random RandomClass = new Random();
|
|
SetSeed(RandomClass.Next());
|
|
int count;
|
|
double sizeMin;
|
|
double sizeRange;
|
|
bool island;
|
|
bool additive;
|
|
bool noisy;
|
|
|
|
if (args.GetLength(0) > 2)
|
|
{
|
|
int.TryParse(args[2].ToString(), out count);
|
|
double.TryParse(args[3].ToString(), NumberStyles.AllowDecimalPoint, Culture.NumberFormatInfo,
|
|
out sizeMin);
|
|
double.TryParse(args[4].ToString(), NumberStyles.AllowDecimalPoint, Culture.NumberFormatInfo,
|
|
out sizeRange);
|
|
bool.TryParse(args[5].ToString(), out island);
|
|
bool.TryParse(args[6].ToString(), out additive);
|
|
bool.TryParse(args[7].ToString(), out noisy);
|
|
}
|
|
else
|
|
{
|
|
count = 200;
|
|
sizeMin = 20;
|
|
sizeRange = 40;
|
|
island = true;
|
|
additive = true;
|
|
noisy = false;
|
|
}
|
|
|
|
switch (args[1].ToLower())
|
|
{
|
|
case "blocks":
|
|
heightmap.HillsBlocks(count, sizeMin, sizeRange, island, additive, noisy);
|
|
break;
|
|
case "cones":
|
|
heightmap.HillsCones(count, sizeMin, sizeRange, island, additive, noisy);
|
|
break;
|
|
case "spheres":
|
|
heightmap.HillsSpheres(count, sizeMin, sizeRange, island, additive, noisy);
|
|
break;
|
|
case "squared":
|
|
heightmap.HillsSquared(count, sizeMin, sizeRange, island, additive, noisy);
|
|
break;
|
|
default:
|
|
resultText = "Unknown hills type";
|
|
return false;
|
|
}
|
|
tainted++;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Renormalises the array between min and max
|
|
/// </summary>
|
|
/// <param name="min">Minimum value of the new array</param>
|
|
/// <param name="max">Maximum value of the new array</param>
|
|
public void SetRange(float min, float max)
|
|
{
|
|
heightmap.Normalise((double) min, (double) max);
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds meters (positive or negative) to terrain height
|
|
/// </summary>
|
|
/// <param name="meters">Positive or negative value to add to new array</param>
|
|
public void Elevate(float meters)
|
|
{
|
|
heightmap.Elevate((double)meters);
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads a file consisting of 256x256 doubles and imports it as an array into the map.
|
|
/// </summary>
|
|
/// <remarks>TODO: Move this to libTerrain itself</remarks>
|
|
/// <param name="filename">The filename of the double array to import</param>
|
|
public void LoadFromFileF64(string filename)
|
|
{
|
|
FileInfo file = new FileInfo(filename);
|
|
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
|
|
BinaryReader bs = new BinaryReader(s);
|
|
int x, y;
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < h; x++)
|
|
{
|
|
heightmap.Set(x, y, (double) bs.ReadSingle());
|
|
}
|
|
}
|
|
|
|
bs.Close();
|
|
s.Close();
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads a file consisting of 256x256 floats and imports it as an array into the map.
|
|
/// </summary>
|
|
/// <remarks>TODO: Move this to libTerrain itself</remarks>
|
|
/// <param name="filename">The filename of the float array to import</param>
|
|
public void LoadFromFileF32(string filename)
|
|
{
|
|
FileInfo file = new FileInfo(filename);
|
|
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
|
|
BinaryReader bs = new BinaryReader(s);
|
|
int x, y;
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < w; x++)
|
|
{
|
|
heightmap.Set(x, y, (double) bs.ReadSingle());
|
|
}
|
|
}
|
|
|
|
bs.Close();
|
|
s.Close();
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads a section of a larger heightmap (F32)
|
|
/// </summary>
|
|
/// <param name="filename">File to load</param>
|
|
/// <param name="dimensionX">Size of the file</param>
|
|
/// <param name="dimensionY">Size of the file</param>
|
|
/// <param name="lowerboundX">Where do the region coords start for this terrain?</param>
|
|
/// <param name="lowerboundY">Where do the region coords start for this terrain?</param>
|
|
public void LoadFromFileF32(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY)
|
|
{
|
|
fileIOLock.WaitOne();
|
|
try
|
|
{
|
|
int sectionToLoadX = ((offsetX - lowerboundX)*w);
|
|
int sectionToLoadY = ((offsetY - lowerboundY)*h);
|
|
|
|
double[,] tempMap = new double[dimensionX,dimensionY];
|
|
|
|
FileInfo file = new FileInfo(filename);
|
|
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
|
|
BinaryReader bs = new BinaryReader(s);
|
|
|
|
int x, y;
|
|
for (x = 0; x < dimensionX; x++)
|
|
{
|
|
for (y = 0; y < dimensionY; y++)
|
|
{
|
|
tempMap[x, y] = (double) bs.ReadSingle();
|
|
}
|
|
}
|
|
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < w; x++)
|
|
{
|
|
heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
|
|
}
|
|
}
|
|
|
|
bs.Close();
|
|
s.Close();
|
|
|
|
tainted++;
|
|
}
|
|
finally
|
|
{
|
|
fileIOLock.ReleaseMutex();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads a larger tiled image across a terrain
|
|
/// </summary>
|
|
/// <param name="filename">Filename to load from (any generic image format should work)</param>
|
|
/// <param name="dimensionX">The dimensions of the image</param>
|
|
/// <param name="dimensionY">The dimensions of the image</param>
|
|
/// <param name="lowerboundX">Where sim coords begin for this patch</param>
|
|
/// <param name="lowerboundY">Where sim coords begin for this patch</param>
|
|
public void LoadFromFileIMG(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY)
|
|
{
|
|
int sectionToLoadX = ((offsetX - lowerboundX)*w);
|
|
int sectionToLoadY = ((offsetY - lowerboundY)*h);
|
|
|
|
double[,] tempMap = new double[dimensionX,dimensionY];
|
|
|
|
Bitmap lgrBmp = new Bitmap(filename);
|
|
|
|
int x, y;
|
|
for (x = 0; x < dimensionX; x++)
|
|
{
|
|
for (y = 0; y < dimensionY; y++)
|
|
{
|
|
tempMap[x, y] = (float) lgrBmp.GetPixel(x, y).GetBrightness();
|
|
}
|
|
}
|
|
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < w; x++)
|
|
{
|
|
heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
|
|
}
|
|
}
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads a file formatted in the SL .RAW Format used on the main grid
|
|
/// </summary>
|
|
/// <remarks>This file format stinks and is best avoided.</remarks>
|
|
/// <param name="filename">A path to the .RAW format</param>
|
|
public void LoadFromFileSLRAW(string filename)
|
|
{
|
|
FileInfo file = new FileInfo(filename);
|
|
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
|
|
BinaryReader bs = new BinaryReader(s);
|
|
int x, y;
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < w; x++)
|
|
{
|
|
heightmap.Set(x, y, (double) bs.ReadByte()*((double) bs.ReadByte()/127.0));
|
|
bs.ReadBytes(11); // Advance the stream to next bytes.
|
|
}
|
|
}
|
|
|
|
bs.Close();
|
|
s.Close();
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loads a section of a larger heightmap (RAW)
|
|
/// </summary>
|
|
/// <param name="filename">File to load</param>
|
|
/// <param name="dimensionX">Size of the file</param>
|
|
/// <param name="dimensionY">Size of the file</param>
|
|
/// <param name="lowerboundX">Where do the region coords start for this terrain?</param>
|
|
/// <param name="lowerboundY">Where do the region coords start for this terrain?</param>
|
|
public void LoadFromFileSLRAW(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY)
|
|
{
|
|
// TODO: Mutex fails to release readlock on folder! --> only one file can be loaded into sim
|
|
//fileIOLock.WaitOne();
|
|
//try
|
|
//{
|
|
int sectionToLoadX = ((offsetX - lowerboundX)*w);
|
|
int sectionToLoadY = ((offsetY - lowerboundY)*h);
|
|
|
|
double[,] tempMap = new double[dimensionX,dimensionY];
|
|
|
|
FileInfo file = new FileInfo(filename);
|
|
FileStream s = file.Open(FileMode.Open, FileAccess.Read);
|
|
BinaryReader bs = new BinaryReader(s);
|
|
|
|
int x, y;
|
|
for (x = 0; x < dimensionX; x++)
|
|
{
|
|
for (y = 0; y < dimensionY; y++)
|
|
{
|
|
tempMap[x, y] = (double) bs.ReadByte()*((double) bs.ReadByte()/127.0);
|
|
bs.ReadBytes(11); // Advance the stream to next bytes.
|
|
}
|
|
}
|
|
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < w; x++)
|
|
{
|
|
heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
|
|
}
|
|
}
|
|
|
|
bs.Close();
|
|
s.Close();
|
|
|
|
tainted++;
|
|
//}
|
|
//finally
|
|
//{
|
|
// fileIOLock.ReleaseMutex();
|
|
//}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes the current terrain heightmap to disk, in the format of a 65536 entry double[] array.
|
|
/// </summary>
|
|
/// <param name="filename">The desired output filename</param>
|
|
public void WriteToFileF64(string filename)
|
|
{
|
|
FileInfo file = new FileInfo(filename);
|
|
FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
|
|
BinaryWriter bs = new BinaryWriter(s);
|
|
|
|
int x, y;
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < w; x++)
|
|
{
|
|
bs.Write(heightmap.Get(x, y));
|
|
}
|
|
}
|
|
|
|
bs.Close();
|
|
s.Close();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes the current terrain heightmap to disk, in the format of a 65536 entry float[] array
|
|
/// </summary>
|
|
/// <param name="filename">The desired output filename</param>
|
|
public void WriteToFileF32(string filename)
|
|
{
|
|
FileInfo file = new FileInfo(filename);
|
|
FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
|
|
BinaryWriter bs = new BinaryWriter(s);
|
|
|
|
int x, y;
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < w; x++)
|
|
{
|
|
bs.Write((float) heightmap.Get(x, y));
|
|
}
|
|
}
|
|
|
|
bs.Close();
|
|
s.Close();
|
|
}
|
|
|
|
/// <summary>
|
|
/// A very fast LL-RAW file output mechanism - lower precision mechanism but wont take 5 minutes to run either.
|
|
/// (is also editable in an image application)
|
|
/// </summary>
|
|
/// <param name="filename">Filename to write to</param>
|
|
public void WriteToFileRAW(string filename)
|
|
{
|
|
FileInfo file = new FileInfo(filename);
|
|
FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
|
|
BinaryWriter binStream = new BinaryWriter(s);
|
|
|
|
int x, y;
|
|
|
|
// Used for the 'green' channel.
|
|
byte avgMultiplier = (byte) heightmap.Avg();
|
|
byte backupMultiplier = (byte) revertmap.Avg();
|
|
|
|
// Limit the multiplier so it can represent points >64m.
|
|
if (avgMultiplier > 196)
|
|
avgMultiplier = 196;
|
|
if (backupMultiplier > 196)
|
|
backupMultiplier = 196;
|
|
// Make sure it's at least one to prevent a div by zero
|
|
if (avgMultiplier < 1)
|
|
avgMultiplier = 1;
|
|
if (backupMultiplier < 1)
|
|
backupMultiplier = 1;
|
|
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < h; x++)
|
|
{
|
|
byte red = (byte) (heightmap.Get(x, y)/((double) avgMultiplier/128.0));
|
|
byte green = avgMultiplier;
|
|
byte blue = (byte) watermap.Get(x, y);
|
|
byte alpha1 = 0; // Land Parcels
|
|
byte alpha2 = 0; // For Sale Land
|
|
byte alpha3 = 0; // Public Edit Object
|
|
byte alpha4 = 0; // Public Edit Land
|
|
byte alpha5 = 255; // Safe Land
|
|
byte alpha6 = 255; // Flying Allowed
|
|
byte alpha7 = 255; // Create Landmark
|
|
byte alpha8 = 255; // Outside Scripts
|
|
byte alpha9 = (byte) (revertmap.Get(x, y)/((double) backupMultiplier/128.0));
|
|
byte alpha10 = backupMultiplier;
|
|
|
|
binStream.Write(red);
|
|
binStream.Write(green);
|
|
binStream.Write(blue);
|
|
binStream.Write(alpha1);
|
|
binStream.Write(alpha2);
|
|
binStream.Write(alpha3);
|
|
binStream.Write(alpha4);
|
|
binStream.Write(alpha5);
|
|
binStream.Write(alpha6);
|
|
binStream.Write(alpha7);
|
|
binStream.Write(alpha8);
|
|
binStream.Write(alpha9);
|
|
binStream.Write(alpha10);
|
|
}
|
|
}
|
|
binStream.Close();
|
|
s.Close();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Outputs to a LL compatible RAW in the most efficient manner possible
|
|
/// </summary>
|
|
/// <remarks>Does not calculate the revert map</remarks>
|
|
/// <param name="filename">The filename to output to</param>
|
|
public void WriteToFileHiRAW(string filename)
|
|
{
|
|
FileInfo file = new FileInfo(filename);
|
|
FileStream s = file.Open(FileMode.CreateNew, FileAccess.Write);
|
|
BinaryWriter binStream = new BinaryWriter(s);
|
|
|
|
// Generate a smegging big lookup table to speed the operation up (it needs it)
|
|
double[] lookupHeightTable = new double[65536];
|
|
int i, j, x, y;
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
for (j = 0; j < 256; j++)
|
|
{
|
|
lookupHeightTable[i + (j*256)] = ((double) i*((double) j/127.0));
|
|
}
|
|
}
|
|
|
|
// Output the calculated raw
|
|
for (y = 0; y < h; y++)
|
|
{
|
|
for (x = 0; x < w; x++)
|
|
{
|
|
double t = heightmap.Get(x, y);
|
|
double min = double.MaxValue;
|
|
int index = 0;
|
|
|
|
for (i = 0; i < 65536; i++)
|
|
{
|
|
if (Math.Abs(t - lookupHeightTable[i]) < min)
|
|
{
|
|
min = Math.Abs(t - lookupHeightTable[i]);
|
|
index = i;
|
|
}
|
|
}
|
|
|
|
byte red = (byte) (index & 0xFF);
|
|
byte green = (byte) ((index >> 8) & 0xFF);
|
|
byte blue = (byte) watermap.Get(x, y);
|
|
byte alpha1 = 0; // Land Parcels
|
|
byte alpha2 = 0; // For Sale Land
|
|
byte alpha3 = 0; // Public Edit Object
|
|
byte alpha4 = 0; // Public Edit Land
|
|
byte alpha5 = 255; // Safe Land
|
|
byte alpha6 = 255; // Flying Allowed
|
|
byte alpha7 = 255; // Create Landmark
|
|
byte alpha8 = 255; // Outside Scripts
|
|
byte alpha9 = red;
|
|
byte alpha10 = green;
|
|
|
|
binStream.Write(red);
|
|
binStream.Write(green);
|
|
binStream.Write(blue);
|
|
binStream.Write(alpha1);
|
|
binStream.Write(alpha2);
|
|
binStream.Write(alpha3);
|
|
binStream.Write(alpha4);
|
|
binStream.Write(alpha5);
|
|
binStream.Write(alpha6);
|
|
binStream.Write(alpha7);
|
|
binStream.Write(alpha8);
|
|
binStream.Write(alpha9);
|
|
binStream.Write(alpha10);
|
|
}
|
|
}
|
|
|
|
binStream.Close();
|
|
s.Close();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the random seed to be used by procedural functions which involve random numbers.
|
|
/// </summary>
|
|
/// <param name="val">The desired seed</param>
|
|
public void SetSeed(int val)
|
|
{
|
|
heightmap.seed = val;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a particular heightmap point to a specified value
|
|
/// </summary>
|
|
/// <param name="x">X Coordinate</param>
|
|
/// <param name="y">Y Coordinate</param>
|
|
/// <param name="val">Value</param>
|
|
public void Set(int x, int y, double val)
|
|
{
|
|
lock (heightmap)
|
|
{
|
|
heightmap.Set(x, y, val);
|
|
}
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raises land in a sphere around the specified coordinates
|
|
/// </summary>
|
|
/// <param name="rx">Center of the sphere on the X axis</param>
|
|
/// <param name="ry">Center of the sphere on the Y axis</param>
|
|
/// <param name="size">The radius of the sphere</param>
|
|
/// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
|
|
public void RaiseTerrain(double rx, double ry, double size, double amount)
|
|
{
|
|
lock (heightmap)
|
|
{
|
|
heightmap.Raise(rx, ry, size, amount);
|
|
}
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lowers the land in a sphere around the specified coordinates
|
|
/// </summary>
|
|
/// <param name="rx">The center of the sphere at the X axis</param>
|
|
/// <param name="ry">The center of the sphere at the Y axis</param>
|
|
/// <param name="size">The radius of the sphere in meters</param>
|
|
/// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
|
|
public void LowerTerrain(double rx, double ry, double size, double amount)
|
|
{
|
|
lock (heightmap)
|
|
{
|
|
heightmap.Lower(rx, ry, size, amount);
|
|
}
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flattens the land under the brush of specified coordinates (spherical mask)
|
|
/// </summary>
|
|
/// <param name="rx">Center of sphere</param>
|
|
/// <param name="ry">Center of sphere</param>
|
|
/// <param name="size">Radius of the sphere</param>
|
|
/// <param name="amount">Thickness of the mask (0..2 recommended)</param>
|
|
public void FlattenTerrain(double rx, double ry, double size, double amount)
|
|
{
|
|
lock (heightmap)
|
|
{
|
|
heightmap.Flatten(rx, ry, size, amount);
|
|
}
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates noise within the specified bounds
|
|
/// </summary>
|
|
/// <param name="rx">Center of the bounding sphere</param>
|
|
/// <param name="ry">Center of the bounding sphere</param>
|
|
/// <param name="size">The radius of the sphere</param>
|
|
/// <param name="amount">Strength of the mask (0..2) recommended</param>
|
|
public void NoiseTerrain(double rx, double ry, double size, double amount)
|
|
{
|
|
lock (heightmap)
|
|
{
|
|
Channel smoothed = new Channel();
|
|
smoothed.Noise();
|
|
|
|
Channel mask = new Channel();
|
|
mask.Raise(rx, ry, size, amount);
|
|
|
|
heightmap.Blend(smoothed, mask);
|
|
}
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reverts land within the specified bounds
|
|
/// </summary>
|
|
/// <param name="rx">Center of the bounding sphere</param>
|
|
/// <param name="ry">Center of the bounding sphere</param>
|
|
/// <param name="size">The radius of the sphere</param>
|
|
/// <param name="amount">Strength of the mask (0..2) recommended</param>
|
|
public void RevertTerrain(double rx, double ry, double size, double amount)
|
|
{
|
|
lock (heightmap)
|
|
{
|
|
Channel mask = new Channel();
|
|
mask.Raise(rx, ry, size, amount);
|
|
|
|
heightmap.Blend(revertmap, mask);
|
|
}
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Smooths land under the brush of specified coordinates (spherical mask)
|
|
/// </summary>
|
|
/// <param name="rx">Center of the sphere</param>
|
|
/// <param name="ry">Center of the sphere</param>
|
|
/// <param name="size">Radius of the sphere</param>
|
|
/// <param name="amount">Thickness of the mask (0..2 recommended)</param>
|
|
public void SmoothTerrain(double rx, double ry, double size, double amount)
|
|
{
|
|
lock (heightmap)
|
|
{
|
|
// perform essential computation as a channel method
|
|
heightmap.SmoothRegion(rx, ry, size, amount);
|
|
}
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generates a simple set of hills in the shape of an island
|
|
/// </summary>
|
|
public void SetDefaultTerrain()
|
|
{
|
|
lock (heightmap)
|
|
{
|
|
heightmap.HillsSpheres(200, 20, 40, true, true, false);
|
|
heightmap.Normalise();
|
|
heightmap *= 60.0; // Raise to 60m
|
|
heightmap.Clip(0.0, 25.0);
|
|
heightmap.Pertubation(2.5);
|
|
heightmap.Smooth(35.0);
|
|
heightmap.Normalise(0.0, 21.0);
|
|
}
|
|
|
|
tainted++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Wrapper to heightmap.get()
|
|
/// </summary>
|
|
/// <param name="x">X coord</param>
|
|
/// <param name="y">Y coord</param>
|
|
/// <returns>Height at specified coordinates</returns>
|
|
public double GetHeight(int x, int y)
|
|
{
|
|
return heightmap.Get(x, y);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Multiplies the heightfield by val
|
|
/// </summary>
|
|
/// <param name="meep">The heightfield</param>
|
|
/// <param name="val">The multiplier</param>
|
|
/// <returns></returns>
|
|
public static TerrainEngine operator *(TerrainEngine terrain, Double val)
|
|
{
|
|
terrain.heightmap *= val;
|
|
terrain.tainted++;
|
|
return terrain;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Exports the current heightmap to a PNG file
|
|
/// </summary>
|
|
/// <param name="filename">The destination filename for the image</param>
|
|
/// <param name="gradientmap">A 1x*height* image which contains the colour gradient to export with. Must be at least 1x2 pixels, 1x256 or more is ideal.</param>
|
|
public void WriteImage(string filename, string gradientmap)
|
|
{
|
|
try
|
|
{
|
|
Bitmap bmp = TerrainToBitmap(gradientmap);
|
|
|
|
bmp.Save(filename, ImageFormat.Png);
|
|
}
|
|
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
|
|
{
|
|
Console.WriteLine("Failed generating terrain map: " + e.ToString());
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Exports the current heightmap in Jpeg2000 format to a byte[]
|
|
/// </summary>
|
|
/// <param name="gradientmap">A 1x*height* image which contains the colour gradient to export with. Must be at least 1x2 pixels, 1x256 or more is ideal.</param>
|
|
public byte[] WriteJpegImage(string gradientmap)
|
|
{
|
|
byte[] imageData = null;
|
|
try
|
|
{
|
|
Bitmap bmp = TerrainToBitmap(gradientmap);
|
|
|
|
imageData = OpenJPEG.EncodeFromImage(bmp, true);
|
|
}
|
|
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
|
|
{
|
|
Console.WriteLine("Failed generating terrain map: " + e.ToString());
|
|
}
|
|
|
|
return imageData;
|
|
}
|
|
|
|
private Bitmap TerrainToBitmap(string gradientmap)
|
|
{
|
|
Bitmap gradientmapLd = new Bitmap(gradientmap);
|
|
|
|
int pallete = gradientmapLd.Height;
|
|
|
|
Bitmap bmp = new Bitmap(heightmap.w, heightmap.h);
|
|
Color[] colours = new Color[pallete];
|
|
|
|
for (int i = 0; i < pallete; i++)
|
|
{
|
|
colours[i] = gradientmapLd.GetPixel(0, i);
|
|
}
|
|
|
|
Channel copy = heightmap.Copy();
|
|
for (int y = 0; y < copy.h; y++)
|
|
{
|
|
for (int x = 0; x < copy.w; x++)
|
|
{
|
|
// 512 is the largest possible height before colours clamp
|
|
int colorindex = (int) (Math.Max(Math.Min(1.0, copy.Get(x, y)/512.0), 0.0)*(pallete - 1));
|
|
bmp.SetPixel(x, copy.h - y - 1, colours[colorindex]);
|
|
}
|
|
}
|
|
return bmp;
|
|
}
|
|
}
|
|
}
|