OpenSimMirror/OpenSim/OpenSim.Terrain.BasicTerrain/TerrainEngine.cs

533 lines
20 KiB
C#

/*
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* modification, are permitted provided that the following conditions are met:
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using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using libTerrain;
namespace OpenSim.Terrain
{
public class TerrainEngine
{
/// <summary>
/// A [normally] 256x256 heightmap
/// </summary>
public Channel heightmap;
/// <summary>
/// Whether or not the terrain has been modified since it was last saved and sent to the Physics engine.
/// Counts the number of modifications since the last save. (0 = Untainted)
/// </summary>
public int tainted;
int w, h;
/// <summary>
/// Generate a new TerrainEngine instance and creates a new heightmap
/// </summary>
public TerrainEngine()
{
w = 256;
h = 256;
heightmap = new Channel(w, h);
tainted++;
}
/// <summary>
/// Converts the heightmap to a 65536 value 1D floating point array
/// </summary>
/// <returns>A float[65536] array containing the heightmap</returns>
public float[] getHeights1D()
{
float[] heights = new float[w * h];
int i;
for (i = 0; i < w * h; i++)
{
heights[i] = (float)heightmap.map[i / w, i % w];
}
return heights;
}
/// <summary>
/// Converts the heightmap to a 256x256 value 2D floating point array.
/// </summary>
/// <returns>An array of 256,256 values containing the heightmap</returns>
public float[,] getHeights2D()
{
float[,] heights = new float[w, h];
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
heights[x, y] = (float)heightmap.map[x, y];
}
}
return heights;
}
/// <summary>
/// Imports a 1D floating point array into the 2D heightmap array
/// </summary>
/// <param name="heights">The array to import (must have 65536 members)</param>
public void setHeights1D(float[] heights)
{
int i;
for (i = 0; i < w * h; i++)
{
heightmap.map[i / w, i % w] = heights[i];
}
tainted++;
}
/// <summary>
/// Loads a 2D array of values into the heightmap
/// </summary>
/// <param name="heights">An array of 256,256 float values</param>
public void setHeights2D(float[,] heights)
{
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
heightmap.set(x, y, (double)heights[x, y]);
}
}
tainted++;
}
/// <summary>
/// Processes a terrain-specific command
/// </summary>
/// <param name="args">Commandline arguments (space seperated)</param>
/// <param name="resultText">Reference that returns error or help text if returning false</param>
/// <returns>If the operation was successful (if not, the error is placed into resultText)</returns>
public bool RunTerrainCmd(string[] args, ref string resultText)
{
string command = args[0];
try
{
switch (command)
{
case "help":
resultText += "terrain regenerate - rebuilds the sims terrain using a default algorithm\n";
resultText += "terrain seed <seed> - sets the random seed value to <seed>\n";
resultText += "terrain load <type> <filename> - loads a terrain from disk, type can be 'F32', 'F64', 'RAW' or 'IMG'\n";
resultText += "terrain save <type> <filename> - saves a terrain to disk, type can be 'F32' or 'F64'\n";
resultText += "terrain save grdmap <filename> <gradient map> - creates a PNG snapshot of the region using a named gradient map\n";
resultText += "terrain rescale <min> <max> - rescales a terrain to be between <min> and <max> meters high\n";
resultText += "terrain erode aerobic <windspeed> <pickupmin> <dropmin> <carry> <rounds> <lowest>\n";
resultText += "terrain erode thermal <talus> <rounds> <carry>\n";
resultText += "terrain multiply <val> - multiplies a terrain by <val>\n";
return false;
case "seed":
setSeed(Convert.ToInt32(args[1]));
break;
case "erode":
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]));
break;
case "thermal":
heightmap.thermalWeathering(Convert.ToDouble(args[2]), Convert.ToInt32(args[3]), Convert.ToDouble(args[4]));
break;
default:
resultText = "Unknown erosion type";
return false;
}
break;
case "regenerate":
hills();
break;
case "rescale":
setRange(Convert.ToSingle(args[1]), Convert.ToSingle(args[2]));
break;
case "multiply":
heightmap *= Convert.ToDouble(args[1]);
break;
case "load":
switch (args[1].ToLower())
{
case "f32":
loadFromFileF32(args[2]);
break;
case "f64":
loadFromFileF64(args[2]);
break;
case "raw":
loadFromFileSLRAW(args[2]);
break;
case "img":
loadFromFileIMG(args[2]);
return false;
default:
resultText = "Unknown image or data format";
return false;
}
break;
case "save":
switch (args[1].ToLower())
{
case "f32":
writeToFileF32(args[2]);
break;
case "f64":
writeToFileF64(args[2]);
break;
case "grdmap":
exportImage(args[2], args[3]);
break;
default:
resultText = "Unknown image or data format";
return false;
}
break;
default:
resultText = "Unknown terrain command";
return false;
}
return true;
}
catch (Exception e)
{
resultText = "Error running terrain command: " + e.ToString();
return false;
}
}
/// <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>
/// Loads a file from an image compatible with System.Drawing
/// </summary>
/// <param name="filename">File to load</param>
public void loadFromFileIMG(string filename)
{
System.Drawing.Bitmap bmp = new Bitmap(filename);
if (bmp.Width != heightmap.w && bmp.Height != heightmap.h)
throw new Exception("Wrong image size! Images for this region must be " + heightmap.w.ToString() + " by " + heightmap.h.ToString() + " pixels in dimension");
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
Color c = bmp.GetPixel(x, y);
}
}
}
/// <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)
{
System.IO.FileInfo file = new System.IO.FileInfo(filename);
System.IO.FileStream s = file.Open(System.IO.FileMode.Open, System.IO.FileAccess.Read);
System.IO.BinaryReader bs = new System.IO.BinaryReader(s);
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
heightmap.map[x, y] = bs.ReadDouble();
}
}
bs.Close();
s.Close();
tainted++;
}
/// <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)
{
System.IO.FileInfo file = new System.IO.FileInfo(filename);
System.IO.FileStream s = file.Open(System.IO.FileMode.Open, System.IO.FileAccess.Read);
System.IO.BinaryReader bs = new System.IO.BinaryReader(s);
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
heightmap.map[x, y] = (double)bs.ReadSingle();
}
}
bs.Close();
s.Close();
tainted++;
}
/// <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)
{
System.IO.FileInfo file = new System.IO.FileInfo(filename);
System.IO.FileStream s = file.Open(System.IO.FileMode.Open, System.IO.FileAccess.Read);
System.IO.BinaryReader bs = new System.IO.BinaryReader(s);
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
heightmap.map[x, y] = (double)bs.ReadByte() * ((double)bs.ReadByte() / 127.0);
bs.ReadBytes(11); // Advance the stream to next bytes.
}
}
bs.Close();
s.Close();
tainted++;
}
/// <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)
{
System.IO.FileInfo file = new System.IO.FileInfo(filename);
System.IO.FileStream s = file.Open(System.IO.FileMode.CreateNew, System.IO.FileAccess.Write);
System.IO.BinaryWriter bs = new System.IO.BinaryWriter(s);
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
bs.Write(heightmap.get(x, y));
}
}
bs.Close();
s.Close();
}
/// <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)
{
System.IO.FileInfo file = new System.IO.FileInfo(filename);
System.IO.FileStream s = file.Open(System.IO.FileMode.CreateNew, System.IO.FileAccess.Write);
System.IO.BinaryWriter bs = new System.IO.BinaryWriter(s);
int x, y;
for (x = 0; x < w; x++)
{
for (y = 0; y < h; y++)
{
bs.Write((float)heightmap.get(x, y));
}
}
bs.Close();
s.Close();
}
/// <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>
/// 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 raise(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 lower(double rx, double ry, double size, double amount)
{
lock (heightmap)
{
heightmap.lower(rx, ry, size, amount);
}
tainted++;
}
/// <summary>
/// Generates a simple set of hills in the shape of an island
/// </summary>
public void hills()
{
lock (heightmap)
{
heightmap.hillsSpheres(200, 20, 40, true, true, false);
heightmap.normalise();
heightmap *= 60.0; // Raise to 60m
}
tainted++;
}
/// <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 meep, Double val)
{
meep.heightmap *= val;
meep.tainted++;
return meep;
}
/// <summary>
/// Returns the height at the coordinates x,y
/// </summary>
/// <param name="x">X Coordinate</param>
/// <param name="y">Y Coordinate</param>
/// <returns></returns>
public float this[int x, int y]
{
get
{
return (float)heightmap.get(x, y);
}
set
{
tainted++;
heightmap.set(x, y, (double)value);
}
}
/// <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 exportImage(string filename, string gradientmap)
{
try
{
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 x = 0; x < copy.w; x++)
{
for (int y = 0; y < copy.h; y++)
{
// 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);
bmp.SetPixel(y, 255 - x, colours[colorindex]);
}
}
bmp.Save(filename, System.Drawing.Imaging.ImageFormat.Png);
}
catch (Exception e)
{
Console.WriteLine("Failed generating terrain map: " + e.ToString());
}
}
}
}