279 lines
8.7 KiB
C#
279 lines
8.7 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 OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using System;
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using System.Text;
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using System.Xml;
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using System.IO;
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using System.Xml.Serialization;
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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 readonly bool[,] taint;
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private double[,] map;
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public TerrainChannel()
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{
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map = new double[Constants.RegionSize, Constants.RegionSize];
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taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
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PinHeadIsland();
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}
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public TerrainChannel(String type)
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{
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map = new double[Constants.RegionSize, Constants.RegionSize];
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taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
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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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public TerrainChannel(double[,] import)
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{
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map = import;
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taint = new bool[import.GetLength(0),import.GetLength(1)];
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}
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public TerrainChannel(bool createMap)
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{
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if (createMap)
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{
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map = new double[Constants.RegionSize,Constants.RegionSize];
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taint = new bool[Constants.RegionSize / 16,Constants.RegionSize / 16];
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}
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}
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public TerrainChannel(int w, int h)
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{
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map = new double[w,h];
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taint = new bool[w / 16,h / 16];
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}
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#region ITerrainChannel Members
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public int Width
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{
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get { return map.GetLength(0); }
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}
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public int Height
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{
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get { return map.GetLength(1); }
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}
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public ITerrainChannel MakeCopy()
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{
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TerrainChannel copy = new TerrainChannel(false);
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copy.map = (double[,]) map.Clone();
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return copy;
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}
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public float[] GetFloatsSerialised()
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{
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// Move the member variables into local variables, calling
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// member variables 256*256 times gets expensive
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int w = Width;
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int h = Height;
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float[] heights = new float[w * h];
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int i, j; // map coordinates
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int idx = 0; // index into serialized array
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for (i = 0; i < h; i++)
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{
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for (j = 0; j < w; j++)
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{
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heights[idx++] = (float)map[j, i];
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}
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}
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return heights;
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}
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public double[,] GetDoubles()
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{
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return map;
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}
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public double this[int x, int y]
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{
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get
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{
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if (x < 0) x = 0;
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if (y < 0) y = 0;
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if (x >= (int)Constants.RegionSize) x = (int)Constants.RegionSize - 1;
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if (y >= (int)Constants.RegionSize) y = (int)Constants.RegionSize - 1;
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return map[x, y];
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}
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set
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{
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// Will "fix" terrain hole problems. Although not fantastically.
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if (Double.IsNaN(value) || Double.IsInfinity(value))
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return;
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if (map[x, y] != value)
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{
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taint[x / 16, y / 16] = true;
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map[x, y] = value;
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}
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}
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}
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public bool Tainted(int x, int y)
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{
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if (taint[x / 16, y / 16])
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{
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taint[x / 16, y / 16] = false;
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return true;
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}
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return false;
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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(false);
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copy.map = (double[,]) map.Clone();
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return copy;
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}
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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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private void WriteXml(XmlWriter writer)
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{
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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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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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private void ReadXml(XmlReader reader)
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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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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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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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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 void PinHeadIsland()
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{
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int x;
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for (x = 0; x < Constants.RegionSize; x++)
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{
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int y;
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for (y = 0; y < Constants.RegionSize; y++)
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{
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map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
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double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01;
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double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001;
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if (map[x, y] < spherFacA)
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map[x, y] = spherFacA;
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if (map[x, y] < spherFacB)
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map[x, y] = spherFacB;
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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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int x;
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for (x = 0; x < Constants.RegionSize; x++)
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{
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int y;
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for (y = 0; y < Constants.RegionSize; y++)
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map[x, y] = 21;
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}
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}
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}
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}
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