Files
opensim/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
Robert Adams 8c1d80fdfd varregion: serious rework of TerrainChannel:
-- addition of varaible region size in X and Y
    -- internal storage of heightmap changed from double[] to short[]
    -- helper routines for handling internal structure while keeping existing API
    -- to and from XML that adds region size information (for downward compatibility,
        output in the legacy XML format if X and Y are 256)
Updated and commented Constants.RegionSize but didn't change the name for compatibility.
2013-09-28 07:33:56 -07:00

369 lines
13 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
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*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using System;
using System.Text;
using System.Xml;
using System.IO;
using System.Xml.Serialization;
namespace OpenSim.Region.Framework.Scenes
{
/// <summary>
/// A new version of the old Channel class, simplified
/// </summary>
public class TerrainChannel : ITerrainChannel
{
protected bool[,] m_taint;
protected short[] m_map;
public int Width { get; private set; } // X dimension
// Unfortunately, for historical reasons, in this module 'Width' is X and 'Height' is Y
public int Height { get; private set; } // Y dimension
public int Altitude { get; private set; } // Y dimension
// Default, not-often-used builder
public TerrainChannel()
{
InitializeStructures(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight, false);
FlatLand();
// PinHeadIsland();
}
// Create terrain of given size
public TerrainChannel(int pX, int pY)
{
InitializeStructures((uint)pX, (uint)pY, Constants.RegionHeight, true);
}
// Create terrain of specified size and initialize with specified terrain.
// TODO: join this with the terrain initializers.
public TerrainChannel(String type, uint pX, uint pY, uint pZ)
{
InitializeStructures(pX, pY, pZ, false);
if (type.Equals("flat"))
FlatLand();
else
PinHeadIsland();
}
public TerrainChannel(double[,] pM, uint pH)
{
InitializeStructures((uint)pM.GetLength(0), (uint)pM.GetLength(1), pH, false);
int idx = 0;
for (int ii = 0; ii < Height; ii++)
for (int jj = 0; jj < Width; jj++)
m_map[idx++] = ToCompressedHeight(pM[ii, jj]);
}
#region ITerrainChannel Members
// ITerrainChannel.MakeCopy()
public ITerrainChannel MakeCopy()
{
return this.Copy();
}
// ITerrainChannel.GetCompressedMap()
public short[] GetCompressedMap()
{
return m_map;
}
// ITerrainChannel.GetFloatsSerialized()
public float[] GetFloatsSerialised()
{
int points = Width * Height;
float[] heights = new float[points];
for (int ii = 0; ii < points; ii++)
heights[ii] = FromCompressedHeight(m_map[ii]);
return heights;
}
// ITerrainChannel.GetDoubles()
public double[,] GetDoubles()
{
int w = Width;
int l = Height;
double[,] heights = new double[w, l];
int idx = 0; // index into serialized array
for (int ii = 0; ii < l; ii++)
{
for (int jj = 0; jj < w; jj++)
{
heights[ii, jj] = (double)FromCompressedHeight(m_map[idx]);
idx++;
}
}
return heights;
}
// ITerrainChannel.this[x,y]
public double this[int x, int y]
{
get { return m_map[x * Width + y]; }
set
{
// Will "fix" terrain hole problems. Although not fantastically.
if (Double.IsNaN(value) || Double.IsInfinity(value))
return;
int idx = x * Width + y;
if (m_map[idx] != value)
{
m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = true;
m_map[idx] = ToCompressedHeight(value);
}
}
}
// ITerrainChannel.Tainted()
public bool Tainted(int x, int y)
{
if (m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize])
{
m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = false;
return true;
}
return false;
}
// ITerrainChannel.SaveToXmlString()
public string SaveToXmlString()
{
XmlWriterSettings settings = new XmlWriterSettings();
settings.Encoding = Util.UTF8;
using (StringWriter sw = new StringWriter())
{
using (XmlWriter writer = XmlWriter.Create(sw, settings))
{
WriteXml(writer);
}
string output = sw.ToString();
return output;
}
}
// ITerrainChannel.LoadFromXmlString()
public void LoadFromXmlString(string data)
{
StringReader sr = new StringReader(data);
XmlTextReader reader = new XmlTextReader(sr);
reader.Read();
ReadXml(reader);
reader.Close();
sr.Close();
}
#endregion
private void InitializeStructures(uint pX, uint pY, uint pZ, bool shouldInitializeHeightmap)
{
Width = (int)pX;
Height = (int)pY;
Altitude = (int)pZ;
m_map = new short[Width * Height];
m_taint = new bool[Width / Constants.TerrainPatchSize, Height / Constants.TerrainPatchSize];
ClearTaint();
if (shouldInitializeHeightmap)
{
FlatLand();
}
}
public void ClearTaint()
{
for (int ii = 0; ii < Width / Constants.TerrainPatchSize; ii++)
for (int jj = 0; jj < Height / Constants.TerrainPatchSize; jj++)
m_taint[ii, jj] = false;
}
// To save space (especially for large regions), keep the height as a short integer
// that is coded as the float height times the compression factor (usually '100'
// to make for two decimal points).
public short ToCompressedHeight(double pHeight)
{
return (short)(pHeight * Constants.TerrainCompression);
}
public float FromCompressedHeight(short pHeight)
{
return ((float)pHeight) / Constants.TerrainCompression;
}
public TerrainChannel Copy()
{
TerrainChannel copy = new TerrainChannel();
copy.m_map = (short[])m_map.Clone();
copy.m_taint = (bool[,])m_taint.Clone();
copy.Width = Width;
copy.Height = Height;
copy.Altitude = Altitude;
return copy;
}
private void WriteXml(XmlWriter writer)
{
if (Width == Constants.RegionSize && Height == Constants.RegionSize)
{
// Downward compatibility for legacy region terrain maps.
// If region is exactly legacy size, return the old format XML.
writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
ToXml(writer);
writer.WriteEndElement();
}
else
{
// New format XML that includes width and length.
writer.WriteStartElement(String.Empty, "TerrainMap2", String.Empty);
ToXml2(writer);
writer.WriteEndElement();
}
}
private void ReadXml(XmlReader reader)
{
// Check the first element. If legacy element, use the legacy reader.
if (reader.IsStartElement("TerrainMap"))
{
reader.ReadStartElement("TerrainMap");
FromXml(reader);
}
else
{
reader.ReadStartElement("TerrainMap2");
FromXml2(reader);
}
}
// Write legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
private void ToXml(XmlWriter xmlWriter)
{
float[] mapData = GetFloatsSerialised();
byte[] buffer = new byte[mapData.Length * 4];
for (int i = 0; i < mapData.Length; i++)
{
byte[] value = BitConverter.GetBytes(mapData[i]);
Array.Copy(value, 0, buffer, (i * 4), 4);
}
XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
serializer.Serialize(xmlWriter, buffer);
}
// Read legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
private void FromXml(XmlReader xmlReader)
{
XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
byte[] dataArray = (byte[])serializer.Deserialize(xmlReader);
int index = 0;
for (int y = 0; y < Height; y++)
{
for (int x = 0; x < Width; x++)
{
float value;
value = BitConverter.ToSingle(dataArray, index);
index += 4;
this[x, y] = (double)value;
}
}
}
private class TerrainChannelXMLPackage
{
public int Version;
public int SizeX;
public int SizeY;
public int SizeZ;
public short[] Map;
public TerrainChannelXMLPackage(int pX, int pY, int pZ, short[] pMap)
{
Version = 1;
SizeX = pX;
SizeY = pY;
SizeZ = pZ;
Map = pMap;
}
}
// New terrain serialization format that includes the width and length.
private void ToXml2(XmlWriter xmlWriter)
{
TerrainChannelXMLPackage package = new TerrainChannelXMLPackage(Width, Height, Altitude, m_map);
XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
serializer.Serialize(xmlWriter, package);
}
// New terrain serialization format that includes the width and length.
private void FromXml2(XmlReader xmlReader)
{
XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
TerrainChannelXMLPackage package = (TerrainChannelXMLPackage)serializer.Deserialize(xmlReader);
Width = package.SizeX;
Height = package.SizeY;
Altitude = package.SizeZ;
m_map = package.Map;
}
// Fill the heightmap with the center bump terrain
private void PinHeadIsland()
{
int x;
for (x = 0; x < Width; x++)
{
int y;
for (y = 0; y < Height; y++)
{
int idx = x * (int)Width + y;
m_map[idx] = ToCompressedHeight(TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10);
short spherFacA = ToCompressedHeight(TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01);
short spherFacB = ToCompressedHeight(TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001);
if (m_map[idx] < spherFacA)
m_map[idx] = spherFacA;
if (m_map[idx] < spherFacB)
m_map[idx] = spherFacB;
}
}
}
private void FlatLand()
{
short flatHeight = ToCompressedHeight(21);
for (int ii = 0; ii < m_map.Length; ii++)
m_map[ii] = flatHeight;
}
}
}