clockwerk-opensim-stable – Rev 1

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/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

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
    {
        private readonly bool[,] taint;
        private double[,] map;

        public TerrainChannel()
        {
            map = new double[Constants.RegionSize, Constants.RegionSize];
            taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];

            PinHeadIsland();
        }

        public TerrainChannel(String type)
        {
            map = new double[Constants.RegionSize, Constants.RegionSize];
            taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];

            if (type.Equals("flat"))
                FlatLand();
            else
                PinHeadIsland();
        }

        public TerrainChannel(double[,] import)
        {
            map = import;
            taint = new bool[import.GetLength(0),import.GetLength(1)];
        }

        public TerrainChannel(bool createMap)
        {
            if (createMap)
            {
                map = new double[Constants.RegionSize,Constants.RegionSize];
                taint = new bool[Constants.RegionSize / 16,Constants.RegionSize / 16];
            }
        }

        public TerrainChannel(int w, int h)
        {
            map = new double[w,h];
            taint = new bool[w / 16,h / 16];
        }

        #region ITerrainChannel Members

        public int Width
        {
            get { return map.GetLength(0); }
        }

        public int Height
        {
            get { return map.GetLength(1); }
        }

        public ITerrainChannel MakeCopy()
        {
            TerrainChannel copy = new TerrainChannel(false);
            copy.map = (double[,]) map.Clone();

            return copy;
        }

        public float[] GetFloatsSerialised()
        {
            // Move the member variables into local variables, calling
            // member variables 256*256 times gets expensive
            int w = Width;
            int h = Height;
            float[] heights = new float[w * h];

            int i, j; // map coordinates
            int idx = 0; // index into serialized array
            for (i = 0; i < h; i++)
            {
                for (j = 0; j < w; j++)
                {
                    heights[idx++] = (float)map[j, i];
                }
            }

            return heights;
        }

        public double[,] GetDoubles()
        {
            return map;
        }

        public double this[int x, int y]
        {
            get { return map[x, y]; }
            set
            {
                // Will "fix" terrain hole problems. Although not fantastically.
                if (Double.IsNaN(value) || Double.IsInfinity(value))
                    return;

                if (map[x, y] != value)
                {
                    taint[x / 16, y / 16] = true;
                    map[x, y] = value;
                }
            }
        }

        public bool Tainted(int x, int y)
        {
            if (taint[x / 16, y / 16])
            {
                taint[x / 16, y / 16] = false;
                return true;
            }
            return false;
        }

        #endregion

        public TerrainChannel Copy()
        {
            TerrainChannel copy = new TerrainChannel(false);
            copy.map = (double[,]) map.Clone();

            return copy;
        }

        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;
            }
        }

        private void WriteXml(XmlWriter writer)
        {
            writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
            ToXml(writer);
            writer.WriteEndElement();
        }

        public void LoadFromXmlString(string data)
        {
            StringReader sr = new StringReader(data);
            XmlTextReader reader = new XmlTextReader(sr);
            reader.Read();

            ReadXml(reader);
            reader.Close();
            sr.Close();
        }

        private void ReadXml(XmlReader reader)
        {
            reader.ReadStartElement("TerrainMap");
            FromXml(reader);
        }

        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);
        }

        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 void PinHeadIsland()
        {
            int x;
            for (x = 0; x < Constants.RegionSize; x++)
            {
                int y;
                for (y = 0; y < Constants.RegionSize; y++)
                {
                    map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
                    double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01;
                    double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001;
                    if (map[x, y] < spherFacA)
                        map[x, y] = spherFacA;
                    if (map[x, y] < spherFacB)
                        map[x, y] = spherFacB;
                }
            }
        }

        private void FlatLand()
        {
            int x;
            for (x = 0; x < Constants.RegionSize; x++)
            {
                int y;
                for (y = 0; y < Constants.RegionSize; y++)
                    map[x, y] = 21;
            }
        }

    }
}