Console:
* Reorganised and added default handlers to main functions * Removed "regenerate" command, use "terrain regenerate" instead. * Added new "terrain seed" command to set the random seed * Added new "terrain load" command to load a terrain from disk * Added new "terrain save" command to save a terrain to disk Terrain: * Added new export and import functions for some common formats * Added new setSeed function to allow customising the random seed0.1-prestable
parent
ec790b8876
commit
258e62679a
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@ -505,20 +505,92 @@ namespace OpenSim
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case "help":
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case "help":
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m_console.WriteLine("show users - show info about connected users");
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m_console.WriteLine("show users - show info about connected users");
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m_console.WriteLine("shutdown - disconnect all clients and shutdown");
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m_console.WriteLine("shutdown - disconnect all clients and shutdown");
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m_console.WriteLine("regenerate - regenerate the sim's terrain");
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break;
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break;
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case "show":
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case "show":
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Show(cmdparams[0]);
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Show(cmdparams[0]);
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break;
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break;
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case "regenerate":
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case "terrain":
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LocalWorld.RegenerateTerrain();
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RunTerrainCmd(cmdparams);
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break;
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break;
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case "shutdown":
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case "shutdown":
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Shutdown();
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Shutdown();
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break;
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break;
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default:
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m_console.WriteLine("Unknown command");
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break;
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}
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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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/// <remarks>TODO: Move this into BasicTerrain directly (no need to hard limit what each terrain engine can support)</remarks>
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/// <param name="args"></param>
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public void RunTerrainCmd(string[] args)
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{
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string command = args[0];
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switch (command)
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{
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case "help":
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m_console.WriteLine("terrain regenerate - rebuilds the sims terrain using a default algorithm");
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m_console.WriteLine("terrain seed <seed> - sets the random seed value to <seed>");
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m_console.WriteLine("terrain load <type> <filename> - loads a terrain from disk, type can be 'F32', 'F64' or 'IMG'");
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m_console.WriteLine("terrain save <type> <filename> - saves a terrain to disk, type can be 'F32' or 'F64'");
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break;
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case "seed":
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LocalWorld.Terrain.setSeed(Convert.ToInt32(args[1]));
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break;
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case "regenerate":
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LocalWorld.Terrain.hills();
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break;
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case "load":
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switch (args[1].ToLower())
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{
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case "f32":
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LocalWorld.Terrain.loadFromFileF32(args[2]);
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break;
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case "f64":
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LocalWorld.Terrain.loadFromFileF64(args[2]);
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break;
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case "img":
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m_console.WriteLine("Error - IMG mode is presently unsupported.");
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break;
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default:
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m_console.WriteLine("Unknown image or data format");
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break;
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}
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break;
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case "save":
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switch (args[1].ToLower())
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{
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case "f32":
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LocalWorld.Terrain.writeToFileF32(args[2]);
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break;
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case "f64":
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LocalWorld.Terrain.writeToFileF64(args[2]);
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break;
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default:
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m_console.WriteLine("Unknown image or data format");
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break;
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}
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break;
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default:
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m_console.WriteLine("Unknown terrain command");
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break;
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}
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}
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}
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}
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@ -102,6 +102,63 @@ namespace OpenSim.Terrain
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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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/// Loads a file consisting of 256x256 floats and imports it as an array into the map.
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/// </summary>
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/// <remarks>TODO: Move this to libTerrain itself</remarks>
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/// <param name="filename">The filename of the float array to import</param>
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public void loadFromFileF32(string filename)
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{
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System.IO.FileInfo file = new System.IO.FileInfo(filename);
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System.IO.FileStream s = file.Open(System.IO.FileMode.Open, System.IO.FileAccess.Read);
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System.IO.BinaryReader bs = new System.IO.BinaryReader(s);
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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.map[x, y] = (double)bs.ReadSingle();
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}
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}
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}
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public void writeToFileF64(string filename)
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{
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System.IO.FileInfo file = new System.IO.FileInfo(filename);
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System.IO.FileStream s = file.Open(System.IO.FileMode.CreateNew, System.IO.FileAccess.Write);
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System.IO.BinaryWriter bs = new System.IO.BinaryWriter(s);
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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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bs.Write(heightmap.get(x,y));
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}
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}
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}
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public void writeToFileF32(string filename)
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{
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System.IO.FileInfo file = new System.IO.FileInfo(filename);
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System.IO.FileStream s = file.Open(System.IO.FileMode.CreateNew, System.IO.FileAccess.Write);
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System.IO.BinaryWriter bs = new System.IO.BinaryWriter(s);
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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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bs.Write((float)heightmap.get(x, y));
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}
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}
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}
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public void setSeed(int val)
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{
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heightmap.seed = val;
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}
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/// <summary>
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/// <summary>
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/// Raises land in a sphere around the specified coordinates
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/// Raises land in a sphere around the specified coordinates
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/// </summary>
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/// </summary>
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Loading…
Reference in New Issue