* 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 seed
0.1-prestable
Adam Frisby 2007-04-20 05:39:01 +00:00
parent ec790b8876
commit 258e62679a
2 changed files with 132 additions and 3 deletions

View File

@ -505,20 +505,92 @@ namespace OpenSim
case "help": case "help":
m_console.WriteLine("show users - show info about connected users"); m_console.WriteLine("show users - show info about connected users");
m_console.WriteLine("shutdown - disconnect all clients and shutdown"); m_console.WriteLine("shutdown - disconnect all clients and shutdown");
m_console.WriteLine("regenerate - regenerate the sim's terrain");
break; break;
case "show": case "show":
Show(cmdparams[0]); Show(cmdparams[0]);
break; break;
case "regenerate": case "terrain":
LocalWorld.RegenerateTerrain(); RunTerrainCmd(cmdparams);
break; break;
case "shutdown": case "shutdown":
Shutdown(); Shutdown();
break; break;
default:
m_console.WriteLine("Unknown command");
break;
}
}
/// <summary>
/// Processes a terrain-specific command
/// </summary>
/// <remarks>TODO: Move this into BasicTerrain directly (no need to hard limit what each terrain engine can support)</remarks>
/// <param name="args"></param>
public void RunTerrainCmd(string[] args)
{
string command = args[0];
switch (command)
{
case "help":
m_console.WriteLine("terrain regenerate - rebuilds the sims terrain using a default algorithm");
m_console.WriteLine("terrain seed <seed> - sets the random seed value to <seed>");
m_console.WriteLine("terrain load <type> <filename> - loads a terrain from disk, type can be 'F32', 'F64' or 'IMG'");
m_console.WriteLine("terrain save <type> <filename> - saves a terrain to disk, type can be 'F32' or 'F64'");
break;
case "seed":
LocalWorld.Terrain.setSeed(Convert.ToInt32(args[1]));
break;
case "regenerate":
LocalWorld.Terrain.hills();
break;
case "load":
switch (args[1].ToLower())
{
case "f32":
LocalWorld.Terrain.loadFromFileF32(args[2]);
break;
case "f64":
LocalWorld.Terrain.loadFromFileF64(args[2]);
break;
case "img":
m_console.WriteLine("Error - IMG mode is presently unsupported.");
break;
default:
m_console.WriteLine("Unknown image or data format");
break;
}
break;
case "save":
switch (args[1].ToLower())
{
case "f32":
LocalWorld.Terrain.writeToFileF32(args[2]);
break;
case "f64":
LocalWorld.Terrain.writeToFileF64(args[2]);
break;
default:
m_console.WriteLine("Unknown image or data format");
break;
}
break;
default:
m_console.WriteLine("Unknown terrain command");
break;
} }
} }

View File

@ -102,6 +102,63 @@ namespace OpenSim.Terrain
} }
} }
/// <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();
}
}
}
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));
}
}
}
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));
}
}
}
public void setSeed(int val)
{
heightmap.seed = val;
}
/// <summary> /// <summary>
/// Raises land in a sphere around the specified coordinates /// Raises land in a sphere around the specified coordinates
/// </summary> /// </summary>