varregion: fix problem of X/Y dimensions swapped and incorrect terrain
compression base computation. Complete replacement of float[] for terrain heightmap with TerrainData instance.varregion
parent
2be0347f50
commit
39777db8ef
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@ -103,7 +103,7 @@ namespace OpenSim.Framework
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{
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m_heightmap[x, y] = newVal;
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m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = true;
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m_log.DebugFormat("{0} set[{1},{2}] to {3} ({4})", LogHeader, x, y, value, newVal);
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// m_log.DebugFormat("{0} set[{1},{2}] to {3} ({4})", LogHeader, x, y, value, newVal);
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}
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}
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}
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@ -1154,7 +1154,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="map">heightmap</param>
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public virtual void SendLayerData(float[] map)
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{
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Util.FireAndForget(DoSendLayerData, map);
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Util.FireAndForget(DoSendLayerData, m_scene.Heightmap.GetTerrainData());
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}
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/// <summary>
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@ -1163,7 +1163,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="o"></param>
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private void DoSendLayerData(object o)
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{
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float[] map = (float[])o;
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TerrainData map = (TerrainData)o;
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try
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{
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@ -1177,7 +1177,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//}
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// Send LayerData in a spiral pattern. Fun!
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SendLayerTopRight(map, 0, 0, 15, 15);
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SendLayerTopRight(map, 0, 0, map.SizeX/Constants.TerrainPatchSize-1, map.SizeY/Constants.TerrainPatchSize-1);
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}
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catch (Exception e)
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{
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@ -1185,7 +1185,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
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private void SendLayerTopRight(TerrainData map, int x1, int y1, int x2, int y2)
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{
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// Row
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for (int i = x1; i <= x2; i++)
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@ -1199,7 +1199,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
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}
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void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
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void SendLayerBottomLeft(TerrainData map, int x1, int y1, int x2, int y2)
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{
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// Row in reverse
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for (int i = x2; i >= x1; i--)
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@ -1231,6 +1231,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// OutPacket(layerpack, ThrottleOutPacketType.Land);
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// }
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// Legacy form of invocation that passes around a bare data array.
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// Just ignore what was passed and use the real terrain info that is part of the scene.
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public void SendLayerData(int px, int py, float[] map)
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{
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SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
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}
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/// <summary>
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/// Sends a terrain packet for the point specified.
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/// This is a legacy call that has refarbed the terrain into a flat map of floats.
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@ -1239,15 +1246,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="px">Patch coordinate (x) 0..15</param>
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/// <param name="py">Patch coordinate (y) 0..15</param>
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/// <param name="map">heightmap</param>
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public void SendLayerData(int px, int py, float[] map)
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public void SendLayerData(int px, int py, TerrainData terrData)
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{
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try
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{
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// For unknown reasons, after this point, patch numbers are swapped X for y.
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// That means, that for <patchNumX, patchNumY, the array location is computed as map[patchNumY * 16 + patchNumX].
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// TODO: someday straighten the below implementation to keep the X row order for patch numbers.
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// Since this is passing only one patch, we just swap the patch numbers.
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LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(m_scene.Heightmap.GetTerrainData(), px, py);
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LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
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// When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
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// To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain.
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@ -100,16 +100,20 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// ITerrainChannel.GetFloatsSerialized()
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// NOTICE that the one dimensional form is ordered by Y!!
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// This one dimensional version is ordered so height = map[y*sizeX+x];
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// DEPRECATED: don't use this function as it does not retain the dimensions of the terrain
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// and the caller will probably do the wrong thing if the terrain is not the legacy 256x256.
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public float[] GetFloatsSerialised()
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{
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int points = Width * Height;
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float[] heights = new float[points];
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int idx = 0;
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for (int ii = 0; ii < Height; ii++)
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for (int jj = 0; jj < Width; jj++)
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heights[idx++] = m_terrainData[jj, ii];
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for (int jj = 0; jj < Height; jj++)
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for (int ii = 0; ii < Width; ii++)
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{
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heights[idx++] = m_terrainData[ii, jj];
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}
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return heights;
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}
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@ -117,14 +121,12 @@ namespace OpenSim.Region.Framework.Scenes
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// ITerrainChannel.GetDoubles()
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public double[,] GetDoubles()
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{
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int w = Width;
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int l = Height;
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double[,] heights = new double[w, l];
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double[,] heights = new double[Width, Height];
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int idx = 0; // index into serialized array
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for (int ii = 0; ii < w; ii++)
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for (int ii = 0; ii < Width; ii++)
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{
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for (int jj = 0; jj < l; jj++)
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for (int jj = 0; jj < Height; jj++)
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{
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heights[ii, jj] = (double)m_terrainData[ii, jj];
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idx++;
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@ -108,11 +108,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return layer;
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}
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// Legacy land packet generation gluing old land representation (heights) to compressed representation.
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// This is an intermediate step in converting terrain into a variable sized heightmap. Some of the
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// routines (like IClientAPI) only pass the float array of heights around. This entry
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// converts that legacy representation into the more compact represenation used in
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// TerrainData. Someday fix the plumbing between here and the scene.
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// Create a land packet for a single patch.
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public static LayerDataPacket CreateLandPacket(TerrainData terrData, int patchX, int patchY)
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{
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int[] xPieces = new int[1];
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@ -120,9 +116,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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xPieces[0] = patchX; // patch X dimension
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yPieces[0] = patchY;
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m_log.DebugFormat("{0} CreateLandPacket. patchX={1}, patchY={2}, sizeX={3}, sizeY={4}",
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LogHeader, patchX, patchY, terrData.SizeX, terrData.SizeY);
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return CreateLandPacket(terrData, xPieces, yPieces, (int)TerrainPatch.LayerType.Land);
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}
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@ -130,19 +123,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// Creates a LayerData packet for compressed land data given a full
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/// simulator heightmap and an array of indices of patches to compress
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/// </summary>
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/// <param name="heightmap">
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/// A 256 * 256 array of floating point values
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/// specifying the height at each meter in the simulator
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/// <param name="terrData">
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/// Terrain data that can result in a meter square heightmap.
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/// </param>
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/// <param name="x">
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/// Array of indexes in the 16x16 grid of patches
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/// for this simulator. For example if 1 and 17 are specified, patches
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/// x=1,y=0 and x=1,y=1 are sent
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/// Array of indexes in the grid of patches
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/// for this simulator.
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/// If creating a packet for multiple patches, there will be entries in
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/// both the X and Y arrays for each of the patches.
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/// For example if patches 1 and 17 are to be sent,
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/// x[] = {1,1} and y[] = {0,1} which specifies the patches at
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/// indexes <1,0> and <1,1> (presuming the terrain size is 16x16 patches).
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/// </param>
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/// <param name="y">
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/// Array of indexes in the 16x16 grid of patches
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/// for this simulator. For example if 1 and 17 are specified, patches
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/// x=1,y=0 and x=1,y=1 are sent
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/// Array of indexes in the grid of patches.
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/// </param>
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/// <param name="type"></param>
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/// <param name="pRegionSizeX"></param>
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@ -228,6 +222,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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header.PatchIDs += (patchX << 5);
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}
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// m_log.DebugFormat("{0} CreatePatchFromHeightmap. patchX={1}, patchY={2}, DCOffset={3}, range={4}",
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// LogHeader, patchX, patchY, header.DCOffset, header.Range);
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// NOTE: No idea what prequant and postquant should be or what they do
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int wbits;
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int[] patch = CompressPatch(terrData, patchX, patchY, header, 10, out wbits);
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@ -266,7 +263,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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for (int i = patchX*16; i < (patchX + 1)*16; i++)
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{
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// short val = heightmap[j*pRegionSizeX + i];
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float val = terrData[j, i];
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float val = terrData[i, j];
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if (val > zmax) zmax = val;
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if (val < zmin) zmin = val;
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}
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@ -838,7 +835,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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for (int i = patchX * Constants.TerrainPatchSize; i < iPatchLimit; i++)
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{
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// block[k++] = (heightmap[j*pRegionSizeX + i])*premult - sub;
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block[k++] = terrData[j, i] - sub;
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block[k++] = terrData[i, j] * premult - sub;
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}
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}
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