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
Robert Adams 2013-10-31 09:24:06 -07:00
parent 2be0347f50
commit 39777db8ef
4 changed files with 42 additions and 40 deletions

View File

@ -103,7 +103,7 @@ namespace OpenSim.Framework
{
m_heightmap[x, y] = newVal;
m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = true;
m_log.DebugFormat("{0} set[{1},{2}] to {3} ({4})", LogHeader, x, y, value, newVal);
// m_log.DebugFormat("{0} set[{1},{2}] to {3} ({4})", LogHeader, x, y, value, newVal);
}
}
}

View File

@ -1154,7 +1154,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="map">heightmap</param>
public virtual void SendLayerData(float[] map)
{
Util.FireAndForget(DoSendLayerData, map);
Util.FireAndForget(DoSendLayerData, m_scene.Heightmap.GetTerrainData());
}
/// <summary>
@ -1163,7 +1163,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="o"></param>
private void DoSendLayerData(object o)
{
float[] map = (float[])o;
TerrainData map = (TerrainData)o;
try
{
@ -1177,7 +1177,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//}
// Send LayerData in a spiral pattern. Fun!
SendLayerTopRight(map, 0, 0, 15, 15);
SendLayerTopRight(map, 0, 0, map.SizeX/Constants.TerrainPatchSize-1, map.SizeY/Constants.TerrainPatchSize-1);
}
catch (Exception e)
{
@ -1185,7 +1185,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
private void SendLayerTopRight(TerrainData map, int x1, int y1, int x2, int y2)
{
// Row
for (int i = x1; i <= x2; i++)
@ -1199,7 +1199,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
}
void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
void SendLayerBottomLeft(TerrainData map, int x1, int y1, int x2, int y2)
{
// Row in reverse
for (int i = x2; i >= x1; i--)
@ -1231,6 +1231,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// OutPacket(layerpack, ThrottleOutPacketType.Land);
// }
// Legacy form of invocation that passes around a bare data array.
// Just ignore what was passed and use the real terrain info that is part of the scene.
public void SendLayerData(int px, int py, float[] map)
{
SendLayerData(px, py, m_scene.Heightmap.GetTerrainData());
}
/// <summary>
/// Sends a terrain packet for the point specified.
/// This is a legacy call that has refarbed the terrain into a flat map of floats.
@ -1239,15 +1246,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="px">Patch coordinate (x) 0..15</param>
/// <param name="py">Patch coordinate (y) 0..15</param>
/// <param name="map">heightmap</param>
public void SendLayerData(int px, int py, float[] map)
public void SendLayerData(int px, int py, TerrainData terrData)
{
try
{
// For unknown reasons, after this point, patch numbers are swapped X for y.
// That means, that for <patchNumX, patchNumY, the array location is computed as map[patchNumY * 16 + patchNumX].
// TODO: someday straighten the below implementation to keep the X row order for patch numbers.
// Since this is passing only one patch, we just swap the patch numbers.
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(m_scene.Heightmap.GetTerrainData(), px, py);
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
// When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
// To alleviate this issue, when the user edits the terrain, we start skipping the queues until they're done editing the terrain.

View File

@ -100,16 +100,20 @@ namespace OpenSim.Region.Framework.Scenes
}
// ITerrainChannel.GetFloatsSerialized()
// NOTICE that the one dimensional form is ordered by Y!!
// This one dimensional version is ordered so height = map[y*sizeX+x];
// DEPRECATED: don't use this function as it does not retain the dimensions of the terrain
// and the caller will probably do the wrong thing if the terrain is not the legacy 256x256.
public float[] GetFloatsSerialised()
{
int points = Width * Height;
float[] heights = new float[points];
int idx = 0;
for (int ii = 0; ii < Height; ii++)
for (int jj = 0; jj < Width; jj++)
heights[idx++] = m_terrainData[jj, ii];
for (int jj = 0; jj < Height; jj++)
for (int ii = 0; ii < Width; ii++)
{
heights[idx++] = m_terrainData[ii, jj];
}
return heights;
}
@ -117,14 +121,12 @@ namespace OpenSim.Region.Framework.Scenes
// ITerrainChannel.GetDoubles()
public double[,] GetDoubles()
{
int w = Width;
int l = Height;
double[,] heights = new double[w, l];
double[,] heights = new double[Width, Height];
int idx = 0; // index into serialized array
for (int ii = 0; ii < w; ii++)
for (int ii = 0; ii < Width; ii++)
{
for (int jj = 0; jj < l; jj++)
for (int jj = 0; jj < Height; jj++)
{
heights[ii, jj] = (double)m_terrainData[ii, jj];
idx++;

View File

@ -108,11 +108,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return layer;
}
// Legacy land packet generation gluing old land representation (heights) to compressed representation.
// This is an intermediate step in converting terrain into a variable sized heightmap. Some of the
// routines (like IClientAPI) only pass the float array of heights around. This entry
// converts that legacy representation into the more compact represenation used in
// TerrainData. Someday fix the plumbing between here and the scene.
// Create a land packet for a single patch.
public static LayerDataPacket CreateLandPacket(TerrainData terrData, int patchX, int patchY)
{
int[] xPieces = new int[1];
@ -120,9 +116,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
xPieces[0] = patchX; // patch X dimension
yPieces[0] = patchY;
m_log.DebugFormat("{0} CreateLandPacket. patchX={1}, patchY={2}, sizeX={3}, sizeY={4}",
LogHeader, patchX, patchY, terrData.SizeX, terrData.SizeY);
return CreateLandPacket(terrData, xPieces, yPieces, (int)TerrainPatch.LayerType.Land);
}
@ -130,19 +123,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// Creates a LayerData packet for compressed land data given a full
/// simulator heightmap and an array of indices of patches to compress
/// </summary>
/// <param name="heightmap">
/// A 256 * 256 array of floating point values
/// specifying the height at each meter in the simulator
/// <param name="terrData">
/// Terrain data that can result in a meter square heightmap.
/// </param>
/// <param name="x">
/// Array of indexes in the 16x16 grid of patches
/// for this simulator. For example if 1 and 17 are specified, patches
/// x=1,y=0 and x=1,y=1 are sent
/// Array of indexes in the grid of patches
/// for this simulator.
/// If creating a packet for multiple patches, there will be entries in
/// both the X and Y arrays for each of the patches.
/// For example if patches 1 and 17 are to be sent,
/// x[] = {1,1} and y[] = {0,1} which specifies the patches at
/// indexes <1,0> and <1,1> (presuming the terrain size is 16x16 patches).
/// </param>
/// <param name="y">
/// Array of indexes in the 16x16 grid of patches
/// for this simulator. For example if 1 and 17 are specified, patches
/// x=1,y=0 and x=1,y=1 are sent
/// Array of indexes in the grid of patches.
/// </param>
/// <param name="type"></param>
/// <param name="pRegionSizeX"></param>
@ -228,6 +222,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
header.PatchIDs += (patchX << 5);
}
// m_log.DebugFormat("{0} CreatePatchFromHeightmap. patchX={1}, patchY={2}, DCOffset={3}, range={4}",
// LogHeader, patchX, patchY, header.DCOffset, header.Range);
// NOTE: No idea what prequant and postquant should be or what they do
int wbits;
int[] patch = CompressPatch(terrData, patchX, patchY, header, 10, out wbits);
@ -266,7 +263,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
for (int i = patchX*16; i < (patchX + 1)*16; i++)
{
// short val = heightmap[j*pRegionSizeX + i];
float val = terrData[j, i];
float val = terrData[i, j];
if (val > zmax) zmax = val;
if (val < zmin) zmin = val;
}
@ -838,7 +835,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
for (int i = patchX * Constants.TerrainPatchSize; i < iPatchLimit; i++)
{
// block[k++] = (heightmap[j*pRegionSizeX + i])*premult - sub;
block[k++] = terrData[j, i] - sub;
block[k++] = terrData[i, j] * premult - sub;
}
}