* Region Terrain textures are now loaded from the RegionInfo class rather than being hard coded in the handshake packets.

* Supports: Base0-3 textures, Detail0-3 textures, Start00-11 values, Range00-11 values.
* Added notes on how terrain texturing works to their definition in regionInfoBase.
zircon^2
Adam Frisby 2007-05-27 06:50:23 +00:00
parent 7a2abbb848
commit 4383a14887
3 changed files with 39 additions and 33 deletions

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@ -24,22 +24,28 @@ namespace OpenSim
public string IPListenAddr; public string IPListenAddr;
// Region Information // Region Information
public LLUUID TerrainBase0 = new LLUUID(); // Insert default here // Low resolution 'base' textures. No longer used.
public LLUUID TerrainBase1 = new LLUUID(); public LLUUID TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); // Default
public LLUUID TerrainBase2 = new LLUUID(); public LLUUID TerrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); // Default
public LLUUID TerrainBase3 = new LLUUID(); public LLUUID TerrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); // Default
public LLUUID TerrainDetail0 = new LLUUID(); public LLUUID TerrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); // Default
public LLUUID TerrainDetail1 = new LLUUID(); // Higher resolution terrain textures
public LLUUID TerrainDetail2 = new LLUUID(); public LLUUID TerrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000");
public LLUUID TerrainDetail3 = new LLUUID(); public LLUUID TerrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000");
public float TerrainStartHeight00 = 0.0f; public LLUUID TerrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000");
public float TerrainStartHeight01 = 0.0f; public LLUUID TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
public float TerrainStartHeight10 = 0.0f; // First quad - each point is bilinearly interpolated at each meter of terrain
public float TerrainStartHeight11 = 0.0f; public float TerrainStartHeight00 = 10.0f; // NW Corner ( I think )
public float TerrainHeightRange00 = 40.0f; public float TerrainStartHeight01 = 10.0f; // NE Corner ( I think )
public float TerrainHeightRange01 = 40.0f; public float TerrainStartHeight10 = 10.0f; // SW Corner ( I think )
public float TerrainHeightRange10 = 40.0f; public float TerrainStartHeight11 = 10.0f; // SE Corner ( I think )
public float TerrainHeightRange11 = 40.0f; // Second quad - also bilinearly interpolated.
// Terrain texturing is done that:
// 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y]
public float TerrainHeightRange00 = 60.0f;
public float TerrainHeightRange01 = 60.0f;
public float TerrainHeightRange10 = 60.0f;
public float TerrainHeightRange11 = 60.0f;
// Terrain Default (Must be in F32 Format!) // Terrain Default (Must be in F32 Format!)
public string TerrainFile = "default.r32"; public string TerrainFile = "default.r32";

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@ -389,14 +389,14 @@ namespace OpenSim.world
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.VERBOSE,"Avatar.cs:SendRegionhandshake() - Filling in RegionHandshake details"); OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.VERBOSE,"Avatar.cs:SendRegionhandshake() - Filling in RegionHandshake details");
handshake.RegionInfo.BillableFactor = 0; handshake.RegionInfo.BillableFactor = 0;
handshake.RegionInfo.IsEstateManager = false; handshake.RegionInfo.IsEstateManager = false;
handshake.RegionInfo.TerrainHeightRange00 = 60; handshake.RegionInfo.TerrainHeightRange00 = regionInfo.m_regInfo.TerrainHeightRange00;
handshake.RegionInfo.TerrainHeightRange01 = 60; handshake.RegionInfo.TerrainHeightRange01 = regionInfo.m_regInfo.TerrainHeightRange01;
handshake.RegionInfo.TerrainHeightRange10 = 60; handshake.RegionInfo.TerrainHeightRange10 = regionInfo.m_regInfo.TerrainHeightRange10;
handshake.RegionInfo.TerrainHeightRange11 = 60; handshake.RegionInfo.TerrainHeightRange11 = regionInfo.m_regInfo.TerrainHeightRange11;
handshake.RegionInfo.TerrainStartHeight00 = 10; handshake.RegionInfo.TerrainStartHeight00 = regionInfo.m_regInfo.TerrainStartHeight00;
handshake.RegionInfo.TerrainStartHeight01 = 10; handshake.RegionInfo.TerrainStartHeight01 = regionInfo.m_regInfo.TerrainStartHeight01;
handshake.RegionInfo.TerrainStartHeight10 = 10; handshake.RegionInfo.TerrainStartHeight10 = regionInfo.m_regInfo.TerrainStartHeight10;
handshake.RegionInfo.TerrainStartHeight11 = 10; handshake.RegionInfo.TerrainStartHeight11 = regionInfo.m_regInfo.TerrainStartHeight11;
handshake.RegionInfo.SimAccess = 13; handshake.RegionInfo.SimAccess = 13;
handshake.RegionInfo.WaterHeight = m_regionWaterHeight; handshake.RegionInfo.WaterHeight = m_regionWaterHeight;
uint regionFlags = 72458694; uint regionFlags = 72458694;
@ -407,14 +407,14 @@ namespace OpenSim.world
handshake.RegionInfo.RegionFlags = regionFlags; handshake.RegionInfo.RegionFlags = regionFlags;
handshake.RegionInfo.SimName = _enc.GetBytes(m_regionName + "\0"); handshake.RegionInfo.SimName = _enc.GetBytes(m_regionName + "\0");
handshake.RegionInfo.SimOwner = new LLUUID("00000000-0000-0000-0000-000000000000"); handshake.RegionInfo.SimOwner = new LLUUID("00000000-0000-0000-0000-000000000000");
handshake.RegionInfo.TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); handshake.RegionInfo.TerrainBase0 = regionInfo.m_regInfo.TerrainBase0;
handshake.RegionInfo.TerrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); handshake.RegionInfo.TerrainBase1 = regionInfo.m_regInfo.TerrainBase1;
handshake.RegionInfo.TerrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); handshake.RegionInfo.TerrainBase2 = regionInfo.m_regInfo.TerrainBase2;
handshake.RegionInfo.TerrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); handshake.RegionInfo.TerrainBase3 = regionInfo.m_regInfo.TerrainBase3;
handshake.RegionInfo.TerrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000"); handshake.RegionInfo.TerrainDetail0 = regionInfo.m_regInfo.TerrainDetail0;
handshake.RegionInfo.TerrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000"); handshake.RegionInfo.TerrainDetail1 = regionInfo.m_regInfo.TerrainDetail1;
handshake.RegionInfo.TerrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000"); handshake.RegionInfo.TerrainDetail2 = regionInfo.m_regInfo.TerrainDetail2;
handshake.RegionInfo.TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000"); handshake.RegionInfo.TerrainDetail3 = regionInfo.m_regInfo.TerrainDetail3;
handshake.RegionInfo.CacheID = new LLUUID("545ec0a5-5751-1026-8a0b-216e38a7ab37"); handshake.RegionInfo.CacheID = new LLUUID("545ec0a5-5751-1026-8a0b-216e38a7ab37");
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.VERBOSE,"Avatar.cs:SendRegionHandshake() - Sending RegionHandshake packet"); OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.VERBOSE,"Avatar.cs:SendRegionHandshake() - Sending RegionHandshake packet");

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@ -25,7 +25,7 @@ namespace OpenSim.world
protected string m_regionName; protected string m_regionName;
protected InventoryCache _inventoryCache; protected InventoryCache _inventoryCache;
protected AssetCache _assetCache; protected AssetCache _assetCache;
protected RegionInfo m_regInfo; public RegionInfo m_regInfo;
public TerrainEngine Terrain; //TODO: Replace TerrainManager with this. public TerrainEngine Terrain; //TODO: Replace TerrainManager with this.
protected libsecondlife.TerrainManager TerrainManager; // To be referenced via TerrainEngine protected libsecondlife.TerrainManager TerrainManager; // To be referenced via TerrainEngine