terraforming changes: make sliders work, remove some brushs, etc. Feedback needed (run prebuild)

0.9.1.1
UbitUmarov 2019-11-09 23:59:19 +00:00
parent 4b5a3308ad
commit 53339d2970
30 changed files with 160 additions and 1184 deletions

View File

@ -60,9 +60,8 @@ namespace OpenSim.Framework
public delegate void ObjectAttach(
IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
public delegate void ModifyTerrain(UUID user,
float height, float seconds, byte size, byte action, float north, float west, float south, float east,
UUID agentId);
public delegate void ModifyTerrain(UUID user, float height, float seconds, float brushSize,
byte action, float north, float west, float south, float east);
public delegate void NetworkStats(int inPackets, int outPackets, int unAckedBytes);

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@ -8971,34 +8971,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private bool HandlerModifyLand(IClientAPI sender, Packet Pack)
{
if (OnModifyTerrain == null)
return true;
ModifyLandPacket modify = (ModifyLandPacket)Pack;
if (modify.ParcelData.Length == 0)
return true;
#region Packet Session and User Check
if (modify.AgentData.SessionID != SessionId ||
modify.AgentData.AgentID != AgentId)
if (modify.AgentData.SessionID != SessionId || modify.AgentData.AgentID != AgentId)
return true;
#endregion
//m_log.Info("[LAND]: LAND:" + modify.ToString());
if (modify.ParcelData.Length > 0)
{
// Note: the ModifyTerrain event handler sends out updated packets before the end of this event. Therefore,
// a simple boolean value should work and perhaps queue up just a few terrain patch packets at the end of the edit.
if (OnModifyTerrain != null)
{
for (int i = 0; i < modify.ParcelData.Length; i++)
{
ModifyTerrain handlerModifyTerrain = OnModifyTerrain;
if (handlerModifyTerrain != null)
{
handlerModifyTerrain(AgentId, modify.ModifyBlock.Height, modify.ModifyBlock.Seconds,
modify.ModifyBlock.BrushSize,
modify.ModifyBlock.Action, modify.ParcelData[i].North,
modify.ParcelData[i].West, modify.ParcelData[i].South,
modify.ParcelData[i].East, AgentId);
}
}
}
OnModifyTerrain?.Invoke(AgentId, modify.ModifyBlock.Height, modify.ModifyBlock.Seconds,
modify.ModifyBlockExtended[i].BrushSize, modify.ModifyBlock.Action,
modify.ParcelData[i].North, modify.ParcelData[i].West,
modify.ParcelData[i].South, modify.ParcelData[i].East);
}
return true;

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@ -64,7 +64,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Effects
for (int i = 0; i < rounds; i++)
{
smoothFunction.FloodEffect(map, bitmap, 1.0, 0, map.Width - 1, 0, map.Height - 1);
smoothFunction.FloodEffect(map, bitmap, -1f, 1.0f, 0, map.Width - 1, 0, map.Height - 1);
}
}
@ -99,7 +99,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Effects
}
}
raiseFunction.FloodEffect(map, bitmap, height, 0, map.Width - 1, 0, map.Height - 1);
raiseFunction.FloodEffect(map, bitmap, -1f,(float)height, 0, map.Width - 1, 0, map.Height - 1);
}
}
}

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@ -1,129 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenSim.Region.CoreModules.World.Terrain.PaintBrushes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using log4net;
using System.Reflection;
namespace OpenSim.Region.CoreModules.World.Terrain.Effects
{
internal class CookieCutter : ITerrainEffect
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region ITerrainEffect Members
public void RunEffect(ITerrainChannel map)
{
ITerrainPaintableEffect eroder = new WeatherSphere();
bool[,] cliffMask = new bool[map.Width,map.Height];
bool[,] channelMask = new bool[map.Width,map.Height];
bool[,] smoothMask = new bool[map.Width,map.Height];
bool[,] allowMask = new bool[map.Width,map.Height];
m_log.Info("S1");
// Step one, generate rough mask
int x, y;
for (x = 0; x < map.Width; x++)
{
for (y = 0; y < map.Height; y++)
{
m_log.Info(".");
smoothMask[x, y] = true;
allowMask[x,y] = true;
// Start underwater
map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 5;
// Add a little height. (terrain should now be above water, mostly.)
map[x, y] += 20;
const int channelsX = 4;
int channelWidth = (map.Width / channelsX / 4);
const int channelsY = 4;
int channelHeight = (map.Height / channelsY / 4);
SetLowerChannel(map, cliffMask, channelMask, x, y, channelsX, channelWidth, map.Width, x);
SetLowerChannel(map, cliffMask, channelMask, x, y, channelsY, channelHeight, map.Height, y);
}
}
m_log.Info("S2");
//smooth.FloodEffect(map, smoothMask, 4.0);
m_log.Info("S3");
for (x = 0; x < map.Width; x++)
{
for (y = 0; y < map.Height; y++)
{
if (cliffMask[x, y])
eroder.PaintEffect(map, allowMask, x, y, -1, 4, 0.1,0,map.Width - 1,0,map.Height - 1);
}
}
for (x = 0; x < map.Width; x += 2)
{
for (y = 0; y < map.Height; y += 2)
{
if (map[x, y] < 0.1)
map[x, y] = 0.1;
if (map[x, y] > 256)
map[x, y] = 256;
}
}
//smooth.FloodEffect(map, smoothMask, 4.0);
}
#endregion
private static void SetLowerChannel(ITerrainChannel map, bool[,] cliffMask, bool[,] channelMask, int x, int y, int numChannels, int channelWidth,
int mapSize, int rp)
{
for (int i = 0; i < numChannels; i++)
{
double distanceToLine = Math.Abs(rp - ((mapSize / numChannels) * i));
if (distanceToLine < channelWidth)
{
if (channelMask[x, y])
return;
// Remove channels
map[x, y] -= 10;
channelMask[x, y] = true;
}
if (distanceToLine < 1)
{
cliffMask[x, y] = true;
}
}
}
}
}

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@ -30,23 +30,27 @@ using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Terrain.Effects
{
internal class DefaultTerrainGenerator : ITerrainEffect
public class DefaultTerrainGenerator : ITerrainEffect
{
#region ITerrainEffect Members
public void RunEffect(ITerrainChannel map)
{
int x, y;
int cx = map.Width / 2;
int cy = map.Height / 2;
float h;
float b;
for (x = 0; x < map.Width; x++)
{
for (y = 0; y < map.Height; y++)
{
map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 10;
double spherFac = TerrainUtil.SphericalFactor(x, y, map.Width / 2, map.Height / 2, 50) * 0.01;
if (map[x, y] < spherFac)
{
map[x, y] = spherFac;
}
h = 25 * TerrainUtil.SphericalFactor(x - cx, y - cy, 50);
b = 10 * TerrainUtil.SphericalFactor(x - cx, y - cy, 100);
if (h < b)
h = b;
map[x, y] = h;
}
}
}

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@ -33,35 +33,20 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
#region ITerrainFloodEffect Members
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, float height, float strength,
int startX, int endX, int startY, int endY)
{
double sum = 0.0;
double steps = 0.0;
int x, y;
for (x = startX; x <= endX; x++)
strength *= 0.04f;
if(strength > 1.0f)
strength = 1.0f;
for (int x = startX; x <= endX; x++)
{
for (y = startY; y <= endY; y++)
for (int y = startY; y <= endY; y++)
{
if (fillArea[x, y])
{
sum += map[x, y];
steps += 1.0;
}
}
}
double avg = sum / steps;
double str = 0.1 * strength; // == 0.2 in the default client
for (x = startX; x <= endX; x++)
{
for (y = startY; y <= endY; y++)
{
if (fillArea[x, y])
map[x, y] = (map[x, y] * (1.0 - str)) + (avg * str);
map[x, y] = (map[x, y] * (1.0 - strength)) + (height * strength);
}
}
}

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@ -33,7 +33,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
#region ITerrainFloodEffect Members
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, float height, float strength,
int startX, int endX, int startY, int endY)
{
int x,y;
@ -44,6 +44,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
if (fillArea[x, y])
{
map[x, y] -= strength;
if (map[x, y] < -100f)
map[x, y] = -100f;
}
}
}

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@ -35,9 +35,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
#region ITerrainFloodEffect Members
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, float height, float strength,
int startX, int endX, int startY, int endY)
{
strength *= 0.08f;
int x, y;
for (x = startX; x <= endX; x++)
{

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@ -33,7 +33,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
#region ITerrainFloodEffect Members
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, float height, float strength,
int startX, int endX, int startY, int endY)
{
int x,y;

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@ -46,17 +46,21 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
/// <param name="map">the current heightmap</param>
/// <param name="fillArea">array indicating which sections of the map are to be reverted</param>
/// <param name="strength">unused</param>
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, float height, float strength,
int startX, int endX, int startY, int endY)
{
int x, y;
strength *= 2f;
if (strength > 1.0f)
strength = 1.0f;
for (x = startX; x <= endX; x++)
{
for (y = startY; y <= endY; y++)
{
if (fillArea[x, y])
{
map[x, y] = m_revertmap[x, y];
map[x, y] = map[x, y] * (1.0f - strength) + m_revertmap[x, y] * strength;
}
}
}

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@ -33,11 +33,13 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
#region ITerrainFloodEffect Members
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, double strength,
public void FloodEffect(ITerrainChannel map, bool[,] fillArea, float height, float strength,
int startX, int endX, int startY, int endY)
{
double area = strength;
double step = strength / 4.0;
double area = 4;
double step = 1;
strength *= 0.002f;
double[,] manipulate = new double[map.Width,map.Height];
int x, y;
@ -72,7 +74,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
if (!fillArea[x, y])
continue;
map[x, y] = manipulate[x, y];
map[x, y] = strength * manipulate[x, y];
}
}
}

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@ -1,60 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.CoreModules.World.Terrain
{
public interface ITerrainFeature
{
/// <summary>
/// Creates the feature.
/// </summary>
/// <returns>
/// Empty string if successful, otherwise error message.
/// </returns>
/// <param name='map'>
/// ITerrainChannel holding terrain data.
/// </param>
/// <param name='args'>
/// command-line arguments from console.
/// </param>
string CreateFeature(ITerrainChannel map, string[] args);
/// <summary>
/// Gets a string describing the usage.
/// </summary>
/// <returns>
/// A string describing parameters for creating the feature.
/// Format is "feature-name <arg1> <arg2> ..."
/// </returns>
string GetUsage();
}
}

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@ -32,7 +32,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
public interface ITerrainFloodEffect
{
void FloodEffect(ITerrainChannel map, Boolean[,] fillArea, double strength,
void FloodEffect(ITerrainChannel map, Boolean[,] fillArea, float height, float strength,
int startX, int endX, int startY, int endY);
}
}

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@ -31,7 +31,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
public interface ITerrainPaintableEffect
{
void PaintEffect(ITerrainChannel map, bool[,] allowMask, double x, double y, double z,
double strength, double duration, int startX, int endX, int startY, int endY);
void PaintEffect(ITerrainChannel map, bool[,] allowMask, float x, float y, float z,
float strength, float duration, int startX, int endX, int startY, int endY);
}
}

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@ -1,323 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
{
/// <summary>
/// Hydraulic Erosion Brush
/// </summary>
public class ErodeSphere : ITerrainPaintableEffect
{
private const double rainHeight = 0.2;
private const int rounds = 10;
private const NeighbourSystem type = NeighbourSystem.Moore;
private const double waterSaturation = 0.30;
#region Supporting Functions
private static int[] Neighbours(NeighbourSystem neighbourType, int index)
{
int[] coord = new int[2];
index++;
switch (neighbourType)
{
case NeighbourSystem.Moore:
switch (index)
{
case 1:
coord[0] = -1;
coord[1] = -1;
break;
case 2:
coord[0] = -0;
coord[1] = -1;
break;
case 3:
coord[0] = +1;
coord[1] = -1;
break;
case 4:
coord[0] = -1;
coord[1] = -0;
break;
case 5:
coord[0] = -0;
coord[1] = -0;
break;
case 6:
coord[0] = +1;
coord[1] = -0;
break;
case 7:
coord[0] = -1;
coord[1] = +1;
break;
case 8:
coord[0] = -0;
coord[1] = +1;
break;
case 9:
coord[0] = +1;
coord[1] = +1;
break;
default:
break;
}
break;
case NeighbourSystem.VonNeumann:
switch (index)
{
case 1:
coord[0] = 0;
coord[1] = -1;
break;
case 2:
coord[0] = -1;
coord[1] = 0;
break;
case 3:
coord[0] = +1;
coord[1] = 0;
break;
case 4:
coord[0] = 0;
coord[1] = +1;
break;
case 5:
coord[0] = -0;
coord[1] = -0;
break;
default:
break;
}
break;
}
return coord;
}
private enum NeighbourSystem
{
Moore,
VonNeumann
} ;
#endregion
#region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
double strength, double duration, int startX, int endX, int startY, int endY)
{
strength = TerrainUtil.MetersToSphericalStrength(strength);
int x, y;
// Using one 'rain' round for this, so skipping a useless loop
// Will need to adapt back in for the Flood brush
ITerrainChannel water = new TerrainChannel(map.Width, map.Height);
ITerrainChannel sediment = new TerrainChannel(map.Width, map.Height);
// Fill with rain
for (x = startX; x <= endX; x++)
{
for (y = startY; y <= endY; y++)
{
if (mask[x, y])
water[x, y] = Math.Max(0.0, TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * rainHeight * duration);
}
}
for (int i = 0; i < rounds; i++)
{
// Erode underlying terrain
for (x = startX; x <= endX; x++)
{
for (y = startY; y <= endY; y++)
{
if (mask[x, y])
{
const double solConst = (1.0 / rounds);
double sedDelta = water[x, y] * solConst;
map[x, y] -= sedDelta;
sediment[x, y] += sedDelta;
}
}
}
// Move water
for (x = startX; x <= endX; x++)
{
for (y = startY; y <= endY; y++)
{
if (water[x, y] <= 0)
continue;
// Step 1. Calculate average of neighbours
int neighbours = 0;
double altitudeTotal = 0.0;
double altitudeMe = map[x, y] + water[x, y];
const int NEIGHBOUR_ME = 4;
const int NEIGHBOUR_MAX = 9;
for (int j = 0; j < NEIGHBOUR_MAX; j++)
{
if (j != NEIGHBOUR_ME)
{
int[] coords = Neighbours(type, j);
coords[0] += x;
coords[1] += y;
if (coords[0] > map.Width - 1)
continue;
if (coords[1] > map.Height - 1)
continue;
if (coords[0] < 0)
continue;
if (coords[1] < 0)
continue;
// Calculate total height of this neighbour
double altitudeNeighbour = water[coords[0], coords[1]] + map[coords[0], coords[1]];
// If it's greater than me...
if (altitudeNeighbour - altitudeMe < 0)
{
// Add it to our calculations
neighbours++;
altitudeTotal += altitudeNeighbour;
}
}
}
if (neighbours == 0)
continue;
double altitudeAvg = altitudeTotal / neighbours;
// Step 2. Allocate water to neighbours.
for (int j = 0; j < NEIGHBOUR_MAX; j++)
{
if (j != NEIGHBOUR_ME)
{
int[] coords = Neighbours(type, j);
coords[0] += x;
coords[1] += y;
if (coords[0] > map.Width - 1)
continue;
if (coords[1] > map.Height - 1)
continue;
if (coords[0] < 0)
continue;
if (coords[1] < 0)
continue;
// Skip if we dont have water to begin with.
if (water[x, y] < 0)
continue;
// Calculate our delta average
double altitudeDelta = altitudeMe - altitudeAvg;
if (altitudeDelta < 0)
continue;
// Calculate how much water we can move
double waterMin = Math.Min(water[x, y], altitudeDelta);
double waterDelta = waterMin * ((water[coords[0], coords[1]] + map[coords[0], coords[1]])
/ altitudeTotal);
double sedimentDelta = sediment[x, y] * (waterDelta / water[x, y]);
if (sedimentDelta > 0)
{
sediment[x, y] -= sedimentDelta;
sediment[coords[0], coords[1]] += sedimentDelta;
}
}
}
}
}
// Evaporate
for (x = 0; x < water.Width; x++)
{
for (y = 0; y < water.Height; y++)
{
water[x, y] *= 1.0 - (rainHeight / rounds);
double waterCapacity = waterSaturation * water[x, y];
double sedimentDeposit = sediment[x, y] - waterCapacity;
if (sedimentDeposit > 0)
{
if (mask[x, y])
{
sediment[x, y] -= sedimentDeposit;
map[x, y] += sedimentDeposit;
}
}
}
}
}
// Deposit any remainder (should be minimal)
for (x = 0; x < water.Width; x++)
for (y = 0; y < water.Height; y++)
if (mask[x, y] && sediment[x, y] > 0)
map[x, y] += sediment[x, y];
}
#endregion
}
}

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@ -35,49 +35,29 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
{
#region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
double strength, double duration, int startX, int endX, int startY, int endY)
public void PaintEffect(ITerrainChannel map, bool[,] mask, float rx, float ry, float rz,
float size, float strength, int startX, int endX, int startY, int endY)
{
strength = TerrainUtil.MetersToSphericalStrength(strength);
int x, y;
size *= 2;
float distancefactor;
// blend in map
for (x = startX; x <= endX; x++)
for (x = startX; x <= endX; ++x)
{
for (y = startY; y <= endY; y++)
for (y = startY; y <= endY; ++y)
{
if (!mask[x,y])
continue;
double z;
if (duration < 4.0)
{
z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * duration * 0.25;
}
else {
z = 1.0;
}
double delta = rz - map[x, y];
if (Math.Abs(delta) > 0.1)
{
if (z > 1.0)
{
z = 1.0;
}
else if (z < 0.0)
{
z = 0.0;
}
delta *= z;
}
if (delta != 0) // add in non-zero amount
{
map[x, y] += delta;
}
distancefactor = strength * TerrainUtil.SphericalFactor(x - rx, y - ry, size);
if(distancefactor >= 1.0f)
map[x, y] = rz;
else
map[x, y] += (rz - (float)map[x, y]) * distancefactor;
}
}
}

View File

@ -34,11 +34,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
{
#region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
double strength, double duration, int startX, int endX, int startY, int endY)
public void PaintEffect(ITerrainChannel map, bool[,] mask, float rx, float ry, float rz,
float size, float strength, int startX, int endX, int startY, int endY)
{
int s = (int) (Math.Pow(2, strength) + 0.5);
size = 0.5f * (float)Math.PI / size;
strength *= 2;
int x, y;
for (x = startX; x <= endX; x++)
@ -49,19 +49,18 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
continue;
// Calculate a cos-sphere and add it to the heighmap
double r = Math.Sqrt((x-rx) * (x-rx) + ((y-ry) * (y-ry)));
double z = Math.Cos(r * Math.PI / (s * 2));
if (z > 0.0)
double r = Math.Sqrt((x - rx) * (x - rx) + (y - ry) * (y - ry));
double distancefactor = Math.Cos(r * size);
if (distancefactor > 0.0)
{
double newz = map[x, y] - z * duration;
if (newz < 0.0)
map[x, y] = 0.0;
double newz = map[x, y] - distancefactor * strength;
if (newz <= -100f)
map[x, y] = -100f;
else
map[x, y] = newz;
}
}
}
}
#endregion
}

View File

@ -35,11 +35,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
{
#region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
double strength, double duration, int startX, int endX, int startY, int endY)
public void PaintEffect(ITerrainChannel map, bool[,] mask, float rx, float ry, float rz,
float size, float strength, int startX, int endX, int startY, int endY)
{
strength = TerrainUtil.MetersToSphericalStrength(strength);
int x, y;
for (x = startX; x <= endX; x++)
@ -50,14 +48,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
continue;
// Calculate a sphere and add it to the heighmap
double z = strength;
z *= z;
z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
float distancefactor = TerrainUtil.SphericalFactor(x - rx, y - ry, size);
double noise = TerrainUtil.PerlinNoise2D(x / (double) map.Width, y / (double) map.Height, 8, 1.0);
if (z > 0.0)
map[x, y] += noise * z * duration;
if (distancefactor > 0.0)
map[x, y] += noise * distancefactor * strength;
}
}
}

View File

@ -1,223 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
{
/// <summary>
/// Speed-Optimised Hybrid Erosion Brush
///
/// As per Jacob Olsen's Paper
/// http://www.oddlabs.com/download/terrain_generation.pdf
/// </summary>
public class OlsenSphere : ITerrainPaintableEffect
{
private const double nConst = 1024.0;
private const NeighbourSystem type = NeighbourSystem.Moore;
#region Supporting Functions
private static int[] Neighbours(NeighbourSystem neighbourType, int index)
{
int[] coord = new int[2];
index++;
switch (neighbourType)
{
case NeighbourSystem.Moore:
switch (index)
{
case 1:
coord[0] = -1;
coord[1] = -1;
break;
case 2:
coord[0] = -0;
coord[1] = -1;
break;
case 3:
coord[0] = +1;
coord[1] = -1;
break;
case 4:
coord[0] = -1;
coord[1] = -0;
break;
case 5:
coord[0] = -0;
coord[1] = -0;
break;
case 6:
coord[0] = +1;
coord[1] = -0;
break;
case 7:
coord[0] = -1;
coord[1] = +1;
break;
case 8:
coord[0] = -0;
coord[1] = +1;
break;
case 9:
coord[0] = +1;
coord[1] = +1;
break;
default:
break;
}
break;
case NeighbourSystem.VonNeumann:
switch (index)
{
case 1:
coord[0] = 0;
coord[1] = -1;
break;
case 2:
coord[0] = -1;
coord[1] = 0;
break;
case 3:
coord[0] = +1;
coord[1] = 0;
break;
case 4:
coord[0] = 0;
coord[1] = +1;
break;
case 5:
coord[0] = -0;
coord[1] = -0;
break;
default:
break;
}
break;
}
return coord;
}
private enum NeighbourSystem
{
Moore,
VonNeumann
} ;
#endregion
#region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
double strength, double duration, int startX, int endX, int startY, int endY)
{
strength = TerrainUtil.MetersToSphericalStrength(strength);
int x, y;
for (x = startX; x <= endX; x++)
{
for (y = startY; y <= endY; y++)
{
if (!mask[x, y])
continue;
double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
if (z > 0) // add in non-zero amount
{
const int NEIGHBOUR_ME = 4;
const int NEIGHBOUR_MAX = 9;
double max = Double.MinValue;
int loc = 0;
for (int j = 0; j < NEIGHBOUR_MAX; j++)
{
if (j != NEIGHBOUR_ME)
{
int[] coords = Neighbours(type, j);
coords[0] += x;
coords[1] += y;
if (coords[0] > map.Width - 1)
continue;
if (coords[1] > map.Height - 1)
continue;
if (coords[0] < 0)
continue;
if (coords[1] < 0)
continue;
double cellmax = map[x, y] - map[coords[0], coords[1]];
if (cellmax > max)
{
max = cellmax;
loc = j;
}
}
}
double T = nConst / ((map.Width + map.Height) / 2.0);
// Apply results
if (0 < max && max <= T)
{
int[] maxCoords = Neighbours(type, loc);
double heightDelta = 0.5 * max * z * duration;
map[x, y] -= heightDelta;
map[x + maxCoords[0], y + maxCoords[1]] += heightDelta;
}
}
}
}
}
#endregion
}
}

View File

@ -35,10 +35,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
#region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
double strength, double duration, int startX, int endX, int startY, int endY)
public void PaintEffect(ITerrainChannel map, bool[,] mask, float rx, float ry, float rz,
float size, float strength, int startX, int endX, int startY, int endY)
{
int s = (int) (Math.Pow(2, strength) + 0.5);
size = 0.5f *(float)Math.PI / size;
strength *= 2;
int x, y;
@ -50,10 +51,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
continue;
// Calculate a cos-sphere and add it to the heighmap
double r = Math.Sqrt((x - rx) * (x - rx) + ((y - ry) * (y - ry)));
double z = Math.Cos(r * Math.PI / (s * 2));
if (z > 0.0)
map[x, y] += z * duration;
double r = Math.Sqrt((x - rx) * (x - rx) + (y - ry) * (y - ry));
double distancefactor = Math.Cos(r * size);
if (distancefactor > 0.0)
map[x, y] += distancefactor * strength;
}
}
}

View File

@ -41,17 +41,15 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
#region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
double strength, double duration, int startX, int endX, int startY, int endY)
public void PaintEffect(ITerrainChannel map, bool[,] mask, float rx, float ry, float rz,
float size, float strength, int startX, int endX, int startY, int endY)
{
strength = TerrainUtil.MetersToSphericalStrength(strength);
duration = 0.03; //MCP Should be read from ini file
if (duration > 1.0)
duration = 1.0;
if (duration < 0)
if (strength < 0)
return;
if (strength > 1.0f)
strength = 1.0f;
int x,y;
for (x = startX; x <= endX; x++)
{
@ -61,14 +59,11 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
continue;
// Calculate a sphere and add it to the heighmap
double z = strength;
z *= z;
z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
if (z > 0.0)
double distancefactor = TerrainUtil.SphericalFactor(x - rx, y - ry, size);
if (distancefactor > 0.0)
{
z *= duration;
map[x, y] = (map[x, y] * (1.0 - z)) + (m_revertmap[x, y] * z);
distancefactor *= strength;
map[x, y] = (map[x, y] * (1.0 - distancefactor)) + (m_revertmap[x, y] * distancefactor);
}
}
}

View File

@ -34,18 +34,16 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
{
#region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
double strength, double duration, int startX, int endX, int startY, int endY)
public void PaintEffect(ITerrainChannel map, bool[,] mask, float rx, float ry, float rz,
float size, float strengh, int startX, int endX, int startY, int endY)
{
strength = TerrainUtil.MetersToSphericalStrength(strength);
int x, y;
double[,] tweak = new double[map.Width, map.Height];
double area = strength;
double step = strength / 4.0;
duration = 0.03; //MCP Should be read from ini file
double step = size / 4.0;
if(strengh > 1.0f)
strengh = 1.0f;
// compute delta map
for (x = startX; x <= endX; x++)
@ -55,7 +53,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
if (!mask[x, y])
continue;
double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
double z = TerrainUtil.SphericalFactor(x - rx, y - ry, size);
if (z > 0) // add in non-zero amount
{
@ -63,10 +61,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
int avgsteps = 0;
double n;
for (n = 0.0 - area; n < area; n += step)
for (n =- size; n < size; n += step)
{
double l;
for (l = 0.0 - area; l < area; l += step)
for (l = -size; l < size; l += step)
{
avgsteps++;
average += TerrainUtil.GetBilinearInterpolate(x + n, y + l, map);
@ -84,13 +82,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
if (!mask[x, y])
continue;
double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
float distancefactor = TerrainUtil.SphericalFactor(x - rx, y - ry, size);
if (z > 0) // add in non-zero amount
if (distancefactor > 0) // add in non-zero amount
{
double da = z;
double a = (map[x, y] - tweak[x, y]) * da;
double newz = map[x, y] - (a * duration);
double a = (map[x, y] - tweak[x, y]) * distancefactor;
double newz = map[x, y] - (a * strengh);
if (newz > 0.0)
map[x, y] = newz;

View File

@ -1,211 +0,0 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Terrain.PaintBrushes
{
/// <summary>
/// Thermal Weathering Paint Brush
/// </summary>
public class WeatherSphere : ITerrainPaintableEffect
{
private const double talus = 0.2;
private const NeighbourSystem type = NeighbourSystem.Moore;
#region Supporting Functions
private static int[] Neighbours(NeighbourSystem neighbourType, int index)
{
int[] coord = new int[2];
index++;
switch (neighbourType)
{
case NeighbourSystem.Moore:
switch (index)
{
case 1:
coord[0] = -1;
coord[1] = -1;
break;
case 2:
coord[0] = -0;
coord[1] = -1;
break;
case 3:
coord[0] = +1;
coord[1] = -1;
break;
case 4:
coord[0] = -1;
coord[1] = -0;
break;
case 5:
coord[0] = -0;
coord[1] = -0;
break;
case 6:
coord[0] = +1;
coord[1] = -0;
break;
case 7:
coord[0] = -1;
coord[1] = +1;
break;
case 8:
coord[0] = -0;
coord[1] = +1;
break;
case 9:
coord[0] = +1;
coord[1] = +1;
break;
default:
break;
}
break;
case NeighbourSystem.VonNeumann:
switch (index)
{
case 1:
coord[0] = 0;
coord[1] = -1;
break;
case 2:
coord[0] = -1;
coord[1] = 0;
break;
case 3:
coord[0] = +1;
coord[1] = 0;
break;
case 4:
coord[0] = 0;
coord[1] = +1;
break;
case 5:
coord[0] = -0;
coord[1] = -0;
break;
default:
break;
}
break;
}
return coord;
}
private enum NeighbourSystem
{
Moore,
VonNeumann
} ;
#endregion
#region ITerrainPaintableEffect Members
public void PaintEffect(ITerrainChannel map, bool[,] mask, double rx, double ry, double rz,
double strength, double duration, int startX, int endX, int startY, int endY)
{
strength = TerrainUtil.MetersToSphericalStrength(strength);
int x,y;
for (x = startX; x <= endX; x++)
{
for (y = startY; y <= endY; y++)
{
if (!mask[x,y])
continue;
double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
if (z > 0) // add in non-zero amount
{
const int NEIGHBOUR_ME = 4;
const int NEIGHBOUR_MAX = 9;
for (int j = 0; j < NEIGHBOUR_MAX; j++)
{
if (j != NEIGHBOUR_ME)
{
int[] coords = Neighbours(type, j);
coords[0] += x;
coords[1] += y;
if (coords[0] > map.Width - 1)
continue;
if (coords[1] > map.Height - 1)
continue;
if (coords[0] < 0)
continue;
if (coords[1] < 0)
continue;
double heightF = map[x, y];
double target = map[coords[0], coords[1]];
if (target > heightF + talus)
{
double calc = duration * ((target - heightF) - talus) * z;
heightF += calc;
target -= calc;
}
map[x, y] = heightF;
map[coords[0], coords[1]] = target;
}
}
}
}
}
}
#endregion
}
}

View File

@ -65,11 +65,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
Smooth = 3,
Noise = 4,
Revert = 5,
// Extended brushes
Erode = 255,
Weather = 254,
Olsen = 253
}
#endregion
@ -81,13 +76,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain
#pragma warning restore 414
private readonly Commander m_commander = new Commander("terrain");
private readonly Dictionary<string, ITerrainLoader> m_loaders = new Dictionary<string, ITerrainLoader>();
private readonly Dictionary<StandardTerrainEffects, ITerrainFloodEffect> m_floodeffects =
new Dictionary<StandardTerrainEffects, ITerrainFloodEffect>();
private readonly Dictionary<string, ITerrainLoader> m_loaders = new Dictionary<string, ITerrainLoader>();
private readonly Dictionary<StandardTerrainEffects, ITerrainPaintableEffect> m_painteffects =
new Dictionary<StandardTerrainEffects, ITerrainPaintableEffect>();
private Dictionary<string, ITerrainModifier> m_modifyOperations =
new Dictionary<string, ITerrainModifier>();
private Dictionary<string, ITerrainModifier> m_modifyOperations = new Dictionary<string, ITerrainModifier>();
private Dictionary<string, ITerrainEffect> m_plugineffects;
private ITerrainChannel m_channel;
private ITerrainChannel m_baked;
@ -520,13 +514,14 @@ namespace OpenSim.Region.CoreModules.World.Terrain
/// <param name="size">The size of the brush (0=small, 1=medium, 2=large)</param>
/// <param name="action">0=LAND_LEVEL, 1=LAND_RAISE, 2=LAND_LOWER, 3=LAND_SMOOTH, 4=LAND_NOISE, 5=LAND_REVERT</param>
/// <param name="agentId">UUID of script-owner</param>
public void ModifyTerrain(UUID user, Vector3 pos, byte size, byte action, UUID agentId)
public void ModifyTerrain(UUID user, Vector3 pos, byte size, byte action)
{
float duration = 0.25f;
if (action == 0)
duration = 4.0f;
float brushSize = size + 1;
if (brushSize > 2)
brushSize = 4;
client_OnModifyTerrain(user, (float)pos.Z, duration, size, action, pos.Y, pos.X, pos.Y, pos.X, agentId);
client_OnModifyTerrain(user, pos.Z, duration, brushSize, action, pos.Y, pos.X, pos.Y, pos.X);
}
/// <summary>
@ -686,9 +681,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_painteffects[StandardTerrainEffects.Noise] = new NoiseSphere();
m_painteffects[StandardTerrainEffects.Flatten] = new FlattenSphere();
m_painteffects[StandardTerrainEffects.Revert] = new RevertSphere(m_baked);
m_painteffects[StandardTerrainEffects.Erode] = new ErodeSphere();
m_painteffects[StandardTerrainEffects.Weather] = new WeatherSphere();
m_painteffects[StandardTerrainEffects.Olsen] = new OlsenSphere();
// Area of effect selection effects
m_floodeffects[StandardTerrainEffects.Raise] = new RaiseArea();
@ -1310,9 +1302,10 @@ namespace OpenSim.Region.CoreModules.World.Terrain
return ret;
}
private void client_OnModifyTerrain(UUID user, float height, float seconds, byte size, byte action,
float north, float west, float south, float east, UUID agentId)
private void client_OnModifyTerrain(UUID user, float height, float seconds, float brushSize, byte action,
float north, float west, float south, float east)
{
m_log.DebugFormat("brushs {0} seconds {1} height {2}", brushSize, seconds, height);
bool god = m_scene.Permissions.IsGod(user);
bool allowed = false;
if (north == south && east == west)
@ -1321,25 +1314,19 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
bool[,] allowMask = new bool[m_channel.Width, m_channel.Height];
allowMask.Initialize();
int n = size + 1;
if (n > 2)
n = 4;
int zx = (int)(west + 0.5);
int zy = (int)(north + 0.5);
int startX = zx - n;
int startX = (int)(west - brushSize + 0.5);
if (startX < 0)
startX = 0;
int startY = zy - n;
int startY = (int)(north - brushSize + 0.5);
if (startY < 0)
startY = 0;
int endX = zx + n;
int endX = (int)(west + brushSize + 0.5);
if (endX >= m_channel.Width)
endX = m_channel.Width - 1;
int endY = zy + n;
int endY = (int)(north + brushSize + 0.5);
if (endY >= m_channel.Height)
endY = m_channel.Height - 1;
@ -1349,7 +1336,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
for (y = startY; y <= endY; y++)
{
if (m_scene.Permissions.CanTerraformLand(agentId, new Vector3(x, y, 0)))
if (m_scene.Permissions.CanTerraformLand(user, new Vector3(x, y, 0)))
{
allowMask[x, y] = true;
allowed = true;
@ -1360,7 +1347,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
StoreUndoState();
m_painteffects[(StandardTerrainEffects) action].PaintEffect(
m_channel, allowMask, west, south, height, size, seconds,
m_channel, allowMask, west, south, height, brushSize, seconds,
startX, endX, startY, endY);
//block changes outside estate limits
@ -1412,7 +1399,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
{
for (y = startY; y <= endY; y++)
{
if (m_scene.Permissions.CanTerraformLand(agentId, new Vector3(x, y, 0)))
if (m_scene.Permissions.CanTerraformLand(user, new Vector3(x, y, 0)))
{
fillArea[x, y] = true;
allowed = true;
@ -1423,7 +1410,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
if (allowed)
{
StoreUndoState();
m_floodeffects[(StandardTerrainEffects)action].FloodEffect(m_channel, fillArea, size,
m_floodeffects[(StandardTerrainEffects)action].FloodEffect(m_channel, fillArea, height, seconds,
startX, endX, startY, endY);
//block changes outside estate limits
@ -1707,20 +1694,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
MainConsole.Instance.Output("max/min/avg/sum: {0}/{1}/{2}/{3}", max, min, avg, sum);
}
private void InterfaceEnableExperimentalBrushes(Object[] args)
{
if ((bool)args[0])
{
m_painteffects[StandardTerrainEffects.Revert] = new WeatherSphere();
m_painteffects[StandardTerrainEffects.Flatten] = new OlsenSphere();
m_painteffects[StandardTerrainEffects.Smooth] = new ErodeSphere();
}
else
{
InstallDefaultEffects();
}
}
private void InterfaceRunPluginEffect(Object[] args)
{
string firstArg = (string)args[0];
@ -1841,11 +1814,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
"Shows terrain height at a given co-ordinate.");
showCommand.AddArgument("point", "point in <x>,<y> format with no spaces (e.g. 45,45)", "String");
Command experimentalBrushesCommand =
new Command("newbrushes", CommandIntentions.COMMAND_HAZARDOUS, InterfaceEnableExperimentalBrushes,
"Enables experimental brushes which replace the standard terrain brushes. WARNING: This is a debug setting and may be removed at any time.");
experimentalBrushesCommand.AddArgument("Enabled?", "true / false - Enable new brushes", "Boolean");
// Plugins
Command pluginRunCommand =
new Command("effect", CommandIntentions.COMMAND_HAZARDOUS, InterfaceRunPluginEffect, "Runs a specified plugin effect");
@ -1861,7 +1829,6 @@ namespace OpenSim.Region.CoreModules.World.Terrain
m_commander.RegisterCommand("multiply", multiplyCommand);
m_commander.RegisterCommand("bake", bakeRegionCommand);
m_commander.RegisterCommand("revert", revertRegionCommand);
m_commander.RegisterCommand("newbrushes", experimentalBrushesCommand);
m_commander.RegisterCommand("show", showCommand);
m_commander.RegisterCommand("stats", showDebugStatsCommand);
m_commander.RegisterCommand("effect", pluginRunCommand);

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@ -60,7 +60,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Tests
TerrainChannel map = new TerrainChannel((int)Constants.RegionSize, (int)Constants.RegionSize);
ITerrainPaintableEffect effect = new RaiseSphere();
effect.PaintEffect(map, allowMask, midRegion, midRegion, -1.0, 2, 6.0,
effect.PaintEffect(map, allowMask, midRegion, midRegion, -1.0f, 2, 6.0f,
0, midRegion - 1,0, (int)Constants.RegionSize -1);
Assert.That(map[127, midRegion] > 0.0, "Raise brush should raising value at this point (127,128).");
Assert.That(map[125, midRegion] > 0.0, "Raise brush should raising value at this point (124,128).");
@ -80,7 +80,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Tests
}
effect = new LowerSphere();
effect.PaintEffect(map, allowMask, midRegion, midRegion, -1.0, 2, 6.0,
effect.PaintEffect(map, allowMask, midRegion, midRegion, -1.0f, 2, 6.0f,
0, (int)Constants.RegionSize -1,0, (int)Constants.RegionSize -1);
Assert.That(map[127, midRegion] >= 0.0, "Lower should not lowering value below 0.0 at this point (127,128).");
Assert.That(map[127, midRegion] == 0.0, "Lower brush should lowering value to 0.0 at this point (127,128).");

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@ -53,7 +53,8 @@ namespace OpenSim.Region.Framework.Interfaces
/// All add and remove attachment operations must synchronize on this for the lifetime of their operations.
/// </remarks>
Object AttachmentsSyncLock { get; }
int MaxNumberAttachments { get; }
int GetAttachmentsCount();
/// <summary>
/// The scene objects attached to this avatar.
/// </summary>

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@ -35,7 +35,7 @@ namespace OpenSim.Region.Framework.Interfaces
{
void LoadFromFile(string filename);
void SaveToFile(string filename);
void ModifyTerrain(UUID user, Vector3 pos, byte size, byte action, UUID agentId);
void ModifyTerrain(UUID user, Vector3 pos, byte size, byte action);
/// <summary>
/// Taint the terrain. This will lead to sending the terrain data to the clients again.

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@ -2963,7 +2963,6 @@ namespace OpenSim.Region.Framework.Scenes
if (sceneObject.IsAttachmentCheckFull()) // Attachment
{
sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez);
// sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
// Don't sent a full update here because this will cause full updates to be sent twice for
// attachments on region crossings, resulting in viewer glitches.
@ -2984,13 +2983,17 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat(
// "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition);
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
// We must currently not resume scripts at this stage since AttachmentsModule does not have the
// information that this is due to a teleport/border cross rather than an ordinary attachment.
// We currently do this in Scene.MakeRootAgent() instead.
bool attached = false;
if (AttachmentsModule != null)
AttachmentsModule.AttachObject(sp, grp, 0, false, false, true);
attached = AttachmentsModule.AttachObject(sp, grp, 0, false, false, true);
if (attached)
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
else
m_log.DebugFormat("[SCENE]: Attachment {0} arrived but failed to attach, setting to temp", sceneObject.UUID);
}
else
{

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@ -538,19 +538,15 @@ namespace OpenSim.Region.Framework.Scenes
{
float cx = m_terrainData.SizeX * 0.5f;
float cy = m_terrainData.SizeY * 0.5f;
float h;
float h, b;
for (int x = 0; x < Width; x++)
{
for (int y = 0; y < Height; y++)
{
// h = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
h = 1.0f;
float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 50) * 0.01d);
float spherFacB = (float)(TerrainUtil.SphericalFactor(x, y, cx, cy, 100) * 0.001d);
if (h < spherFacA)
h = spherFacA;
if (h < spherFacB)
h = spherFacB;
h = 25 * TerrainUtil.SphericalFactor(x - cx, y - cy, 50);
b = 10 * TerrainUtil.SphericalFactor(x - cx, y - cy, 100);
if (h < b)
h = b;
m_terrainData[x, y] = h;
}
}

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@ -32,15 +32,12 @@ namespace OpenSim.Region.Framework.Scenes
{
public static class TerrainUtil
{
public static double MetersToSphericalStrength(double size)
public static float SphericalFactor(float dx, float dy, float size)
{
//return Math.Pow(2, size);
return (size + 1) * 1.35; // MCP: a more useful brush size range
}
public static double SphericalFactor(double x, double y, double rx, double ry, double size)
{
return size * size - ((x - rx) * (x - rx) + (y - ry) * (y - ry));
float a = ((dx * dx) + (dy * dy))/ (size * size);
if( a >= 1.0f)
return 0;
return 1.0f - a;
}
public static double GetBilinearInterpolate(double x, double y, ITerrainChannel map)