Changes to TerrainChannel/ITerrainChannel to support importing OARs with different Region sizes to the destination region.
Signed-off-by: UbitUmarov <ajlduarte@sapo.pt>LSLKeyTest
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@ -59,5 +59,13 @@ namespace OpenSim.Region.Framework.Interfaces
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void LoadFromXmlString(string data);
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// Merge some terrain into this channel
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void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement);
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/// </summary>
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/// <param name="newTerrain"></param>
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/// <param name="displacement"><x, y, z></param>
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/// <param name="rotationDegrees"></param>
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/// <param name="boundingOrigin"><x, y></param>
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/// <param name="boundingSize"><x, y></param>
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void MergeWithBounding(ITerrainChannel newTerrain, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize);
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}
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}
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@ -283,6 +283,148 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// A new version of terrain merge that processes the terrain in a specific order and corrects the problems with rotated terrains
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/// having 'holes' in that need to be smoothed. The correct way to rotate something is to iterate over the target, taking data from
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/// the source, not the other way around. This ensures that the target has no holes in it.
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/// The processing order of an incoming terrain is:
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/// 1. Apply rotation
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/// 2. Apply bounding rectangle
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/// 3. Apply displacement
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/// rotationCenter is no longer needed and has been discarded.
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/// </summary>
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/// <param name="newTerrain"></param>
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/// <param name="displacement"><x, y, z></param>
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/// <param name="rotationDegrees"></param>
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/// <param name="boundingOrigin"><x, y></param>
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/// <param name="boundingSize"><x, y></param>
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public void MergeWithBounding(ITerrainChannel newTerrain, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize)
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{
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m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, rot={3}, boundingOrigin={4}, boundingSize={5}, disp={6}, outSize=<{7},{8}>",
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LogHeader, newTerrain.Width, newTerrain.Height, rotationDegrees, boundingOrigin.ToString(),
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boundingSize.ToString(), displacement, m_terrainData.SizeX, m_terrainData.SizeY);
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// get the size of the incoming terrain
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int baseX = newTerrain.Width;
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int baseY = newTerrain.Height;
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// create an intermediate terrain map that is 25% bigger on each side that we can work with to handle rotation
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int offsetX = baseX / 4; // the original origin will now be at these coordinates so now we can have imaginary negative coordinates ;)
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int offsetY = baseY / 4;
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int tmpX = baseX + baseX / 2;
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int tmpY = baseY + baseY / 2;
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int centreX = tmpX / 2;
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int centreY = tmpY / 2;
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TerrainData terrain_tmp = new HeightmapTerrainData(tmpX, tmpY, (int)Constants.RegionHeight);
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for (int xx = 0; xx < tmpX; xx++)
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for (int yy = 0; yy < tmpY; yy++)
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terrain_tmp[xx, yy] = -65535f; //use this height like an 'alpha' mask channel
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double radianRotation = Math.PI * rotationDegrees / 180f;
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double cosR = Math.Cos(radianRotation);
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double sinR = Math.Sin(radianRotation);
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if (rotationDegrees < 0f) rotationDegrees += 360f; //-90=270 -180=180 -270=90
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// So first we apply the rotation to the incoming terrain, storing the result in terrain_tmp
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// We special case orthogonal rotations for accuracy because even using double precision math, Math.Cos(90 degrees) is never fully 0
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// and we can never rotate around a centre 'pixel' because the 'bitmap' size is always even
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int x, y, sx, sy;
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for (y = 0; y <= tmpY; y++)
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{
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for (x = 0; x <= tmpX; x++)
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{
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if (rotationDegrees == 0f)
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{
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sx = x - offsetX;
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sy = y - offsetY;
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}
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else if (rotationDegrees == 90f)
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{
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sx = y - offsetX;
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sy = tmpY - 1 - x - offsetY;
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}
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else if (rotationDegrees == 180f)
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{
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sx = tmpX - 1 - x - offsetX;
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sy = tmpY - 1 - y - offsetY;
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}
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else if (rotationDegrees == 270f)
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{
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sx = tmpX - 1 - y - offsetX;
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sy = x - offsetY;
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}
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else
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{
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// arbitary rotation: hmmm should I be using (centreX - 0.5) and (centreY - 0.5) and round cosR and sinR to say only 5 decimal places?
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sx = centreX + (int)Math.Round((((double)x - centreX) * cosR) + (((double)y - centreY) * sinR)) - offsetX;
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sy = centreY + (int)Math.Round((((double)y - centreY) * cosR) - (((double)x - centreX) * sinR)) - offsetY;
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}
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if (sx >= 0 && sx < baseX && sy >= 0 && sy < baseY)
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{
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try
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{
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terrain_tmp[x, y] = (float)newTerrain[sx, sy];
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}
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catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
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{
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m_log.DebugFormat("{0} MergeWithBounding - Rotate: Out of Bounds sx={1} sy={2} dx={3} dy={4}", sx, sy, x, y);
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}
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}
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}
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}
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// We could also incorporate the next steps, bounding-rectangle and displacement in the loop above, but it's simpler to visualise if done separately
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// and will also make it much easier when later I want the option for maybe a circular or oval bounding shape too ;).
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int newX = m_terrainData.SizeX;
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int newY = m_terrainData.SizeY;
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// displacement is relative to <0,0> in the destination region and defines where the origin of the data selected by the bounding-rectangle is placed
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int dispX = (int)Math.Floor(displacement.X);
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int dispY = (int)Math.Floor(displacement.Y);
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// startX/Y and endX/Y are coordinates in bitmap_tmp
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int startX = (int)Math.Floor(boundingOrigin.X) + offsetX;
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if (startX > tmpX) startX = tmpX;
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if (startX < 0) startX = 0;
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int startY = (int)Math.Floor(boundingOrigin.Y) + offsetY;
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if (startY > tmpY) startY = tmpY;
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if (startY < 0) startY = 0;
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int endX = (int)Math.Floor(boundingOrigin.X + boundingSize.X) + offsetX;
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if (endX > tmpX) endX = tmpX;
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if (endX < 0) endX = 0;
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int endY = (int)Math.Floor(boundingOrigin.Y + boundingSize.Y) + offsetY;
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if (endY > tmpY) endY = tmpY;
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if (endY < 0) endY = 0;
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//m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, disp=<{3},{4}> rot={5}, offset=<{6},{7}>, boundingStart=<{8},{9}>, boundingEnd=<{10},{11}>, cosR={12}, sinR={13}, outSize=<{14},{15}>", LogHeader,
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// baseX, baseY, dispX, dispY, radianRotation, offsetX, offsetY, startX, startY, endX, endY, cosR, sinR, newX, newY);
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int dx, dy;
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for (y = startY; y < endY; y++)
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{
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for (x = startX; x < endX; x++)
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{
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dx = x - startX + dispX;
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dy = y - startY + dispY;
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if (dx >= 0 && dx < newX && dy >= 0 && dy < newY)
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{
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try
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{
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float newHeight = (float)terrain_tmp[x, y]; //use 'alpha' mask
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if (newHeight != -65535f) m_terrainData[dx, dy] = newHeight + displacement.Z;
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}
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catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
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{
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m_log.DebugFormat("{0} MergeWithBounding - Bound & Displace: Out of Bounds sx={1} sy={2} dx={3} dy={4}", x, y, dx, dy);
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}
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}
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}
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}
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}
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#endregion
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public TerrainChannel Copy()
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