* Added "HiRAW" mode export for generating as precise outputs as possible in the .RAW format. Ideal for exporting a heightmap to a simulator only capable of reading the RAW format. If you are exporting between OpenSim regions, use F64 instead.
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fcabdab7bc
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@ -192,7 +192,7 @@ namespace OpenSim.Region.Terrain
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resultText += "terrain voronoi <points> <blocksize> - generates a worley fractal with X points per block";
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resultText += "terrain seed <seed> - sets the random seed value to <seed>\n";
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resultText += "terrain load <type> <filename> - loads a terrain from disk, type can be 'F32', 'F64', 'RAW' or 'IMG'\n";
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resultText += "terrain save <type> <filename> - saves a terrain to disk, type can be 'F32', 'F64' or 'PNG'\n";
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resultText += "terrain save <type> <filename> - saves a terrain to disk, type can be 'F32', 'F64', 'PNG', 'RAW' or 'HIRAW'\n";
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resultText += "terrain save grdmap <filename> <gradient map> - creates a PNG snapshot of the region using a named gradient map\n";
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resultText += "terrain rescale <min> <max> - rescales a terrain to be between <min> and <max> meters high\n";
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resultText += "terrain erode aerobic <windspeed> <pickupmin> <dropmin> <carry> <rounds> <lowest>\n";
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@ -295,6 +295,10 @@ namespace OpenSim.Region.Terrain
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writeToFileRAW(args[2]);
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break;
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case "hiraw":
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writeToFileHiRAW(args[2]);
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break;
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default:
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resultText = "Unknown image or data format";
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return false;
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@ -532,6 +536,7 @@ namespace OpenSim.Region.Terrain
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/// <summary>
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/// A very fast LL-RAW file output mechanism - lower precision mechanism but wont take 5 minutes to run either.
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/// (is also editable in an image application)
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/// </summary>
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/// <param name="filename">Filename to write to</param>
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public void writeToFileRAW(string filename)
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@ -594,6 +599,80 @@ namespace OpenSim.Region.Terrain
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s.Close();
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}
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/// <summary>
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/// Outputs to a LL compatible RAW in the most efficient manner possible
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/// </summary>
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/// <remarks>Does not calculate the revert map</remarks>
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/// <param name="filename">The filename to output to</param>
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public void writeToFileHiRAW(string filename)
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{
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System.IO.FileInfo file = new System.IO.FileInfo(filename);
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System.IO.FileStream s = file.Open(System.IO.FileMode.CreateNew, System.IO.FileAccess.Write);
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System.IO.BinaryWriter bs = new System.IO.BinaryWriter(s);
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// Generate a smegging big lookup table to speed the operation up (it needs it)
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double[] lookupTable = new double[65536];
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int i, j, x, y;
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for (i = 0; i < 256; i++)
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{
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for (j = 0; j < 256; j++)
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{
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lookupTable[i + (j * 256)] = ((double)i * ((double)j / 127.0));
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}
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}
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// Output the calculated raw
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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double t = heightmap.get(x, y);
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double min = double.MaxValue;
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int index = 0;
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for (i = 0; i < 65536; i++)
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{
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if (Math.Abs(t - lookupTable[i]) < min)
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{
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min = Math.Abs(t - lookupTable[i]);
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index = i;
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}
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}
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byte red = (byte)(index & 0xFF);
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byte green = (byte)((index >> 8) & 0xFF);
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byte blue = (byte)watermap.get(x, y);
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byte alpha1 = 0; // Land Parcels
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byte alpha2 = 0; // For Sale Land
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byte alpha3 = 0; // Public Edit Object
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byte alpha4 = 0; // Public Edit Land
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byte alpha5 = 255; // Safe Land
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byte alpha6 = 255; // Flying Allowed
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byte alpha7 = 255; // Create Landmark
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byte alpha8 = 255; // Outside Scripts
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byte alpha9 = red;
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byte alpha10 = green;
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bs.Write(red);
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bs.Write(green);
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bs.Write(blue);
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bs.Write(alpha1);
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bs.Write(alpha2);
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bs.Write(alpha3);
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bs.Write(alpha4);
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bs.Write(alpha5);
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bs.Write(alpha6);
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bs.Write(alpha7);
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bs.Write(alpha8);
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bs.Write(alpha9);
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bs.Write(alpha10);
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}
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}
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bs.Close();
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s.Close();
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}
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/// <summary>
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/// Sets the random seed to be used by procedural functions which involve random numbers.
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/// </summary>
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