Major ass changes to terrain (now uses libTerrain-BSD!) and all-round improvements to code quality. Terrain saving/loading may work now (running through setHeights1D and getHeights1D before DB4o) **WARNING: UNTESTED**
parent
b5494438e5
commit
adb56a46f4
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@ -39,8 +39,8 @@ namespace OpenSim.Framework.Interfaces
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void StorePrim(PrimData prim);
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void StorePrim(PrimData prim);
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void RemovePrim(LLUUID primID);
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void RemovePrim(LLUUID primID);
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void LoadPrimitives(ILocalStorageReceiver receiver);
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void LoadPrimitives(ILocalStorageReceiver receiver);
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float[,] LoadWorld();
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float[] LoadWorld();
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void SaveMap(float[,] heightmap);
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void SaveMap(float[] heightmap);
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void ShutDown();
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void ShutDown();
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}
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}
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@ -44,7 +44,7 @@ namespace OpenSim.world
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
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ControllingClient = TheClient;
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ControllingClient = TheClient;
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localid = 8880000 + (this.m_world._localNumber++);
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localid = 8880000 + (this.m_world._localNumber++);
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Pos = new LLVector3(100.0f, 100.0f, m_world.Terrain.map[(int)Pos.X, (int)Pos.Y] + 1.0f);
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Pos = new LLVector3(100.0f, 100.0f, m_world.Terrain[(int)Pos.X, (int)Pos.Y] + 1.0f);
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visualParams = new byte[218];
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visualParams = new byte[218];
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for (int i = 0; i < 218; i++)
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for (int i = 0; i < 218; i++)
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{
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{
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@ -332,7 +332,7 @@ namespace OpenSim.world
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public override void LandRenegerated()
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public override void LandRenegerated()
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{
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{
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Pos = new LLVector3(100.0f, 100.0f, m_world.Terrain.map[(int)Pos.X, (int)Pos.Y] + 50.0f);
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Pos = new LLVector3(100.0f, 100.0f, m_world.Terrain[(int)Pos.X, (int)Pos.Y] + 50.0f);
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}
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}
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}
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}
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@ -198,7 +198,7 @@ namespace OpenSim.world
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{
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{
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this.phyScene.SetTerrain(Terrain.getHeights1D());
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this.phyScene.SetTerrain(Terrain.getHeights1D());
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}
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}
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this.localStorage.SaveMap(this.Terrain.map);
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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foreach (SimClient client in m_clientThreads.Values)
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foreach (SimClient client in m_clientThreads.Values)
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{
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{
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@ -213,12 +213,12 @@ namespace OpenSim.world
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public void RegenerateTerrain(float[,] newMap)
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public void RegenerateTerrain(float[,] newMap)
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{
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{
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this.Terrain.map = newMap;
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this.Terrain.setHeights2D(newMap);
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lock (this.LockPhysicsEngine)
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lock (this.LockPhysicsEngine)
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{
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{
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this.phyScene.SetTerrain(this.Terrain.getHeights1D());
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this.phyScene.SetTerrain(this.Terrain.getHeights1D());
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}
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}
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this.localStorage.SaveMap(this.Terrain.map);
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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foreach (SimClient client in m_clientThreads.Values)
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foreach (SimClient client in m_clientThreads.Values)
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{
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{
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@ -239,7 +239,7 @@ namespace OpenSim.world
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{
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{
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this.phyScene.SetTerrain(this.Terrain.getHeights1D());
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this.phyScene.SetTerrain(this.Terrain.getHeights1D());
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}
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}
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this.localStorage.SaveMap(this.Terrain.map);
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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foreach (SimClient client in m_clientThreads.Values)
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foreach (SimClient client in m_clientThreads.Values)
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{
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{
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@ -252,7 +252,7 @@ namespace OpenSim.world
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public void LoadWorldMap()
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public void LoadWorldMap()
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{
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{
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float[,] map = this.localStorage.LoadWorld();
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float[] map = this.localStorage.LoadWorld();
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if (map == null)
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if (map == null)
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{
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{
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this.Terrain.hills();
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this.Terrain.hills();
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@ -260,7 +260,7 @@ namespace OpenSim.world
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}
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}
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else
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else
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{
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{
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this.Terrain.map = map;
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this.Terrain.setHeights1D(map);
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}
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}
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}
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}
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@ -118,11 +118,11 @@ namespace OpenSim.Storage.LocalStorageDb4o
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}
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}
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}
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}
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public float[,] LoadWorld()
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public float[] LoadWorld()
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{
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("LoadWorld() - Loading world....");
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("LoadWorld() - Loading world....");
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//World blank = new World();
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//World blank = new World();
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float[,] heightmap = null;
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float[] heightmap = null;
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("LoadWorld() - Looking for a heightmap in local DB");
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("LoadWorld() - Looking for a heightmap in local DB");
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IObjectSet world_result = db.Get(typeof(MapStorage));
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IObjectSet world_result = db.Get(typeof(MapStorage));
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if (world_result.Count > 0)
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if (world_result.Count > 0)
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@ -150,7 +150,7 @@ namespace OpenSim.Storage.LocalStorageDb4o
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return heightmap;
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return heightmap;
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}
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}
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public void SaveMap(float[,] heightmap)
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public void SaveMap(float[] heightmap)
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{
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{
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IObjectSet world_result = db.Get(typeof(MapStorage));
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IObjectSet world_result = db.Get(typeof(MapStorage));
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if (world_result.Count > 0)
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if (world_result.Count > 0)
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@ -6,7 +6,7 @@ namespace OpenSim.Storage.LocalStorageDb4o
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{
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{
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public class MapStorage
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public class MapStorage
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{
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{
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public float[,] Map;
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public float[] Map;
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public MapStorage()
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public MapStorage()
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{
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{
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@ -1,72 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenSim.Terrain.BasicTerrain
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{
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static class Hills
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{
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/// <summary>
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/// Generates a series of spheres which are then either max()'d or added together. Inspired by suggestion from jh.
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/// </summary>
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/// <remarks>3-Clause BSD Licensed</remarks>
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/// <param name="number">The number of hills to generate</param>
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/// <param name="scale_min">The minimum size of each hill</param>
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/// <param name="scale_range">The maximum size of each hill</param>
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/// <param name="island">Whether to bias hills towards the center of the map</param>
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/// <param name="additive">Whether to add hills together or to pick the largest value</param>
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/// <param name="noisy">Generates hill-shaped noise instead of consistent hills</param>
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public static void hillsSpheres(float[,] map,int seed, int number, double scale_min, double scale_range, bool island, bool additive, bool noisy)
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{
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Random random = new Random(seed);
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int w = map.GetLength(0);
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int h = map.GetLength(1);
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int x, y;
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int i;
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for (i = 0; i < number; i++)
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{
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double rx = Math.Min(255.0, random.NextDouble() * w);
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double ry = Math.Min(255.0, random.NextDouble() * h);
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double rand = random.NextDouble();
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if (island)
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{
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// Move everything towards the center
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rx -= w / 2;
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rx /= 2;
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rx += w / 2;
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ry -= h / 2;
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ry /= 2;
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ry += h / 2;
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}
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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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if (noisy)
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rand = random.NextDouble();
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double z = (scale_min + (scale_range * rand));
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z *= z;
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z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
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if (z < 0)
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z = 0;
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if (additive)
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{
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map[x, y] += (float)z;
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}
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else
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{
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map[x, y] = (float)Math.Max(map[x, y], z);
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}
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}
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}
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}
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}
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}
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}
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@ -1,102 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenSim.Terrain.BasicTerrain
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{
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static class Normalise
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{
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/// <summary>
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/// Converts the heightmap to values ranging from 0..1
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/// </summary>
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/// <param name="map">The heightmap to be normalised</param>
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public static void normalise(float[,] map)
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{
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double max = findMax(map);
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double min = findMin(map);
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int w = map.GetLength(0);
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int h = map.GetLength(1);
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int x, y;
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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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map[x, y] = (float)((map[x, y] - min) * (1.0 / (max - min)));
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}
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}
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}
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/// <summary>
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/// Converts the heightmap to values ranging from 0..<newmax>
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/// </summary>
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/// <param name="map">The heightmap to be normalised</param>
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/// <param name="newmax">The new maximum height value of the map</param>
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public static void normalise(float[,] map, double newmax)
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{
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double max = findMax(map);
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double min = findMin(map);
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int w = map.GetLength(0);
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int h = map.GetLength(1);
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int x, y;
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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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map[x, y] = (float)((map[x, y] - min) * (1.0 / (max - min)) * newmax);
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}
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}
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}
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/// <summary>
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/// Finds the largest value in the heightmap
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/// </summary>
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/// <param name="map">The heightmap</param>
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/// <returns>The highest value</returns>
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public static double findMax(float[,] map)
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{
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int x, y;
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int w = map.GetLength(0);
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int h = map.GetLength(1);
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double max = double.MinValue;
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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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if (map[x, y] > max)
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max = map[x, y];
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}
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}
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return max;
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}
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/// <summary>
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/// Finds the lowest value in a heightmap
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/// </summary>
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/// <param name="map">The heightmap</param>
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/// <returns>The minimum value</returns>
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public static double findMin(float[,] map)
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{
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int x, y;
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int w = map.GetLength(0);
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int h = map.GetLength(1);
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double min = double.MaxValue;
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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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if (map[x, y] < min)
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min = map[x, y];
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}
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}
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return min;
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}
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}
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}
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<WarningLevel>4</WarningLevel>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<Reference Include="libTerrain-BSD, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL" />
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<Reference Include="System" />
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<Reference Include="System" />
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<Reference Include="System.Data" />
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<Reference Include="System.Data" />
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<Reference Include="System.Xml" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Hills.cs" />
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<Compile Include="Normalise.cs" />
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<Compile Include="RaiseLower.cs" />
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<Compile Include="TerrainEngine.cs" />
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<Compile Include="TerrainEngine.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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</ItemGroup>
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@ -1,91 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace OpenSim.Terrain.BasicTerrain
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{
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static class RaiseLower
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{
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/// <summary>
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/// Raises land around the selection
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/// </summary>
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/// <param name="rx">The center the X coordinate of where you wish to raise the land</param>
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/// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
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/// <param name="size">The radius of the dimple</param>
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/// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
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public static void raise(float[,] map, double rx, double ry, double size, double amount)
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{
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raiseSphere(map, rx, ry, size, amount);
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}
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/// <summary>
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/// Raises land in a sphere around the selection
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/// </summary>
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/// <param name="rx">The center the X coordinate of where you wish to raise the land</param>
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/// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
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/// <param name="size">The radius of the sphere dimple</param>
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/// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
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public static void raiseSphere(float[,] map, double rx, double ry, double size, double amount)
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{
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int x, y;
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int w = map.GetLength(0);
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int h = map.GetLength(1);
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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 z = size;
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z *= z;
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z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
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if (z < 0)
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z = 0;
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map[x, y] += (float)(z * amount);
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}
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}
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}
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/// <summary>
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/// Lowers land in a sphere around the selection
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/// </summary>
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/// <param name="rx">The center the X coordinate of where you wish to lower the land</param>
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/// <param name="ry">The center the Y coordinate of where you wish to lower the land</param>
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/// <param name="size">The radius of the sphere dimple</param>
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/// <param name="amount">How much impact to remove from the terrain (0..2 usually)</param>
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public static void lower(float[,] map, double rx, double ry, double size, double amount)
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{
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lowerSphere(map, rx, ry, size, amount);
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}
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/// <summary>
|
|
||||||
/// Lowers land in a sphere around the selection
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="rx">The center the X coordinate of where you wish to lower the land</param>
|
|
||||||
/// <param name="ry">The center the Y coordinate of where you wish to lower the land</param>
|
|
||||||
/// <param name="size">The radius of the sphere dimple</param>
|
|
||||||
/// <param name="amount">How much impact to remove from the terrain (0..2 usually)</param>
|
|
||||||
public static void lowerSphere(float[,] map, double rx, double ry, double size, double amount)
|
|
||||||
{
|
|
||||||
int x, y;
|
|
||||||
int w = map.GetLength(0);
|
|
||||||
int h = map.GetLength(1);
|
|
||||||
|
|
||||||
for (x = 0; x < w; x++)
|
|
||||||
{
|
|
||||||
for (y = 0; y < h; y++)
|
|
||||||
{
|
|
||||||
double z = size;
|
|
||||||
z *= z;
|
|
||||||
z -= ((x - rx) * (x - rx)) + ((y - ry) * (y - ry));
|
|
||||||
|
|
||||||
if (z < 0)
|
|
||||||
z = 0;
|
|
||||||
|
|
||||||
map[x, y] -= (float)(z * amount);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,7 +1,7 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
using OpenSim.Terrain.BasicTerrain;
|
using libTerrain;
|
||||||
|
|
||||||
namespace OpenSim.Terrain
|
namespace OpenSim.Terrain
|
||||||
{
|
{
|
||||||
|
@ -10,11 +10,8 @@ namespace OpenSim.Terrain
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// A [normally] 256x256 heightmap
|
/// A [normally] 256x256 heightmap
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public float[,] map;
|
public Channel heightmap;
|
||||||
/// <summary>
|
|
||||||
/// A 256x256 heightmap storing water height values
|
|
||||||
/// </summary>
|
|
||||||
public float[,] water;
|
|
||||||
int w, h;
|
int w, h;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -24,8 +21,7 @@ namespace OpenSim.Terrain
|
||||||
{
|
{
|
||||||
w = 256;
|
w = 256;
|
||||||
h = 256;
|
h = 256;
|
||||||
map = new float[w, h];
|
heightmap = new Channel(w, h);
|
||||||
water = new float[w, h];
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -38,7 +34,21 @@ namespace OpenSim.Terrain
|
||||||
float[] heights = new float[w*h];
|
float[] heights = new float[w*h];
|
||||||
int i;
|
int i;
|
||||||
for(i=0;i<w*h;i++) {
|
for(i=0;i<w*h;i++) {
|
||||||
heights[i] = map[i / w, i % w];
|
heights[i] = (float)heightmap.map[i / w, i % w];
|
||||||
|
}
|
||||||
|
return heights;
|
||||||
|
}
|
||||||
|
|
||||||
|
public float[,] getHeights2D()
|
||||||
|
{
|
||||||
|
float[,] heights = new float[w, h];
|
||||||
|
int x, y;
|
||||||
|
for (x = 0; x < w; x++)
|
||||||
|
{
|
||||||
|
for (y = 0; y < h; y++)
|
||||||
|
{
|
||||||
|
heights[x, y] = (float)heightmap.map[x, y];
|
||||||
|
}
|
||||||
}
|
}
|
||||||
return heights;
|
return heights;
|
||||||
}
|
}
|
||||||
|
@ -52,13 +62,27 @@ namespace OpenSim.Terrain
|
||||||
int i;
|
int i;
|
||||||
for (i = 0; i < w * h; i++)
|
for (i = 0; i < w * h; i++)
|
||||||
{
|
{
|
||||||
map[i / w, i % w] = heights[i];
|
heightmap.map[i / w, i % w] = heights[i];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public float[,] setHeights2D(float[,] heights)
|
||||||
|
{
|
||||||
|
int x, y;
|
||||||
|
for (x = 0; x < w; x++)
|
||||||
|
{
|
||||||
|
for (y = 0; y < h; y++)
|
||||||
|
{
|
||||||
|
heightmap.set(x,y,(double)heights[x,y]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return heights;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Loads a file consisting of 256x256 doubles and imports it as an array into the map.
|
/// Loads a file consisting of 256x256 doubles and imports it as an array into the map.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
/// <remarks>TODO: Move this to libTerrain itself</remarks>
|
||||||
/// <param name="filename">The filename of the double array to import</param>
|
/// <param name="filename">The filename of the double array to import</param>
|
||||||
public void loadFromFileF64(string filename)
|
public void loadFromFileF64(string filename)
|
||||||
{
|
{
|
||||||
|
@ -70,21 +94,11 @@ namespace OpenSim.Terrain
|
||||||
{
|
{
|
||||||
for (y = 0; y < h; y++)
|
for (y = 0; y < h; y++)
|
||||||
{
|
{
|
||||||
map[x, y] = (float)bs.ReadDouble();
|
heightmap.map[x, y] = bs.ReadDouble();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Swaps the references between the height and water buffers to allow you to edit the water heightmap. Remember to swap back when you are done.
|
|
||||||
/// </summary>
|
|
||||||
public void swapWaterBuffer()
|
|
||||||
{
|
|
||||||
float[,] temp = map;
|
|
||||||
map = water;
|
|
||||||
water = temp;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Raises land in a sphere around the specified coordinates
|
/// Raises land in a sphere around the specified coordinates
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -94,9 +108,9 @@ namespace OpenSim.Terrain
|
||||||
/// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
|
/// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
|
||||||
public void raise(double rx, double ry, double size, double amount)
|
public void raise(double rx, double ry, double size, double amount)
|
||||||
{
|
{
|
||||||
lock (map)
|
lock (heightmap)
|
||||||
{
|
{
|
||||||
RaiseLower.raiseSphere(this.map, rx, ry, size, amount);
|
heightmap.raise(rx, ry, size, amount);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -109,9 +123,9 @@ namespace OpenSim.Terrain
|
||||||
/// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
|
/// <param name="amount">Scale the height of the sphere by this amount (recommended 0..2)</param>
|
||||||
public void lower(double rx, double ry, double size, double amount)
|
public void lower(double rx, double ry, double size, double amount)
|
||||||
{
|
{
|
||||||
lock (map)
|
lock (heightmap)
|
||||||
{
|
{
|
||||||
RaiseLower.lowerSphere(this.map, rx, ry, size, amount);
|
heightmap.lower(rx, ry, size, amount);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -120,12 +134,24 @@ namespace OpenSim.Terrain
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void hills()
|
public void hills()
|
||||||
{
|
{
|
||||||
lock (map)
|
lock (heightmap)
|
||||||
{
|
{
|
||||||
Hills.hillsSpheres(this.map, 1337, 200, 20, 40, true, true, false);
|
heightmap.hillsSpheres(200, 20, 40, true, true, false);
|
||||||
Normalise.normalise(this.map,60);
|
heightmap.normalise();
|
||||||
|
heightmap *= 60.0; // Raise to 60m
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public float this[int x, int y]
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return (float)heightmap.get(x,y);
|
||||||
|
}
|
||||||
|
set
|
||||||
|
{
|
||||||
|
heightmap.set(x,y,(double)value);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
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Binary file not shown.
|
@ -379,6 +379,7 @@
|
||||||
</Configuration>
|
</Configuration>
|
||||||
|
|
||||||
<ReferencePath>../bin/</ReferencePath>
|
<ReferencePath>../bin/</ReferencePath>
|
||||||
|
<Reference name="libTerrain-BSD.dll"/>
|
||||||
<Reference name="System"/>
|
<Reference name="System"/>
|
||||||
<Reference name="System.Data"/>
|
<Reference name="System.Data"/>
|
||||||
<Reference name="System.Xml"/>
|
<Reference name="System.Xml"/>
|
||||||
|
|
Loading…
Reference in New Issue