Some very basic terraforming, can raise and lower the terrain, but currently only a very basic brush algorithm (and can't change the brushes size)
parent
ef4cae5587
commit
bcae0bce85
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@ -424,6 +424,38 @@ namespace OpenSim
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//OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Received DeRezObject packet");
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m_world.DeRezObject((DeRezObjectPacket)Pack, this);
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break;
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case PacketType.ModifyLand:
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ModifyLandPacket modify = (ModifyLandPacket)Pack;
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switch (modify.ModifyBlock.Action)
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{
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case 1:
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if (modify.ParcelData.Length > 0)
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{
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int mody = (int) modify.ParcelData[0].North;
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int modx = (int) modify.ParcelData[0].West;
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this.m_world.LandMap[(mody * 256) + modx -1 ] += 0.1f;
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this.m_world.LandMap[(mody * 256) + modx] += 0.2f;
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this.m_world.LandMap[(mody * 256) + modx + 1] += 0.1f;
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this.m_world.LandMap[((mody+1) * 256) + modx] += 0.1f;
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this.m_world.LandMap[((mody -1) * 256) + modx] += 0.1f;
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m_world.RegenerateTerrain(true, modx, mody);
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}
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break;
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case 2:
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if (modify.ParcelData.Length > 0)
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{
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int mody = (int)modify.ParcelData[0].North;
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int modx = (int)modify.ParcelData[0].West;
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this.m_world.LandMap[(mody * 256) + modx - 1] -= 0.1f;
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this.m_world.LandMap[(mody * 256) + modx] -= 0.2f;
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this.m_world.LandMap[(mody * 256) + modx + 1] -= 0.1f;
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this.m_world.LandMap[((mody + 1) * 256) + modx] -= 0.1f;
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this.m_world.LandMap[((mody - 1) * 256) + modx] -= 0.1f;
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m_world.RegenerateTerrain(true, modx, mody);
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}
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break;
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}
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break;
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}
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}
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@ -506,7 +506,7 @@ namespace OpenSim.world
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handshake.RegionInfo.TerrainStartHeight11 = 10;
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handshake.RegionInfo.SimAccess = 13;
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handshake.RegionInfo.WaterHeight = 20;
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handshake.RegionInfo.RegionFlags = 72458694;
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handshake.RegionInfo.RegionFlags = 72458694 -32;
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handshake.RegionInfo.SimName = _enc.GetBytes(m_regionName + "\0");
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handshake.RegionInfo.SimOwner = new LLUUID("00000000-0000-0000-0000-000000000000");
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handshake.RegionInfo.TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975");
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@ -295,7 +295,9 @@ namespace OpenSim.world
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objupdate.ObjectData[0].PSBlock = new byte[0];
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objupdate.ObjectData[0].ExtraParams = new byte[1];
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objupdate.ObjectData[0].MediaURL = new byte[0];
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objupdate.ObjectData[0].NameValue = new byte[0];
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objupdate.ObjectData[0].NameValue = new byte[2];
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objupdate.ObjectData[0].NameValue[0] = (byte)'t';
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objupdate.ObjectData[0].NameValue[1] = (byte)'o';
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objupdate.ObjectData[0].Text = new byte[0];
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objupdate.ObjectData[0].TextColor = new byte[4];
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objupdate.ObjectData[0].JointAxisOrAnchor = new LLVector3(0, 0, 0);
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@ -165,6 +165,23 @@ namespace OpenSim.world
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}
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}
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public void RegenerateTerrain(bool changes, int pointx, int pointy)
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{
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if (changes)
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{
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lock (this.LockPhysicsEngine)
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{
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this.phyScene.SetTerrain(this.LandMap);
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}
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m_cfg.SaveMap(this.LandMap);
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foreach (SimClient client in m_clientThreads.Values)
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{
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this.SendLayerData(pointx , pointy , client);
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}
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}
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}
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public void LoadPrimsFromStorage()
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs: LoadPrimsFromStorage() - Loading primitives");
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@ -188,7 +205,8 @@ namespace OpenSim.world
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this.localStorage.ShutDown();
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}
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public void SendLayerData(SimClient RemoteClient) {
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public void SendLayerData(SimClient RemoteClient)
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{
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int[] patches = new int[4];
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for (int y = 0; y < 16; y++)
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@ -206,6 +224,26 @@ namespace OpenSim.world
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}
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}
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public void SendLayerData(int px, int py, SimClient RemoteClient)
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{
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int[] patches = new int[1];
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int patchx, patchy;
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patchx = px / 16;
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/* if (patchx > 12)
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{
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patchx = 12;
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}*/
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patchy = py / 16;
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patches[0] = patchx + 0 + patchy * 16;
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//patches[1] = patchx + 1 + patchy * 16;
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//patches[2] = patchx + 2 + patchy * 16;
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//patches[3] = patchx + 3 + patchy * 16;
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Packet layerpack = TerrainManager.CreateLandPacket(LandMap, patches);
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RemoteClient.OutPacket(layerpack);
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}
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public void GetInitialPrims(SimClient RemoteClient)
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{
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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@ -293,7 +331,8 @@ namespace OpenSim.world
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}
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public bool Backup() {
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public bool Backup()
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("World.cs: Backup() - Backing up Primitives");
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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