* Added support for SL-style RAW export similar to the official simulators operation (low resolution)
parent
686f6a8331
commit
c25a2fea59
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@ -291,6 +291,10 @@ namespace OpenSim.Region.Terrain
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heightmap.saveImage(args[2]);
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break;
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case "raw":
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writeToFileRAW(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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@ -526,6 +530,70 @@ namespace OpenSim.Region.Terrain
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s.Close();
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}
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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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/// </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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{
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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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int x, y;
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// Used for the 'green' channel.
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byte avgMultiplier = (byte)heightmap.avg();
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byte backupMultiplier = (byte)revertmap.avg();
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// Limit the multiplier so it can represent points >64m.
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if (avgMultiplier > 196)
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avgMultiplier = 196;
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if(backupMultiplier > 196)
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backupMultiplier = 196;
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// Make sure it's at least one to prevent a div by zero
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if (avgMultiplier < 1)
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avgMultiplier = 1;
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if(backupMultiplier < 1)
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backupMultiplier = 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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byte red = (byte)(heightmap.get(x, y) / ((double)avgMultiplier / 128.0));
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byte green = avgMultiplier;
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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 = (byte)(revertmap.get(x, y) / ((double)backupMultiplier / 128.0));
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byte alpha10 = backupMultiplier;
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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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