Part 1/2: Comments (other part will come later)
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@ -11,6 +11,11 @@ namespace OpenSim.Terrain
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/// A [normally] 256x256 heightmap
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/// </summary>
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public Channel heightmap;
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/// <summary>
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/// Whether or not the terrain has been modified since it was last saved and sent to the Physics engine.
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/// Counts the number of modifications since the last save. (0 = Untainted)
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/// </summary>
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public int tainted;
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int w, h;
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@ -44,6 +49,10 @@ namespace OpenSim.Terrain
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return heights;
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}
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/// <summary>
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/// Converts the heightmap to a 256x256 value 2D floating point array.
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/// </summary>
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/// <returns>An array of 256,256 values containing the heightmap</returns>
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public float[,] getHeights2D()
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{
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float[,] heights = new float[w, h];
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@ -73,6 +82,10 @@ namespace OpenSim.Terrain
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tainted++;
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}
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/// <summary>
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/// Loads a 2D array of values into the heightmap
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/// </summary>
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/// <param name="heights">An array of 256,256 float values</param>
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public void setHeights2D(float[,] heights)
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{
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int x, y;
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@ -86,6 +99,11 @@ namespace OpenSim.Terrain
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tainted++;
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}
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/// <summary>
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/// Renormalises the array between min and max
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/// </summary>
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/// <param name="min">Minimum value of the new array</param>
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/// <param name="max">Maximum value of the new array</param>
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public void setRange(float min, float max)
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{
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heightmap.normalise((double)min, (double)max);
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