Each Region will now generate a texture image of their terrain and this will be used by the map. Note: Currently each region generates a new image every time they start; even if the terrain is read from the database. And also they don't update it when the terrain changes.
parent
45d407c7b5
commit
ef494fdf9c
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@ -91,6 +91,7 @@ namespace OpenSim.Framework.Types
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public double terrainMultiplier = 60.0;
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public float waterHeight = (float)20.0;
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public LLUUID terrainImageID = LLUUID.Zero; // the assetID that is the current Map image for this region
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}
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}
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@ -1,5 +1,5 @@
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Microsoft Visual Studio Solution File, Format Version 9.00
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# Visual Studio 2005
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# Visual C# Express 2005
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenGrid.Framework.Communications", "Common\OpenGrid.Framework.Communications\OpenGrid.Framework.Communications.csproj", "{683344D5-0000-0000-0000-000000000000}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenSim", "OpenSim\OpenSim\OpenSim.csproj", "{438A9556-0000-0000-0000-000000000000}"
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@ -129,7 +129,7 @@ namespace OpenSim.LocalCommunications
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map.X = (ushort)regInfo.RegionLocX;
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map.Y = (ushort)regInfo.RegionLocY;
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map.WaterHeight =(byte) regInfo.estateSettings.waterHeight;
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map.MapImageId = new LLUUID("00000000-0000-0000-9999-000000000007");
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map.MapImageId = regInfo.estateSettings.terrainImageID; //new LLUUID("00000000-0000-0000-9999-000000000007");
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map.Agents = 1;
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map.RegionFlags = 72458694;
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map.Access = 13;
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@ -2,7 +2,7 @@
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ReferencePath>C:\Documents and Settings\Stefan\My Documents\source\opensim\branches\Sugilite\bin\</ReferencePath>
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<ReferencePath>C:\New Folder\second-life-viewer\opensim-dailys2\opensim15-06\Sugilite\bin\</ReferencePath>
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<LastOpenVersion>8.0.50727</LastOpenVersion>
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<ProjectView>ProjectFiles</ProjectView>
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<ProjectTrust>0</ProjectTrust>
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@ -60,7 +60,7 @@ namespace OpenSim.Region.Scenes
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}
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}
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this.CheckBorderCrossing();
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this.CheckForBorderCrossing();
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}
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}
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@ -156,7 +156,7 @@ namespace OpenSim.Region.Scenes
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/// <summary>
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///
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/// </summary>
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protected void CheckBorderCrossing()
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protected void CheckForBorderCrossing()
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{
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LLVector3 pos2 = this.Pos;
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LLVector3 vel = this.Velocity;
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@ -228,24 +228,6 @@ namespace OpenSim.Region.Scenes
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="pack"></param>
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public void HandleAgentUpdate(Packet pack)
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{
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this.HandleUpdate((AgentUpdatePacket)pack);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="pack"></param>
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public void HandleUpdate(AgentUpdatePacket pack)
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{
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}
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/// <summary>
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///
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/// </summary>
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@ -424,6 +424,17 @@ namespace OpenSim.Region.Scenes
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{
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this.Terrain.setHeights1D(map);
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}
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//create a texture asset of the terrain
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byte[] data =this.Terrain.exportJpegImage("defaultstripe.png");
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this.m_regInfo.estateSettings.terrainImageID= LLUUID.Random();
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AssetBase asset = new AssetBase();
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asset.FullID = this.m_regInfo.estateSettings.terrainImageID;
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asset.Data = data;
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asset.Name = "terrainImage";
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asset.Type = 0;
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this.assetCache.AddAsset(asset);
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}
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catch (Exception e)
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{
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@ -365,22 +365,22 @@ namespace OpenSim
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public void SendLocalTeleport(LLVector3 position, LLVector3 lookAt, uint flags)
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{
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TeleportLocalPacket tpLocal2 = new TeleportLocalPacket();
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tpLocal2.Info.AgentID = this.AgentID;
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tpLocal2.Info.TeleportFlags = flags;
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tpLocal2.Info.LocationID = 2;
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tpLocal2.Info.LookAt = lookAt;
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tpLocal2.Info.Position = position;
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OutPacket(tpLocal2);
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TeleportLocalPacket tpLocal = new TeleportLocalPacket();
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tpLocal.Info.AgentID = this.AgentID;
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tpLocal.Info.TeleportFlags = flags;
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tpLocal.Info.LocationID = 2;
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tpLocal.Info.LookAt = lookAt;
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tpLocal.Info.Position = position;
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OutPacket(tpLocal);
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}
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public void SendRegionTeleport(ulong regionHandle, byte simAccess, string ipAddress, ushort ipPort, uint locationID, uint flags)
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{
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TeleportFinishPacket Teleport = new TeleportFinishPacket();
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Teleport.Info.AgentID = this.AgentID;
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Teleport.Info.RegionHandle = regionHandle;
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Teleport.Info.SimAccess = simAccess;
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Teleport.Info.SeedCapability = new byte[0];
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TeleportFinishPacket teleport = new TeleportFinishPacket();
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teleport.Info.AgentID = this.AgentID;
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teleport.Info.RegionHandle = regionHandle;
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teleport.Info.SimAccess = simAccess;
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teleport.Info.SeedCapability = new byte[0];
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System.Net.IPAddress oIP = System.Net.IPAddress.Parse(ipAddress);
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byte[] byteIP = oIP.GetAddressBytes();
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ip += (uint)byteIP[1] << 8;
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ip += (uint)byteIP[0];
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Teleport.Info.SimIP = ip;
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Teleport.Info.SimPort = ipPort;
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Teleport.Info.LocationID = 4;
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Teleport.Info.TeleportFlags = 1 << 4;
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OutPacket(Teleport);
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teleport.Info.SimIP = ip;
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teleport.Info.SimPort = ipPort;
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teleport.Info.LocationID = 4;
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teleport.Info.TeleportFlags = 1 << 4;
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OutPacket(teleport);
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}
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/// <summary>
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@ -190,9 +190,7 @@ namespace OpenSim
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mbReply.Data[iii].Y = System.Convert.ToUInt16(mp["y"]);
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}
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this.OutPacket(mbReply);
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* */
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*/
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}
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@ -399,7 +399,6 @@ namespace OpenSim
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{
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OnRequestMapBlocks(this, MapRequest.PositionData.MinX, MapRequest.PositionData.MinY, MapRequest.PositionData.MaxX, MapRequest.PositionData.MaxY);
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}
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//this.RequestMapBlocks(MapRequest.PositionData.MinX, MapRequest.PositionData.MinY, MapRequest.PositionData.MaxX, MapRequest.PositionData.MaxY);
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break;
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case PacketType.TeleportLandmarkRequest:
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TeleportLandmarkRequestPacket tpReq = (TeleportLandmarkRequestPacket)Pack;
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break;
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case PacketType.TeleportLocationRequest:
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TeleportLocationRequestPacket tpLocReq = (TeleportLocationRequestPacket)Pack;
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// Console.WriteLine(tpLocReq.ToString());
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// Console.WriteLine(tpLocReq.ToString());
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if (OnTeleportLocationRequest != null)
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{
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TeleportCancelPacket tpCancel = new TeleportCancelPacket();
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tpCancel.Info.SessionID = tpLocReq.AgentData.SessionID;
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tpCancel.Info.AgentID = tpLocReq.AgentData.AgentID;
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OutPacket(tpCancel);
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}
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/* if (m_regionData.RegionHandle != tpLocReq.Info.RegionHandle)
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{
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// m_gridServer.getRegion(tpLocReq.Info.RegionHandle);
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Console.WriteLine("Inter-sim teleport not yet implemented");
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TeleportCancelPacket tpCancel = new TeleportCancelPacket();
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tpCancel.Info.SessionID = tpLocReq.AgentData.SessionID;
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tpCancel.Info.AgentID = tpLocReq.AgentData.AgentID;
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OutPacket(tpCancel);
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}
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else
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{
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Console.WriteLine("Local teleport");
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TeleportLocalPacket tpLocal2 = new TeleportLocalPacket();
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tpLocal2.Info.AgentID = tpLocReq.AgentData.AgentID;
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tpLocal2.Info.TeleportFlags = tpStart.Info.TeleportFlags;
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tpLocal2.Info.LocationID = 2;
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tpLocal2.Info.LookAt = tpLocReq.Info.LookAt;
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tpLocal2.Info.Position = tpLocReq.Info.Position;
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OutPacket(tpLocal2);
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}*/
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break;
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#endregion
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@ -75,7 +75,6 @@ namespace OpenSim
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protected IWorld m_world;
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private Dictionary<uint, ClientView> m_clientThreads;
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private AssetCache m_assetCache;
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//private IGridServer m_gridServer;
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private InventoryCache m_inventoryCache;
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private int cachedtextureserial = 0;
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private RegionInfo m_regionData;
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cirpack = initialcirpack;
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userEP = remoteEP;
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//this.m_child = m_authenticateSessionsHandler.GetAgentChildStatus(initialcirpack.CircuitCode.Code);
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this.startpos = m_authenticateSessionsHandler.GetPosition(initialcirpack.CircuitCode.Code);
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PacketQueue = new BlockingQueue<QueItem>();
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@ -62,6 +62,10 @@
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<HintPath>..\..\bin\libTerrain-BSD.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="openjpegnet.dll" >
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<HintPath>..\..\bin\openjpegnet.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="System" >
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<HintPath>System.dll</HintPath>
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<Private>False</Private>
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@ -20,6 +20,7 @@
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<include name="${project::get-base-directory()}/${build.dir}" />
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</lib>
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<include name="../../bin/libTerrain-BSD.dll" />
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<include name="../../bin/openjpegnet.dll" />
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<include name="System.dll" />
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<include name="System.Data.dll" />
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<include name="System.Drawing.dll" />
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@ -30,6 +30,7 @@ using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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using libTerrain;
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using OpenJPEGNet;
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namespace OpenSim.Terrain
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{
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Console.WriteLine("Failed generating terrain map: " + e.ToString());
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}
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}
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/// <summary>
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/// Exports the current heightmap in Jpeg2000 format to a byte[]
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/// </summary>
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/// <param name="gradientmap">A 1x*height* image which contains the colour gradient to export with. Must be at least 1x2 pixels, 1x256 or more is ideal.</param>
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public byte[] exportJpegImage(string gradientmap)
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{
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byte[] imageData = null;
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try
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{
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Bitmap gradientmapLd = new Bitmap(gradientmap);
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int pallete = gradientmapLd.Height;
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Bitmap bmp = new Bitmap(heightmap.w, heightmap.h);
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Color[] colours = new Color[pallete];
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for (int i = 0; i < pallete; i++)
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{
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colours[i] = gradientmapLd.GetPixel(0, i);
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}
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Channel copy = heightmap.copy();
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for (int x = 0; x < copy.w; x++)
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{
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for (int y = 0; y < copy.h; y++)
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{
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// 512 is the largest possible height before colours clamp
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int colorindex = (int)(Math.Max(Math.Min(1.0, copy.get(copy.w -x, copy.h - y) / 512.0), 0.0) * pallete);
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bmp.SetPixel(x, y, colours[colorindex]);
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}
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}
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//bmp.Save(filename, System.Drawing.Imaging.ImageFormat.Png);
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imageData = OpenJPEGNet.OpenJPEG.EncodeFromImage(bmp, "map");
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}
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catch (Exception e)
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{
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Console.WriteLine("Failed generating terrain map: " + e.ToString());
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}
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return imageData;
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}
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}
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}
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@ -429,6 +429,7 @@
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<Reference name="System.Data"/>
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<Reference name="System.Xml"/>
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<Reference name="libTerrain-BSD.dll"/>
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<Reference name="openjpegnet.dll" />
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<Files>
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<Match pattern="*.cs" recurse="true"/>
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Loading…
Reference in New Issue