**BREAKING CHANGE** Changing the way terrain is stored and used internally.
parent
df4df07c39
commit
fb0dffbf13
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@ -0,0 +1,5 @@
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..\..\bin\OpenSim.Config.SimConfigDb4o.dll
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..\..\bin\OpenSim.Config.SimConfigDb4o.pdb
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obj\Debug\ResolveAssemblyReference.cache
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obj\Debug\OpenSim.Config.SimConfigDb4o.dll
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obj\Debug\OpenSim.Config.SimConfigDb4o.pdb
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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 RemovePrim(LLUUID primID);
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void LoadPrimitives(ILocalStorageReceiver receiver);
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float[] LoadWorld();
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void SaveMap(float[] heightmap);
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float[,] LoadWorld();
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void SaveMap(float[,] heightmap);
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void ShutDown();
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}
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@ -49,7 +49,7 @@ namespace OpenSim.Physics.Manager
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public abstract void GetResults();
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public abstract void SetTerrain(float[] heightMap);
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public abstract void SetTerrain(float[,] heightMap);
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public abstract void DeleteTerrain();
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@ -87,7 +87,7 @@ namespace OpenSim.Physics.Manager
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("NullPhysicsScene : GetResults()");
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}
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public override void SetTerrain(float[] heightMap)
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public override void SetTerrain(float[,] heightMap)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
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}
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@ -173,7 +173,7 @@ namespace OpenSim.Physics.OdePlugin
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}
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}
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public override void SetTerrain(float[] heightMap)
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public override void SetTerrain(float[,] heightMap)
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{
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for (int i = 0; i < 65536; i++)
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{
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@ -173,7 +173,7 @@ namespace OpenSim.Physics.PhysXPlugin
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}
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}
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public override void SetTerrain(float[] heightMap)
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public override void SetTerrain(float[,] heightMap)
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{
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if (this._heightMap != null)
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{
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@ -1,4 +1,4 @@
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ProjectType>Local</ProjectType>
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<ProductVersion>8.0.50727</ProductVersion>
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@ -6,7 +6,8 @@
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<ProjectGuid>{632E1BFD-0000-0000-0000-000000000000}</ProjectGuid>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ApplicationIcon></ApplicationIcon>
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<ApplicationIcon>
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</ApplicationIcon>
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<AssemblyKeyContainerName>
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</AssemblyKeyContainerName>
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<AssemblyName>OpenSim.RegionServer</AssemblyName>
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@ -15,9 +16,11 @@
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<DefaultTargetSchema>IE50</DefaultTargetSchema>
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<DelaySign>false</DelaySign>
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<OutputType>Library</OutputType>
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<AppDesignerFolder></AppDesignerFolder>
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<AppDesignerFolder>
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</AppDesignerFolder>
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<RootNamespace>OpenSim.RegionServer</RootNamespace>
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<StartupObject></StartupObject>
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<StartupObject>
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</StartupObject>
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<FileUpgradeFlags>
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</FileUpgradeFlags>
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</PropertyGroup>
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@ -28,7 +31,8 @@
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<ConfigurationOverrideFile>
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</ConfigurationOverrideFile>
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<DefineConstants>TRACE;DEBUG</DefineConstants>
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<DocumentationFile></DocumentationFile>
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<DocumentationFile>
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</DocumentationFile>
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<DebugSymbols>True</DebugSymbols>
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<FileAlignment>4096</FileAlignment>
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<Optimize>False</Optimize>
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@ -37,7 +41,8 @@
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<RemoveIntegerChecks>False</RemoveIntegerChecks>
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<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
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<WarningLevel>4</WarningLevel>
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<NoWarn></NoWarn>
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<NoWarn>
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</NoWarn>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
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@ -46,7 +51,8 @@
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<ConfigurationOverrideFile>
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</ConfigurationOverrideFile>
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<DefineConstants>TRACE</DefineConstants>
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<DocumentationFile></DocumentationFile>
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<DocumentationFile>
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</DocumentationFile>
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<DebugSymbols>False</DebugSymbols>
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<FileAlignment>4096</FileAlignment>
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<Optimize>True</Optimize>
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@ -55,26 +61,27 @@
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<RemoveIntegerChecks>False</RemoveIntegerChecks>
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<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
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<WarningLevel>4</WarningLevel>
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<NoWarn></NoWarn>
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<NoWarn>
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</NoWarn>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" >
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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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</Reference>
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<Reference Include="System.Xml" >
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<Reference Include="System.Xml">
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<HintPath>System.Xml.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="libsecondlife.dll" >
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<Reference Include="libsecondlife.dll">
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<HintPath>..\bin\libsecondlife.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Axiom.MathLib.dll" >
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<Reference Include="Axiom.MathLib.dll">
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<HintPath>..\bin\Axiom.MathLib.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Db4objects.Db4o.dll" >
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<Reference Include="Db4objects.Db4o.dll">
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<HintPath>..\bin\Db4objects.Db4o.dll</HintPath>
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<Private>False</Private>
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</Reference>
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@ -84,31 +91,35 @@
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<Name>OpenSim.Framework</Name>
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<Project>{8ACA2445-0000-0000-0000-000000000000}</Project>
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<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
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<Private>False</Private>
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<Private>False</Private>
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</ProjectReference>
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<ProjectReference Include="..\OpenSim.Framework.Console\OpenSim.Framework.Console.csproj">
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<Name>OpenSim.Framework.Console</Name>
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<Project>{A7CD0630-0000-0000-0000-000000000000}</Project>
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||||
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
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<Private>False</Private>
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<Private>False</Private>
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</ProjectReference>
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<ProjectReference Include="..\OpenSim.GenericConfig\Xml\OpenSim.GenericConfig.Xml.csproj">
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<Name>OpenSim.GenericConfig.Xml</Name>
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<Project>{E88EF749-0000-0000-0000-000000000000}</Project>
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<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
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<Private>False</Private>
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<Private>False</Private>
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</ProjectReference>
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<ProjectReference Include="..\OpenSim.Physics\Manager\OpenSim.Physics.Manager.csproj">
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<Name>OpenSim.Physics.Manager</Name>
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<Project>{8BE16150-0000-0000-0000-000000000000}</Project>
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<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
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<Private>False</Private>
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<Private>False</Private>
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</ProjectReference>
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<ProjectReference Include="..\OpenSim.Terrain.BasicTerrain\OpenSim.Terrain.BasicTerrain.csproj">
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<Project>{FFD5951C-4002-4ACA-9ADF-68852357B94A}</Project>
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<Name>OpenSim.Terrain.BasicTerrain</Name>
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</ProjectReference>
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<ProjectReference Include="..\Servers\OpenSim.Servers.csproj">
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<Name>OpenSim.Servers</Name>
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<Project>{8BB20F0A-0000-0000-0000-000000000000}</Project>
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<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
|
||||
<Private>False</Private>
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||||
<Private>False</Private>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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@ -156,7 +156,7 @@ namespace OpenSim
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m_console.WriteLine("Main.cs:Startup() - Starting up messaging system");
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LocalWorld.PhysScene = this.physManager.GetPhysicsScene(this.m_physicsEngine); //should be reading from the config file what physics engine to use
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LocalWorld.PhysScene.SetTerrain(LocalWorld.LandMap);
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LocalWorld.PhysScene.SetTerrain(LocalWorld.Terrain.map);
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//should be passing a IGenericConfig object to these so they can read the config data they want from it
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GridServers.AssetServer.SetServerInfo(regionData.AssetURL, regionData.AssetSendKey);
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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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ControllingClient = TheClient;
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localid = 8880000 + (this.m_world._localNumber++);
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Pos = new LLVector3(100.0f, 100.0f, m_world.LandMap[(int)Pos.Y * 256 + (int)Pos.X] + 1);
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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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visualParams = new byte[218];
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for (int i = 0; i < 218; i++)
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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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{
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Pos = new LLVector3(100.0f, 100.0f, this.m_world.LandMap[(int)Pos.Y * 256 + (int)Pos.X] + 50);
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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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}
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}
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@ -14,6 +14,7 @@ using OpenSim.Assets;
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using OpenSim.world.scripting;
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using OpenSim.RegionServer.world.scripting;
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using OpenSim.RegionServer.world.scripting.Scripts;
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using OpenSim.Terrain;
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namespace OpenSim.world
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{
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@ -23,8 +24,9 @@ namespace OpenSim.world
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public Dictionary<libsecondlife.LLUUID, Entity> Entities;
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public Dictionary<libsecondlife.LLUUID, Avatar> Avatars;
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public Dictionary<libsecondlife.LLUUID, Primitive> Prims;
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public float[] LandMap;
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// public float[] LandMap;
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public ScriptEngine Scripts;
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public TerrainEngine Terrain; //TODO: Replace TerrainManager with this.
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public uint _localNumber = 0;
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private PhysicsScene phyScene;
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private float timeStep = 0.1f;
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public void RegenerateTerrain()
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{
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HeightmapGenHills hills = new HeightmapGenHills();
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this.LandMap = hills.GenerateHeightmap(200, 4.0f, 80.0f, false);
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Terrain.hills();
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lock (this.LockPhysicsEngine)
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{
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this.phyScene.SetTerrain(this.LandMap);
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this.phyScene.SetTerrain(Terrain.map);
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}
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this.localStorage.SaveMap(this.LandMap);
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this.localStorage.SaveMap(this.Terrain.map);
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foreach (SimClient client in m_clientThreads.Values)
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{
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}
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}
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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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this.LandMap = newMap;
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this.Terrain.map = newMap;
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lock (this.LockPhysicsEngine)
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{
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this.phyScene.SetTerrain(this.LandMap);
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this.phyScene.SetTerrain(this.Terrain.map);
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}
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this.localStorage.SaveMap(this.LandMap);
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this.localStorage.SaveMap(this.Terrain.map);
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foreach (SimClient client in m_clientThreads.Values)
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{
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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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this.phyScene.SetTerrain(this.Terrain.map);
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}
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this.localStorage.SaveMap(this.LandMap);
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this.localStorage.SaveMap(this.Terrain.map);
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foreach (SimClient client in m_clientThreads.Values)
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{
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public void LoadWorldMap()
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{
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LandMap = this.localStorage.LoadWorld();
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Terrain.map = this.localStorage.LoadWorld();
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}
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public void LoadPrimsFromStorage()
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patches[2] = x + 2 + y * 16;
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patches[3] = x + 3 + y * 16;
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Packet layerpack = TerrainManager.CreateLandPacket(LandMap, patches);
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Packet layerpack = TerrainManager.CreateLandPacket(Terrain.map, patches);
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RemoteClient.OutPacket(layerpack);
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}
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}
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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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Packet layerpack = TerrainManager.CreateLandPacket(Terrain.map, patches);
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RemoteClient.OutPacket(layerpack);
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}
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// raise terrain
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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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lock (LandMap)
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{
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LandMap[(mody * 256) + modx - 1] += 0.05f;
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LandMap[(mody * 256) + modx] += 0.1f;
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LandMap[(mody * 256) + modx + 1] += 0.05f;
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LandMap[((mody + 1) * 256) + modx] += 0.05f;
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LandMap[((mody - 1) * 256) + modx] += 0.05f;
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}
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RegenerateTerrain(true, modx, mody);
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Terrain.raise(modify.ParcelData[0].North, modify.ParcelData[0].West, 10.0, 0.1);
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RegenerateTerrain(true, (int)modify.ParcelData[0].North, (int)modify.ParcelData[0].West);
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}
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break;
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case 2:
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//lower terrain
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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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lock (LandMap)
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{
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LandMap[(mody * 256) + modx - 1] -= 0.05f;
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LandMap[(mody * 256) + modx] -= 0.1f;
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LandMap[(mody * 256) + modx + 1] -= 0.05f;
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LandMap[((mody + 1) * 256) + modx] -= 0.05f;
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LandMap[((mody - 1) * 256) + modx] -= 0.05f;
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}
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RegenerateTerrain(true, modx, mody);
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Terrain.lower(modify.ParcelData[0].North, modify.ParcelData[0].West, 10.0, 0.1);
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RegenerateTerrain(true, (int)modify.ParcelData[0].North, (int)modify.ParcelData[0].West);
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}
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break;
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}
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@ -0,0 +1,72 @@
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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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@ -33,7 +33,9 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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||||
<ItemGroup>
|
||||
<Compile Include="TerrainManager.cs" />
|
||||
<Compile Include="Hills.cs" />
|
||||
<Compile Include="RaiseLower.cs" />
|
||||
<Compile Include="TerrainEngine.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
|
|
|
@ -0,0 +1,91 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenSim.Terrain.BasicTerrain
|
||||
{
|
||||
static class RaiseLower
|
||||
{
|
||||
/// <summary>
|
||||
/// Raises land around the selection
|
||||
/// </summary>
|
||||
/// <param name="rx">The center the X coordinate of where you wish to raise the land</param>
|
||||
/// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
|
||||
/// <param name="size">The radius of the dimple</param>
|
||||
/// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
|
||||
public static void raise(float[,] map, double rx, double ry, double size, double amount)
|
||||
{
|
||||
raiseSphere(map, rx, ry, size, amount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raises land in a sphere around the selection
|
||||
/// </summary>
|
||||
/// <param name="rx">The center the X coordinate of where you wish to raise the land</param>
|
||||
/// <param name="ry">The center the Y coordinate of where you wish to raise the land</param>
|
||||
/// <param name="size">The radius of the sphere dimple</param>
|
||||
/// <param name="amount">How much impact to add to the terrain (0..2 usually)</param>
|
||||
public static void raiseSphere(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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <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 lower(float[,] map, double rx, double ry, double size, double amount)
|
||||
{
|
||||
lowerSphere(map, rx, ry, size, amount);
|
||||
}
|
||||
|
||||
/// <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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,64 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using OpenSim.Terrain.BasicTerrain;
|
||||
|
||||
namespace OpenSim.Terrain
|
||||
{
|
||||
public class TerrainEngine
|
||||
{
|
||||
public float[,] map;
|
||||
public float[,] water;
|
||||
int w, h;
|
||||
|
||||
public TerrainEngine()
|
||||
{
|
||||
w = 256;
|
||||
h = 256;
|
||||
map = new float[w, h];
|
||||
water = new float[w, h];
|
||||
|
||||
}
|
||||
|
||||
/// <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>
|
||||
/// Raises land in a sphere around the specified coordinates
|
||||
/// </summary>
|
||||
/// <param name="rx">Center of the sphere on the X axis</param>
|
||||
/// <param name="ry">Center of the sphere on the Y axis</param>
|
||||
/// <param name="size">The radius of the sphere</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)
|
||||
{
|
||||
lock (map)
|
||||
{
|
||||
RaiseLower.raiseSphere(this.map, rx, ry, size, amount);
|
||||
}
|
||||
}
|
||||
public void lower(double rx, double ry, double size, double amount)
|
||||
{
|
||||
lock (map)
|
||||
{
|
||||
RaiseLower.lowerSphere(this.map, rx, ry, size, amount);
|
||||
}
|
||||
}
|
||||
|
||||
public void hills()
|
||||
{
|
||||
lock (map)
|
||||
{
|
||||
Hills.hillsSpheres(this.map, 1337, 200, 20, 40, true, true, false);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenSim.Terrain
|
||||
{
|
||||
public class TerrainManager
|
||||
{
|
||||
|
||||
}
|
||||
}
|
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@ -0,0 +1,5 @@
|
|||
bin\Debug\OpenSim.Terrain.BasicTerrain.dll
|
||||
bin\Debug\OpenSim.Terrain.BasicTerrain.pdb
|
||||
obj\Debug\ResolveAssemblyReference.cache
|
||||
obj\Debug\OpenSim.Terrain.BasicTerrain.dll
|
||||
obj\Debug\OpenSim.Terrain.BasicTerrain.pdb
|
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Loading…
Reference in New Issue