465 lines
19 KiB
C#
465 lines
19 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using OpenMetaverse;
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using log4net;
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namespace OpenSim.Framework
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{
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public abstract class TerrainData
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{
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// Terrain always is a square
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public int SizeX { get; protected set; }
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public int SizeY { get; protected set; }
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public int SizeZ { get; protected set; }
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// A height used when the user doesn't specify anything
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public const float DefaultTerrainHeight = 21f;
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public abstract float this[int x, int y] { get; set; }
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// Someday terrain will have caves
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public abstract float this[int x, int y, int z] { get; set; }
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public abstract bool IsTaintedAt(int xx, int yy);
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public abstract bool IsTaintedAt(int xx, int yy, bool clearOnTest);
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public abstract void TaintAllTerrain();
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public abstract void ClearTaint();
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public abstract void ClearLand();
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public abstract void ClearLand(float height);
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// Return a representation of this terrain for storing as a blob in the database.
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// Returns 'true' to say blob was stored in the 'out' locations.
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public abstract bool GetDatabaseBlob(out int DBFormatRevisionCode, out Array blob);
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// Given a revision code and a blob from the database, create and return the right type of TerrainData.
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// The sizes passed are the expected size of the region. The database info will be used to
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// initialize the heightmap of that sized region with as much data is in the blob.
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// Return created TerrainData or 'null' if unsuccessful.
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public static TerrainData CreateFromDatabaseBlobFactory(int pSizeX, int pSizeY, int pSizeZ, int pFormatCode, byte[] pBlob)
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{
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// For the moment, there is only one implementation class
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return new HeightmapTerrainData(pSizeX, pSizeY, pSizeZ, pFormatCode, pBlob);
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}
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// return a special compressed representation of the heightmap in shorts
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public abstract short[] GetCompressedMap();
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public abstract float CompressionFactor { get; }
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public abstract float[] GetFloatsSerialized();
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public abstract double[,] GetDoubles();
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public abstract TerrainData Clone();
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}
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// The terrain is stored in the database as a blob with a 'revision' field.
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// Some implementations of terrain storage would fill the revision field with
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// the time the terrain was stored. When real revisions were added and this
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// feature removed, that left some old entries with the time in the revision
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// field.
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// Thus, if revision is greater than 'RevisionHigh' then terrain db entry is
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// left over and it is presumed to be 'Legacy256'.
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// Numbers are arbitrary and are chosen to to reduce possible mis-interpretation.
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// If a revision does not match any of these, it is assumed to be Legacy256.
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public enum DBTerrainRevision
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{
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// Terrain is 'double[256,256]'
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Legacy256 = 11,
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// Terrain is 'int32, int32, float[,]' where the ints are X and Y dimensions
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// The dimensions are presumed to be multiples of 16 and, more likely, multiples of 256.
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Variable2D = 22,
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// Terrain is 'int32, int32, int32, int16[]' where the ints are X and Y dimensions
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// and third int is the 'compression factor'. The heights are compressed as
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// "short compressedHeight = (short)(height * compressionFactor);"
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// The dimensions are presumed to be multiples of 16 and, more likely, multiples of 256.
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Compressed2D = 27,
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// A revision that is not listed above or any revision greater than this value is 'Legacy256'.
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RevisionHigh = 1234
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}
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// Version of terrain that is a heightmap.
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// This should really be 'LLOptimizedHeightmapTerrainData' as it includes knowledge
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// of 'patches' which are 16x16 terrain areas which can be sent separately to the viewer.
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// The heighmap is kept as an array of short integers. The integer values are converted to
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// and from floats by TerrainCompressionFactor. Shorts are used to limit storage used.
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public class HeightmapTerrainData : TerrainData
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static string LogHeader = "[HEIGHTMAP TERRAIN DATA]";
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// TerrainData.this[x, y]
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public override float this[int x, int y]
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{
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get { return FromCompressedHeight(m_heightmap[x, y]); }
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set {
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short newVal = ToCompressedHeight(value);
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if (m_heightmap[x, y] != newVal)
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{
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m_heightmap[x, y] = newVal;
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m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = true;
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}
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}
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}
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// TerrainData.this[x, y, z]
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public override float this[int x, int y, int z]
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{
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get { return this[x, y]; }
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set { this[x, y] = value; }
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}
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// TerrainData.ClearTaint
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public override void ClearTaint()
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{
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SetAllTaint(false);
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}
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// TerrainData.TaintAllTerrain
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public override void TaintAllTerrain()
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{
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SetAllTaint(true);
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}
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private void SetAllTaint(bool setting)
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{
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for (int ii = 0; ii < m_taint.GetLength(0); ii++)
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for (int jj = 0; jj < m_taint.GetLength(1); jj++)
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m_taint[ii, jj] = setting;
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}
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// TerrainData.ClearLand
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public override void ClearLand()
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{
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ClearLand(DefaultTerrainHeight);
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}
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// TerrainData.ClearLand(float)
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public override void ClearLand(float pHeight)
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{
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short flatHeight = ToCompressedHeight(pHeight);
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for (int xx = 0; xx < SizeX; xx++)
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for (int yy = 0; yy < SizeY; yy++)
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m_heightmap[xx, yy] = flatHeight;
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}
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// Return 'true' of the patch that contains these region coordinates has been modified.
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// Note that checking the taint clears it.
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// There is existing code that relies on this feature.
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public override bool IsTaintedAt(int xx, int yy, bool clearOnTest)
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{
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int tx = xx / Constants.TerrainPatchSize;
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int ty = yy / Constants.TerrainPatchSize;
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bool ret = m_taint[tx, ty];
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if (ret && clearOnTest)
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m_taint[tx, ty] = false;
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return ret;
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}
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// Old form that clears the taint flag when we check it.
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public override bool IsTaintedAt(int xx, int yy)
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{
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return IsTaintedAt(xx, yy, true /* clearOnTest */);
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}
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// TerrainData.GetDatabaseBlob
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// The user wants something to store in the database.
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public override bool GetDatabaseBlob(out int DBRevisionCode, out Array blob)
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{
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bool ret = false;
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if (SizeX == Constants.RegionSize && SizeY == Constants.RegionSize)
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{
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DBRevisionCode = (int)DBTerrainRevision.Legacy256;
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blob = ToLegacyTerrainSerialization();
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ret = true;
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}
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else
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{
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DBRevisionCode = (int)DBTerrainRevision.Compressed2D;
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blob = ToCompressedTerrainSerialization();
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ret = true;
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}
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return ret;
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}
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// TerrainData.CompressionFactor
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private float m_compressionFactor = 100.0f;
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public override float CompressionFactor { get { return m_compressionFactor; } }
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// TerrainData.GetCompressedMap
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public override short[] GetCompressedMap()
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{
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short[] newMap = new short[SizeX * SizeY];
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int ind = 0;
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for (int xx = 0; xx < SizeX; xx++)
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for (int yy = 0; yy < SizeY; yy++)
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newMap[ind++] = m_heightmap[xx, yy];
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return newMap;
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}
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// TerrainData.Clone
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public override TerrainData Clone()
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{
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HeightmapTerrainData ret = new HeightmapTerrainData(SizeX, SizeY, SizeZ);
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ret.m_heightmap = (short[,])this.m_heightmap.Clone();
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return ret;
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}
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// TerrainData.GetFloatsSerialized
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// This one dimensional version is ordered so height = map[y*sizeX+x];
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// DEPRECATED: don't use this function as it does not retain the dimensions of the terrain
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// and the caller will probably do the wrong thing if the terrain is not the legacy 256x256.
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public override float[] GetFloatsSerialized()
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{
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int points = SizeX * SizeY;
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float[] heights = new float[points];
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int idx = 0;
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for (int jj = 0; jj < SizeY; jj++)
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for (int ii = 0; ii < SizeX; ii++)
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{
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heights[idx++] = FromCompressedHeight(m_heightmap[ii, jj]);
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}
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return heights;
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}
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// TerrainData.GetDoubles
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public override double[,] GetDoubles()
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{
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double[,] ret = new double[SizeX, SizeY];
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for (int xx = 0; xx < SizeX; xx++)
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for (int yy = 0; yy < SizeY; yy++)
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ret[xx, yy] = FromCompressedHeight(m_heightmap[xx, yy]);
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return ret;
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}
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// =============================================================
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private short[,] m_heightmap;
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// Remember subregions of the heightmap that has changed.
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private bool[,] m_taint;
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// To save space (especially for large regions), keep the height as a short integer
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// that is coded as the float height times the compression factor (usually '100'
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// to make for two decimal points).
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public short ToCompressedHeight(double pHeight)
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{
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return (short)(pHeight * CompressionFactor);
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}
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public float FromCompressedHeight(short pHeight)
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{
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return ((float)pHeight) / CompressionFactor;
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}
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// To keep with the legacy theme, create an instance of this class based on the
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// way terrain used to be passed around.
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public HeightmapTerrainData(double[,] pTerrain)
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{
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SizeX = pTerrain.GetLength(0);
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SizeY = pTerrain.GetLength(1);
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SizeZ = (int)Constants.RegionHeight;
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m_compressionFactor = 100.0f;
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m_heightmap = new short[SizeX, SizeY];
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for (int ii = 0; ii < SizeX; ii++)
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{
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for (int jj = 0; jj < SizeY; jj++)
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{
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m_heightmap[ii, jj] = ToCompressedHeight(pTerrain[ii, jj]);
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}
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}
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// m_log.DebugFormat("{0} new by doubles. sizeX={1}, sizeY={2}, sizeZ={3}", LogHeader, SizeX, SizeY, SizeZ);
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m_taint = new bool[SizeX / Constants.TerrainPatchSize, SizeY / Constants.TerrainPatchSize];
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ClearTaint();
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}
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// Create underlying structures but don't initialize the heightmap assuming the caller will immediately do that
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public HeightmapTerrainData(int pX, int pY, int pZ)
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{
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SizeX = pX;
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SizeY = pY;
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SizeZ = pZ;
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m_compressionFactor = 100.0f;
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m_heightmap = new short[SizeX, SizeY];
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m_taint = new bool[SizeX / Constants.TerrainPatchSize, SizeY / Constants.TerrainPatchSize];
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// m_log.DebugFormat("{0} new by dimensions. sizeX={1}, sizeY={2}, sizeZ={3}", LogHeader, SizeX, SizeY, SizeZ);
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ClearTaint();
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ClearLand(0f);
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}
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public HeightmapTerrainData(short[] cmap, float pCompressionFactor, int pX, int pY, int pZ) : this(pX, pY, pZ)
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{
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m_compressionFactor = pCompressionFactor;
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int ind = 0;
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for (int xx = 0; xx < SizeX; xx++)
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for (int yy = 0; yy < SizeY; yy++)
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m_heightmap[xx, yy] = cmap[ind++];
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// m_log.DebugFormat("{0} new by compressed map. sizeX={1}, sizeY={2}, sizeZ={3}", LogHeader, SizeX, SizeY, SizeZ);
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}
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// Create a heighmap from a database blob
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public HeightmapTerrainData(int pSizeX, int pSizeY, int pSizeZ, int pFormatCode, byte[] pBlob) : this(pSizeX, pSizeY, pSizeZ)
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{
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switch ((DBTerrainRevision)pFormatCode)
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{
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case DBTerrainRevision.Compressed2D:
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FromCompressedTerrainSerialization(pBlob);
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m_log.DebugFormat("{0} HeightmapTerrainData create from Compressed2D serialization. Size=<{1},{2}>", LogHeader, SizeX, SizeY);
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break;
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default:
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FromLegacyTerrainSerialization(pBlob);
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m_log.DebugFormat("{0} HeightmapTerrainData create from legacy serialization. Size=<{1},{2}>", LogHeader, SizeX, SizeY);
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break;
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}
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}
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// Just create an array of doubles. Presumes the caller implicitly knows the size.
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public Array ToLegacyTerrainSerialization()
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{
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Array ret = null;
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using (MemoryStream str = new MemoryStream((int)Constants.RegionSize * (int)Constants.RegionSize * sizeof(double)))
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{
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using (BinaryWriter bw = new BinaryWriter(str))
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{
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for (int xx = 0; xx < Constants.RegionSize; xx++)
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{
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for (int yy = 0; yy < Constants.RegionSize; yy++)
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{
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double height = this[xx, yy];
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if (height == 0.0)
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height = double.Epsilon;
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bw.Write(height);
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}
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}
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}
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ret = str.ToArray();
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}
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return ret;
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}
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// Just create an array of doubles. Presumes the caller implicitly knows the size.
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public void FromLegacyTerrainSerialization(byte[] pBlob)
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{
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// In case database info doesn't match real terrain size, initialize the whole terrain.
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ClearLand();
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using (MemoryStream mstr = new MemoryStream(pBlob))
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{
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using (BinaryReader br = new BinaryReader(mstr))
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{
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for (int xx = 0; xx < (int)Constants.RegionSize; xx++)
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{
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for (int yy = 0; yy < (int)Constants.RegionSize; yy++)
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{
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float val = (float)br.ReadDouble();
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if (xx < SizeX && yy < SizeY)
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m_heightmap[xx, yy] = ToCompressedHeight(val);
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}
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}
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}
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ClearTaint();
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}
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}
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// See the reader below.
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public Array ToCompressedTerrainSerialization()
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{
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Array ret = null;
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using (MemoryStream str = new MemoryStream((3 * sizeof(Int32)) + (SizeX * SizeY * sizeof(Int16))))
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{
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using (BinaryWriter bw = new BinaryWriter(str))
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{
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bw.Write((Int32)DBTerrainRevision.Compressed2D);
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bw.Write((Int32)SizeX);
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bw.Write((Int32)SizeY);
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bw.Write((Int32)CompressionFactor);
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for (int yy = 0; yy < SizeY; yy++)
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for (int xx = 0; xx < SizeX; xx++)
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{
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bw.Write((Int16)m_heightmap[xx, yy]);
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}
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}
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ret = str.ToArray();
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}
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return ret;
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}
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// Initialize heightmap from blob consisting of:
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// int32, int32, int32, int32, int16[]
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// where the first int32 is format code, next two int32s are the X and y of heightmap data and
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// the forth int is the compression factor for the following int16s
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// This is just sets heightmap info. The actual size of the region was set on this instance's
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// creation and any heights not initialized by theis blob are set to the default height.
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public void FromCompressedTerrainSerialization(byte[] pBlob)
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{
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Int32 hmFormatCode, hmSizeX, hmSizeY, hmCompressionFactor;
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using (MemoryStream mstr = new MemoryStream(pBlob))
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{
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using (BinaryReader br = new BinaryReader(mstr))
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{
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hmFormatCode = br.ReadInt32();
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hmSizeX = br.ReadInt32();
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hmSizeY = br.ReadInt32();
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hmCompressionFactor = br.ReadInt32();
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m_compressionFactor = hmCompressionFactor;
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// In case database info doesn't match real terrain size, initialize the whole terrain.
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ClearLand();
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for (int yy = 0; yy < hmSizeY; yy++)
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{
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for (int xx = 0; xx < hmSizeX; xx++)
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{
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Int16 val = br.ReadInt16();
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if (xx < SizeX && yy < SizeY)
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m_heightmap[xx, yy] = val;
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}
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}
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}
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ClearTaint();
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m_log.InfoFormat("{0} Read compressed 2d heightmap. Heightmap size=<{1},{2}>. Region size=<{3},{4}>. CompFact={5}",
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LogHeader, hmSizeX, hmSizeY, SizeX, SizeY, hmCompressionFactor);
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}
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}
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}
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}
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