* Renamed terrain functions to match OpenSim naming styles.

* Added capability to support minimum/maximum terrain limits (from the last 'bake')
This commit is contained in:
Adam Frisby
2007-07-21 22:20:22 +00:00
parent 1f17275a20
commit 4eb8ca49a9
7 changed files with 113 additions and 77 deletions

View File

@@ -54,32 +54,32 @@ namespace OpenSim.Region.Environment.Scenes
{
case 0:
// flatten terrain
Terrain.flatten(north, west, size, (double)seconds / 5.0);
Terrain.FlattenTerrain(north, west, size, (double)seconds / 5.0);
RegenerateTerrain(true, (int)north, (int)west);
break;
case 1:
// raise terrain
Terrain.raise(north, west, size, (double)seconds / 5.0);
Terrain.RaiseTerrain(north, west, size, (double)seconds / 5.0);
RegenerateTerrain(true, (int)north, (int)west);
break;
case 2:
//lower terrain
Terrain.lower(north, west, size, (double)seconds / 5.0);
Terrain.LowerTerrain(north, west, size, (double)seconds / 5.0);
RegenerateTerrain(true, (int)north, (int)west);
break;
case 3:
// smooth terrain
Terrain.smooth(north, west, size, (double)seconds / 5.0);
Terrain.SmoothTerrain(north, west, size, (double)seconds / 5.0);
RegenerateTerrain(true, (int)north, (int)west);
break;
case 4:
// noise
Terrain.noise(north, west, size, (double)seconds / 5.0);
Terrain.NoiseTerrain(north, west, size, (double)seconds / 5.0);
RegenerateTerrain(true, (int)north, (int)west);
break;
case 5:
// revert
Terrain.revert(north, west, size, (double)seconds / 5.0);
Terrain.RevertTerrain(north, west, size, (double)seconds / 5.0);
RegenerateTerrain(true, (int)north, (int)west);
break;

View File

@@ -239,10 +239,10 @@ namespace OpenSim.Region.Environment.Scenes
{
lock (m_syncRoot)
{
phyScene.SetTerrain(Terrain.getHeights1D());
phyScene.SetTerrain(Terrain.GetHeights1D());
}
storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD());
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
ForEachScenePresence(delegate(ScenePresence presence)
{
@@ -295,14 +295,14 @@ namespace OpenSim.Region.Environment.Scenes
{
try
{
Terrain.hills();
Terrain.HillsGenerator();
lock (m_syncRoot)
{
phyScene.SetTerrain(Terrain.getHeights1D());
phyScene.SetTerrain(Terrain.GetHeights1D());
}
storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD());
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
ForEachScenePresence(delegate(ScenePresence presence)
{
@@ -328,12 +328,12 @@ namespace OpenSim.Region.Environment.Scenes
{
try
{
Terrain.setHeights2D(newMap);
Terrain.SetHeights2D(newMap);
lock (m_syncRoot)
{
phyScene.SetTerrain(Terrain.getHeights1D());
phyScene.SetTerrain(Terrain.GetHeights1D());
}
storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD());
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
ForEachScenePresence(delegate(ScenePresence presence)
{
@@ -395,28 +395,28 @@ namespace OpenSim.Region.Environment.Scenes
if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile))
{
Console.WriteLine("No default terrain, procedurally generating...");
Terrain.hills();
Terrain.HillsGenerator();
storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD());
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
}
else
{
try
{
Terrain.loadFromFileF32(m_regInfo.estateSettings.terrainFile);
Terrain.LoadFromFileF32(m_regInfo.estateSettings.terrainFile);
Terrain *= m_regInfo.estateSettings.terrainMultiplier;
}
catch
{
Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
Terrain.hills();
Terrain.HillsGenerator();
}
storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD());
storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
}
}
else
{
Terrain.setHeights2D(map);
Terrain.SetHeights2D(map);
}
CreateTerrainTexture();
@@ -433,7 +433,7 @@ namespace OpenSim.Region.Environment.Scenes
public void CreateTerrainTexture()
{
//create a texture asset of the terrain
byte[] data = Terrain.exportJpegImage("defaultstripe.png");
byte[] data = Terrain.ExportJpegImage("defaultstripe.png");
m_regInfo.estateSettings.terrainImageID = LLUUID.Random();
AssetBase asset = new AssetBase();
asset.FullID = m_regInfo.estateSettings.terrainImageID;

View File

@@ -81,7 +81,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="RemoteClient">Client to send to</param>
public virtual void SendLayerData(IClientAPI RemoteClient)
{
RemoteClient.SendLayerData(Terrain.getHeights1D());
RemoteClient.SendLayerData(Terrain.GetHeights1D());
}
/// <summary>
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="RemoteClient">The client to send to</param>
public virtual void SendLayerData(int px, int py, IClientAPI RemoteClient)
{
RemoteClient.SendLayerData(px, py, Terrain.getHeights1D());
RemoteClient.SendLayerData(px, py, Terrain.GetHeights1D());
}
#endregion