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* 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:
@@ -54,32 +54,32 @@ namespace OpenSim.Region.Environment.Scenes
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{
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case 0:
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// flatten terrain
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Terrain.flatten(north, west, size, (double)seconds / 5.0);
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Terrain.FlattenTerrain(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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case 1:
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// raise terrain
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Terrain.raise(north, west, size, (double)seconds / 5.0);
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Terrain.RaiseTerrain(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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case 2:
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//lower terrain
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Terrain.lower(north, west, size, (double)seconds / 5.0);
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Terrain.LowerTerrain(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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case 3:
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// smooth terrain
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Terrain.smooth(north, west, size, (double)seconds / 5.0);
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Terrain.SmoothTerrain(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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case 4:
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// noise
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Terrain.noise(north, west, size, (double)seconds / 5.0);
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Terrain.NoiseTerrain(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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case 5:
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// revert
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Terrain.revert(north, west, size, (double)seconds / 5.0);
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Terrain.RevertTerrain(north, west, size, (double)seconds / 5.0);
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RegenerateTerrain(true, (int)north, (int)west);
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break;
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@@ -239,10 +239,10 @@ namespace OpenSim.Region.Environment.Scenes
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{
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lock (m_syncRoot)
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{
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phyScene.SetTerrain(Terrain.getHeights1D());
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phyScene.SetTerrain(Terrain.GetHeights1D());
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}
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storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD());
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storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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@@ -295,14 +295,14 @@ namespace OpenSim.Region.Environment.Scenes
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{
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try
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{
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Terrain.hills();
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Terrain.HillsGenerator();
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lock (m_syncRoot)
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{
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phyScene.SetTerrain(Terrain.getHeights1D());
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phyScene.SetTerrain(Terrain.GetHeights1D());
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}
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storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD());
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storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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@@ -328,12 +328,12 @@ namespace OpenSim.Region.Environment.Scenes
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{
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try
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{
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Terrain.setHeights2D(newMap);
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Terrain.SetHeights2D(newMap);
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lock (m_syncRoot)
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{
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phyScene.SetTerrain(Terrain.getHeights1D());
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phyScene.SetTerrain(Terrain.GetHeights1D());
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}
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storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD());
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storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
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ForEachScenePresence(delegate(ScenePresence presence)
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{
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@@ -395,28 +395,28 @@ namespace OpenSim.Region.Environment.Scenes
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if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile))
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{
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Console.WriteLine("No default terrain, procedurally generating...");
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Terrain.hills();
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Terrain.HillsGenerator();
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storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD());
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storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
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}
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else
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{
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try
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{
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Terrain.loadFromFileF32(m_regInfo.estateSettings.terrainFile);
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Terrain.LoadFromFileF32(m_regInfo.estateSettings.terrainFile);
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Terrain *= m_regInfo.estateSettings.terrainMultiplier;
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}
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catch
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{
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Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
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Terrain.hills();
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Terrain.HillsGenerator();
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}
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storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD());
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storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
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}
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}
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else
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{
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Terrain.setHeights2D(map);
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Terrain.SetHeights2D(map);
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}
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CreateTerrainTexture();
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@@ -433,7 +433,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void CreateTerrainTexture()
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{
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//create a texture asset of the terrain
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byte[] data = Terrain.exportJpegImage("defaultstripe.png");
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byte[] data = Terrain.ExportJpegImage("defaultstripe.png");
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m_regInfo.estateSettings.terrainImageID = LLUUID.Random();
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AssetBase asset = new AssetBase();
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asset.FullID = m_regInfo.estateSettings.terrainImageID;
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@@ -81,7 +81,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="RemoteClient">Client to send to</param>
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public virtual void SendLayerData(IClientAPI RemoteClient)
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{
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RemoteClient.SendLayerData(Terrain.getHeights1D());
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RemoteClient.SendLayerData(Terrain.GetHeights1D());
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}
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/// <summary>
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@@ -92,7 +92,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="RemoteClient">The client to send to</param>
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public virtual void SendLayerData(int px, int py, IClientAPI RemoteClient)
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{
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RemoteClient.SendLayerData(px, py, Terrain.getHeights1D());
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RemoteClient.SendLayerData(px, py, Terrain.GetHeights1D());
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}
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#endregion
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