* 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

@@ -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;