diff --git a/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs b/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs
index f660b8dbe0..78db02acda 100644
--- a/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs
+++ b/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs
@@ -59,5 +59,13 @@ namespace OpenSim.Region.Framework.Interfaces
void LoadFromXmlString(string data);
// Merge some terrain into this channel
void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement);
+
+ ///
+ ///
+ /// <x, y, z>
+ ///
+ /// <x, y>
+ /// <x, y>
+ void MergeWithBounding(ITerrainChannel newTerrain, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize);
}
}
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
index 506ad24117..ce5586c4ca 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
@@ -283,6 +283,148 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+ ///
+ /// A new version of terrain merge that processes the terrain in a specific order and corrects the problems with rotated terrains
+ /// having 'holes' in that need to be smoothed. The correct way to rotate something is to iterate over the target, taking data from
+ /// the source, not the other way around. This ensures that the target has no holes in it.
+ /// The processing order of an incoming terrain is:
+ /// 1. Apply rotation
+ /// 2. Apply bounding rectangle
+ /// 3. Apply displacement
+ /// rotationCenter is no longer needed and has been discarded.
+ ///
+ ///
+ /// <x, y, z>
+ ///
+ /// <x, y>
+ /// <x, y>
+ public void MergeWithBounding(ITerrainChannel newTerrain, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize)
+ {
+ m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, rot={3}, boundingOrigin={4}, boundingSize={5}, disp={6}, outSize=<{7},{8}>",
+ LogHeader, newTerrain.Width, newTerrain.Height, rotationDegrees, boundingOrigin.ToString(),
+ boundingSize.ToString(), displacement, m_terrainData.SizeX, m_terrainData.SizeY);
+
+ // get the size of the incoming terrain
+ int baseX = newTerrain.Width;
+ int baseY = newTerrain.Height;
+
+ // create an intermediate terrain map that is 25% bigger on each side that we can work with to handle rotation
+ int offsetX = baseX / 4; // the original origin will now be at these coordinates so now we can have imaginary negative coordinates ;)
+ int offsetY = baseY / 4;
+ int tmpX = baseX + baseX / 2;
+ int tmpY = baseY + baseY / 2;
+ int centreX = tmpX / 2;
+ int centreY = tmpY / 2;
+ TerrainData terrain_tmp = new HeightmapTerrainData(tmpX, tmpY, (int)Constants.RegionHeight);
+ for (int xx = 0; xx < tmpX; xx++)
+ for (int yy = 0; yy < tmpY; yy++)
+ terrain_tmp[xx, yy] = -65535f; //use this height like an 'alpha' mask channel
+
+ double radianRotation = Math.PI * rotationDegrees / 180f;
+ double cosR = Math.Cos(radianRotation);
+ double sinR = Math.Sin(radianRotation);
+ if (rotationDegrees < 0f) rotationDegrees += 360f; //-90=270 -180=180 -270=90
+
+ // So first we apply the rotation to the incoming terrain, storing the result in terrain_tmp
+ // We special case orthogonal rotations for accuracy because even using double precision math, Math.Cos(90 degrees) is never fully 0
+ // and we can never rotate around a centre 'pixel' because the 'bitmap' size is always even
+
+ int x, y, sx, sy;
+ for (y = 0; y <= tmpY; y++)
+ {
+ for (x = 0; x <= tmpX; x++)
+ {
+ if (rotationDegrees == 0f)
+ {
+ sx = x - offsetX;
+ sy = y - offsetY;
+ }
+ else if (rotationDegrees == 90f)
+ {
+ sx = y - offsetX;
+ sy = tmpY - 1 - x - offsetY;
+ }
+ else if (rotationDegrees == 180f)
+ {
+ sx = tmpX - 1 - x - offsetX;
+ sy = tmpY - 1 - y - offsetY;
+ }
+ else if (rotationDegrees == 270f)
+ {
+ sx = tmpX - 1 - y - offsetX;
+ sy = x - offsetY;
+ }
+ else
+ {
+ // arbitary rotation: hmmm should I be using (centreX - 0.5) and (centreY - 0.5) and round cosR and sinR to say only 5 decimal places?
+ sx = centreX + (int)Math.Round((((double)x - centreX) * cosR) + (((double)y - centreY) * sinR)) - offsetX;
+ sy = centreY + (int)Math.Round((((double)y - centreY) * cosR) - (((double)x - centreX) * sinR)) - offsetY;
+ }
+
+ if (sx >= 0 && sx < baseX && sy >= 0 && sy < baseY)
+ {
+ try
+ {
+ terrain_tmp[x, y] = (float)newTerrain[sx, sy];
+ }
+ catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
+ {
+ m_log.DebugFormat("{0} MergeWithBounding - Rotate: Out of Bounds sx={1} sy={2} dx={3} dy={4}", sx, sy, x, y);
+ }
+ }
+ }
+ }
+
+ // We could also incorporate the next steps, bounding-rectangle and displacement in the loop above, but it's simpler to visualise if done separately
+ // and will also make it much easier when later I want the option for maybe a circular or oval bounding shape too ;).
+
+ int newX = m_terrainData.SizeX;
+ int newY = m_terrainData.SizeY;
+ // displacement is relative to <0,0> in the destination region and defines where the origin of the data selected by the bounding-rectangle is placed
+ int dispX = (int)Math.Floor(displacement.X);
+ int dispY = (int)Math.Floor(displacement.Y);
+
+ // startX/Y and endX/Y are coordinates in bitmap_tmp
+ int startX = (int)Math.Floor(boundingOrigin.X) + offsetX;
+ if (startX > tmpX) startX = tmpX;
+ if (startX < 0) startX = 0;
+ int startY = (int)Math.Floor(boundingOrigin.Y) + offsetY;
+ if (startY > tmpY) startY = tmpY;
+ if (startY < 0) startY = 0;
+
+ int endX = (int)Math.Floor(boundingOrigin.X + boundingSize.X) + offsetX;
+ if (endX > tmpX) endX = tmpX;
+ if (endX < 0) endX = 0;
+ int endY = (int)Math.Floor(boundingOrigin.Y + boundingSize.Y) + offsetY;
+ if (endY > tmpY) endY = tmpY;
+ if (endY < 0) endY = 0;
+
+ //m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, disp=<{3},{4}> rot={5}, offset=<{6},{7}>, boundingStart=<{8},{9}>, boundingEnd=<{10},{11}>, cosR={12}, sinR={13}, outSize=<{14},{15}>", LogHeader,
+ // baseX, baseY, dispX, dispY, radianRotation, offsetX, offsetY, startX, startY, endX, endY, cosR, sinR, newX, newY);
+
+ int dx, dy;
+ for (y = startY; y < endY; y++)
+ {
+ for (x = startX; x < endX; x++)
+ {
+ dx = x - startX + dispX;
+ dy = y - startY + dispY;
+ if (dx >= 0 && dx < newX && dy >= 0 && dy < newY)
+ {
+ try
+ {
+ float newHeight = (float)terrain_tmp[x, y]; //use 'alpha' mask
+ if (newHeight != -65535f) m_terrainData[dx, dy] = newHeight + displacement.Z;
+ }
+ catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
+ {
+ m_log.DebugFormat("{0} MergeWithBounding - Bound & Displace: Out of Bounds sx={1} sy={2} dx={3} dy={4}", x, y, dx, dy);
+ }
+ }
+ }
+ }
+ }
+
#endregion
public TerrainChannel Copy()