* This is the fabled LibOMV update with all of the libOMV types from JHurliman

* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point.  Regular people should let the dust settle.
* This has been tested to work with most basic functions. However..   make sure you back up 'everything' before using this.  It's that big!  
* Essentially we're back at square 1 in the testing phase..  so lets identify things that broke.
This commit is contained in:
Teravus Ovares
2008-09-06 07:52:41 +00:00
parent cbec2bf22b
commit 7d89e12293
388 changed files with 6811 additions and 7138 deletions

View File

@@ -32,15 +32,14 @@ using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Reflection;
using Axiom.Math;
using OpenMetaverse;
using Nini.Config;
using log4net;
using OpenJPEGNet;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Modules.World.Terrain;
using libsecondlife;
namespace OpenSim.Region.Environment.Modules.World.WorldMap
{
@@ -122,15 +121,15 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
// some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
// The color-values were choosen because they "look right" (at least to me) ;-)
private static readonly LLUUID defaultTerrainTexture1 = new LLUUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
private static readonly LLUUID defaultTerrainTexture2 = new LLUUID("63338ede-0037-c4fd-855b-015d77112fc8");
private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
private static readonly LLUUID defaultTerrainTexture3 = new LLUUID("303cd381-8560-7579-23f1-f0a880799740");
private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740");
private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
private static readonly LLUUID defaultTerrainTexture4 = new LLUUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
private static readonly LLUUID blankTerrainTexture = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
private static readonly UUID blankTerrainTexture = new UUID("5748decc-f629-461c-9a36-a35a221fe21f");
#endregion
@@ -142,14 +141,14 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
// added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
// that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one.
// TODO does it make sense to use a "real" cache and regenerate missing entries on fetch?
private Dictionary<LLUUID, Color> m_mapping;
private Dictionary<UUID, Color> m_mapping;
public void Initialise(Scene scene, IConfigSource source)
{
m_scene = scene;
// m_config = source; // not used currently
m_mapping = new Dictionary<LLUUID,Color>();
m_mapping = new Dictionary<UUID,Color>();
m_mapping.Add(defaultTerrainTexture1, defaultColor1);
m_mapping.Add(defaultTerrainTexture2, defaultColor2);
m_mapping.Add(defaultTerrainTexture3, defaultColor3);
@@ -164,12 +163,18 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
// TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway)
// TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and
// will wait anyway)
private Bitmap fetchTexture(LLUUID id)
private Bitmap fetchTexture(UUID id)
{
AssetBase asset = m_scene.AssetCache.GetAsset(id, true);
m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null);
if (asset == null) return null;
return new Bitmap(OpenJPEG.DecodeToImage(asset.Data));
ManagedImage managedImage;
Image image;
if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
return new Bitmap(image);
else
return null;
}
// Compute the average color of a texture.
@@ -196,8 +201,8 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
// return either the average color of the texture, or the defaultColor if the texturID is invalid
// or the texture couldn't be found
private Color computeAverageColor(LLUUID textureID, Color defaultColor) {
if (textureID == LLUUID.Zero) return defaultColor; // not set
private Color computeAverageColor(UUID textureID, Color defaultColor) {
if (textureID == UUID.Zero) return defaultColor; // not set
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
Bitmap bmp = fetchTexture(textureID);