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Massive tab and trailing space cleanup
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@@ -226,7 +226,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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float pctX = (float)x / 255f;
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float pctY = (float)y / 255f;
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// Use bilinear interpolation between the four corners of start height and
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// Use bilinear interpolation between the four corners of start height and
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// height range to select the current values at this position
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float startHeight = ImageUtils.Bilinear(
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startHeights[0],
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@@ -257,7 +257,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
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float noise = (lowFreq + highFreq) * 2f;
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// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
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// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
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float layer = ((height + noise - startHeight) / heightRange) * 4f;
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if (Single.IsNaN(layer))
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layer = 0f;
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@@ -96,9 +96,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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m_Enabled = true;
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m_drawPrimVolume
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m_drawPrimVolume
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= Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
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m_textureTerrain
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m_textureTerrain
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= Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
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m_texturePrims
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= Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
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@@ -277,7 +277,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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m_scene.RegionInfo.RegionSizeY * 0.5f - 0.5f);
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warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
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waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
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waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
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waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
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renderer.Scene.addMaterial("WaterColor", waterColorMaterial);
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renderer.SetObjectMaterial("Water", "WaterColor");
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@@ -292,7 +292,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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float regionsx = m_scene.RegionInfo.RegionSizeX;
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float regionsy = m_scene.RegionInfo.RegionSizeY;
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// 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
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float diff = regionsx / 256f;
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@@ -377,7 +377,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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warp_Material material = new warp_Material(texture);
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material.setReflectivity(50);
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renderer.Scene.addMaterial("TerrainColor", material);
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renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
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renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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}
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@@ -530,7 +530,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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if (!fetched)
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{
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// Fetch the texture, decode and get the average color,
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// Fetch the texture, decode and get the average color,
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// then save it to a temporary metadata asset
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AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
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if (textureAsset != null)
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@@ -616,7 +616,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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catch (Exception e)
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{
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m_log.Warn(string.Format("[WARP 3D IMAGE MODULE]: Failed to decode asset {0}, exception ", id), e);
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}
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}
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}
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return ret;
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@@ -678,10 +678,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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width = bitmap.Width;
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height = bitmap.Height;
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BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
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pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4;
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// Sum up the individual channels
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unsafe
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{
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@@ -690,7 +690,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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for (int y = 0; y < height; y++)
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{
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byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
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for (int x = 0; x < width; x++)
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{
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b += row[x * pixelBytes + 0];
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@@ -705,7 +705,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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for (int y = 0; y < height; y++)
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{
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byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
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for (int x = 0; x < width; x++)
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{
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b += row[x * pixelBytes + 0];
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