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https://github.com/opensim/opensim.git
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varregion: refactor use of 'double heightmap[,]' into references to new class TerrainData
and push the implementation from Scene into the database readers and writers.
This commit is contained in:
@@ -25,13 +25,20 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.IO;
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using System.Text;
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using System.Reflection;
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using System.Xml;
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using System.Xml.Serialization;
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using OpenSim.Data;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using System;
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using System.Text;
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using System.Xml;
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using System.IO;
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using System.Xml.Serialization;
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using OpenMetaverse;
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using log4net;
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namespace OpenSim.Region.Framework.Scenes
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{
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@@ -40,140 +47,136 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public class TerrainChannel : ITerrainChannel
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{
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private readonly bool[,] taint;
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private double[,] map;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static string LogHeader = "[TERRAIN CHANNEL]";
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protected TerrainData m_terrainData;
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public int Width { get { return m_terrainData.SizeX; } } // X dimension
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// Unfortunately, for historical reasons, in this module 'Width' is X and 'Height' is Y
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public int Height { get { return m_terrainData.SizeY; } } // Y dimension
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public int Altitude { get { return m_terrainData.SizeZ; } } // Y dimension
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// Default, not-often-used builder
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public TerrainChannel()
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{
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map = new double[Constants.RegionSize, Constants.RegionSize];
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taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
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PinHeadIsland();
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m_terrainData = new HeightmapTerrainData((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionHeight);
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FlatLand();
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// PinHeadIsland();
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}
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public TerrainChannel(String type)
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// Create terrain of given size
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public TerrainChannel(int pX, int pY)
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{
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map = new double[Constants.RegionSize, Constants.RegionSize];
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taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
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m_terrainData = new HeightmapTerrainData(pX, pY, (int)Constants.RegionHeight);
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}
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// Create terrain of specified size and initialize with specified terrain.
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// TODO: join this with the terrain initializers.
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public TerrainChannel(String type, int pX, int pY, int pZ)
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{
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m_terrainData = new HeightmapTerrainData(pX, pY, pZ);
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if (type.Equals("flat"))
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FlatLand();
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else
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PinHeadIsland();
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}
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public TerrainChannel(double[,] import)
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// Create channel passed a heightmap and expected dimensions of the region.
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// The heightmap might not fit the passed size so accomodations must be made.
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public TerrainChannel(double[,] pM, int pSizeX, int pSizeY, int pAltitude)
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{
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map = import;
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taint = new bool[import.GetLength(0),import.GetLength(1)];
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int hmSizeX = pM.GetLength(0);
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int hmSizeY = pM.GetLength(1);
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m_terrainData = new HeightmapTerrainData(pSizeX, pSizeY, pAltitude);
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for (int xx = 0; xx < pSizeX; xx++)
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for (int yy = 0; yy < pSizeY; yy++)
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if (xx > hmSizeX || yy > hmSizeY)
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m_terrainData[xx, yy] = TerrainData.DefaultTerrainHeight;
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else
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m_terrainData[xx, yy] = (float)pM[xx, yy];
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}
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public TerrainChannel(bool createMap)
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public TerrainChannel(TerrainData pTerrData)
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{
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if (createMap)
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{
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map = new double[Constants.RegionSize,Constants.RegionSize];
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taint = new bool[Constants.RegionSize / 16,Constants.RegionSize / 16];
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}
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}
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public TerrainChannel(int w, int h)
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{
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map = new double[w,h];
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taint = new bool[w / 16,h / 16];
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m_terrainData = pTerrData;
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}
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#region ITerrainChannel Members
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public int Width
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{
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get { return map.GetLength(0); }
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}
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public int Height
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{
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get { return map.GetLength(1); }
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}
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// ITerrainChannel.MakeCopy()
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public ITerrainChannel MakeCopy()
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{
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TerrainChannel copy = new TerrainChannel(false);
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copy.map = (double[,]) map.Clone();
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return copy;
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return this.Copy();
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}
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// ITerrainChannel.GetTerrainData()
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public TerrainData GetTerrainData()
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{
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return m_terrainData;
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}
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// ITerrainChannel.GetFloatsSerialized()
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// This one dimensional version is ordered so height = map[y*sizeX+x];
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// DEPRECATED: don't use this function as it does not retain the dimensions of the terrain
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// and the caller will probably do the wrong thing if the terrain is not the legacy 256x256.
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public float[] GetFloatsSerialised()
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{
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// Move the member variables into local variables, calling
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// member variables 256*256 times gets expensive
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int w = Width;
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int h = Height;
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float[] heights = new float[w * h];
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return m_terrainData.GetFloatsSerialized();
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}
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// ITerrainChannel.GetDoubles()
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public double[,] GetDoubles()
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{
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double[,] heights = new double[Width, Height];
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int i, j; // map coordinates
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int idx = 0; // index into serialized array
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for (i = 0; i < h; i++)
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for (int ii = 0; ii < Width; ii++)
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{
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for (j = 0; j < w; j++)
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for (int jj = 0; jj < Height; jj++)
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{
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heights[idx++] = (float)map[j, i];
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heights[ii, jj] = (double)m_terrainData[ii, jj];
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idx++;
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}
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}
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return heights;
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}
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public double[,] GetDoubles()
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{
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return map;
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}
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// ITerrainChannel.this[x,y]
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public double this[int x, int y]
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{
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get
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{
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if (x < 0) x = 0;
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if (y < 0) y = 0;
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if (x >= (int)Constants.RegionSize) x = (int)Constants.RegionSize - 1;
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if (y >= (int)Constants.RegionSize) y = (int)Constants.RegionSize - 1;
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return map[x, y];
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get {
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if (x < 0 || x >= Width || y < 0 || y >= Height)
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return 0;
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return (double)m_terrainData[x, y];
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}
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set
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{
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// Will "fix" terrain hole problems. Although not fantastically.
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if (Double.IsNaN(value) || Double.IsInfinity(value))
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return;
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if (map[x, y] != value)
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{
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taint[x / 16, y / 16] = true;
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map[x, y] = value;
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}
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m_terrainData[x, y] = (float)value;
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}
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}
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// ITerrainChannel.GetHieghtAtXYZ(x, y, z)
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public float GetHeightAtXYZ(float x, float y, float z)
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{
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if (x < 0 || x >= Width || y < 0 || y >= Height)
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return 0;
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return m_terrainData[(int)x, (int)y];
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}
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// ITerrainChannel.Tainted()
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public bool Tainted(int x, int y)
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{
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if (taint[x / 16, y / 16])
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{
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taint[x / 16, y / 16] = false;
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return true;
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}
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return false;
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}
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#endregion
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public TerrainChannel Copy()
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{
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TerrainChannel copy = new TerrainChannel(false);
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copy.map = (double[,]) map.Clone();
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return copy;
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return m_terrainData.IsTaintedAt(x, y);
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}
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// ITerrainChannel.SaveToXmlString()
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public string SaveToXmlString()
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{
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XmlWriterSettings settings = new XmlWriterSettings();
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@@ -189,13 +192,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private void WriteXml(XmlWriter writer)
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{
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writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
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ToXml(writer);
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writer.WriteEndElement();
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}
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// ITerrainChannel.LoadFromXmlString()
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public void LoadFromXmlString(string data)
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{
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StringReader sr = new StringReader(data);
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@@ -207,12 +204,124 @@ namespace OpenSim.Region.Framework.Scenes
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sr.Close();
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}
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private void ReadXml(XmlReader reader)
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// ITerrainChannel.Merge
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public void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement)
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{
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reader.ReadStartElement("TerrainMap");
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FromXml(reader);
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m_log.DebugFormat("{0} Merge. inSize=<{1},{2}>, disp={3}, rot={4}, rotDisp={5}, outSize=<{6},{7}>", LogHeader,
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newTerrain.Width, newTerrain.Height,
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displacement, radianRotation, rotationDisplacement,
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m_terrainData.SizeX, m_terrainData.SizeY);
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for (int xx = 0; xx < newTerrain.Width; xx++)
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{
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for (int yy = 0; yy < newTerrain.Height; yy++)
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{
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int dispX = (int)displacement.X;
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int dispY = (int)displacement.Y;
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float newHeight = (float)newTerrain[xx, yy] + displacement.Z;
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if (radianRotation == 0)
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{
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// If no rotation, place the new height in the specified location
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dispX += xx;
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dispY += yy;
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if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
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{
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m_terrainData[dispX, dispY] = newHeight;
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}
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}
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else
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{
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// If rotating, we have to smooth the result because the conversion
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// to ints will mean heightmap entries will not get changed
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// First compute the rotation location for the new height.
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dispX += (int)(rotationDisplacement.X
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+ ((float)xx - rotationDisplacement.X) * Math.Cos(radianRotation)
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- ((float)yy - rotationDisplacement.Y) * Math.Sin(radianRotation) );
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dispY += (int)(rotationDisplacement.Y
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+ ((float)xx - rotationDisplacement.X) * Math.Sin(radianRotation)
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+ ((float)yy - rotationDisplacement.Y) * Math.Cos(radianRotation) );
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if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
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{
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float oldHeight = m_terrainData[dispX, dispY];
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// Smooth the heights around this location if the old height is far from this one
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for (int sxx = dispX - 2; sxx < dispX + 2; sxx++)
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{
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for (int syy = dispY - 2; syy < dispY + 2; syy++)
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{
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if (sxx >= 0 && sxx < m_terrainData.SizeX && syy >= 0 && syy < m_terrainData.SizeY)
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{
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if (sxx == dispX && syy == dispY)
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{
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// Set height for the exact rotated point
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m_terrainData[dispX, dispY] = newHeight;
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}
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else
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{
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if (Math.Abs(m_terrainData[sxx, syy] - newHeight) > 1f)
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{
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// If the adjacent height is far off, force it to this height
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m_terrainData[sxx, syy] = newHeight;
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}
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}
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}
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}
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}
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}
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if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY)
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{
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m_terrainData[dispX, dispY] = (float)newTerrain[xx, yy];
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}
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}
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}
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}
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}
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#endregion
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public TerrainChannel Copy()
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{
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TerrainChannel copy = new TerrainChannel();
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copy.m_terrainData = m_terrainData.Clone();
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return copy;
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}
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private void WriteXml(XmlWriter writer)
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{
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if (Width == Constants.RegionSize && Height == Constants.RegionSize)
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{
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// Downward compatibility for legacy region terrain maps.
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// If region is exactly legacy size, return the old format XML.
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writer.WriteStartElement(String.Empty, "TerrainMap", String.Empty);
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ToXml(writer);
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writer.WriteEndElement();
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}
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else
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{
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// New format XML that includes width and length.
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writer.WriteStartElement(String.Empty, "TerrainMap2", String.Empty);
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ToXml2(writer);
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writer.WriteEndElement();
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}
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}
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private void ReadXml(XmlReader reader)
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{
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// Check the first element. If legacy element, use the legacy reader.
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if (reader.IsStartElement("TerrainMap"))
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{
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reader.ReadStartElement("TerrainMap");
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FromXml(reader);
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}
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else
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{
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reader.ReadStartElement("TerrainMap2");
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FromXml2(reader);
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}
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}
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// Write legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
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private void ToXml(XmlWriter xmlWriter)
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{
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float[] mapData = GetFloatsSerialised();
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@@ -226,12 +335,15 @@ namespace OpenSim.Region.Framework.Scenes
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serializer.Serialize(xmlWriter, buffer);
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}
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// Read legacy terrain map. Presumed to be 256x256 of data encoded as floats in a byte array.
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private void FromXml(XmlReader xmlReader)
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{
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XmlSerializer serializer = new XmlSerializer(typeof(byte[]));
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byte[] dataArray = (byte[])serializer.Deserialize(xmlReader);
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int index = 0;
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m_terrainData = new HeightmapTerrainData(Height, Width, (int)Constants.RegionHeight);
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for (int y = 0; y < Height; y++)
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{
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for (int x = 0; x < Width; x++)
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@@ -244,35 +356,63 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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private class TerrainChannelXMLPackage
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{
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public int Version;
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public int SizeX;
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public int SizeY;
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public int SizeZ;
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public float CompressionFactor;
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public int[] Map;
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public TerrainChannelXMLPackage(int pX, int pY, int pZ, float pCompressionFactor, int[] pMap)
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{
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Version = 1;
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SizeX = pX;
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SizeY = pY;
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SizeZ = pZ;
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CompressionFactor = pCompressionFactor;
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Map = pMap;
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}
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}
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// New terrain serialization format that includes the width and length.
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private void ToXml2(XmlWriter xmlWriter)
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{
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TerrainChannelXMLPackage package = new TerrainChannelXMLPackage(Width, Height, Altitude, m_terrainData.CompressionFactor,
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m_terrainData.GetCompressedMap());
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XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
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serializer.Serialize(xmlWriter, package);
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}
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// New terrain serialization format that includes the width and length.
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private void FromXml2(XmlReader xmlReader)
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{
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XmlSerializer serializer = new XmlSerializer(typeof(TerrainChannelXMLPackage));
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TerrainChannelXMLPackage package = (TerrainChannelXMLPackage)serializer.Deserialize(xmlReader);
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m_terrainData = new HeightmapTerrainData(package.Map, package.CompressionFactor, package.SizeX, package.SizeY, package.SizeZ);
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}
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// Fill the heightmap with the center bump terrain
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private void PinHeadIsland()
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{
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int x;
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for (x = 0; x < Constants.RegionSize; x++)
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for (int x = 0; x < Width; x++)
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{
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int y;
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for (y = 0; y < Constants.RegionSize; y++)
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for (int y = 0; y < Height; y++)
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{
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map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
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double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01;
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double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001;
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if (map[x, y] < spherFacA)
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map[x, y] = spherFacA;
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if (map[x, y] < spherFacB)
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map[x, y] = spherFacB;
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m_terrainData[x, y] = (float)TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
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float spherFacA = (float)(TerrainUtil.SphericalFactor(x, y, m_terrainData.SizeX / 2.0, m_terrainData.SizeY / 2.0, 50) * 0.01d);
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float spherFacB = (float)(TerrainUtil.SphericalFactor(x, y, m_terrainData.SizeX / 2.0, m_terrainData.SizeY / 2.0, 100) * 0.001d);
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if (m_terrainData[x, y]< spherFacA)
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m_terrainData[x, y]= spherFacA;
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if (m_terrainData[x, y]< spherFacB)
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m_terrainData[x, y] = spherFacB;
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}
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||||
}
|
||||
}
|
||||
|
||||
private void FlatLand()
|
||||
{
|
||||
int x;
|
||||
for (x = 0; x < Constants.RegionSize; x++)
|
||||
{
|
||||
int y;
|
||||
for (y = 0; y < Constants.RegionSize; y++)
|
||||
map[x, y] = 21;
|
||||
}
|
||||
m_terrainData.ClearLand();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user