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Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place. Also currently the texture is only generated at region startup, it is not updated after terraforming.
79 lines
3.7 KiB
C#
79 lines
3.7 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenSim.Framework;
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namespace OpenSim.Region.Environment.Interfaces
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{
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public interface ITerrain
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{
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bool Tainted();
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bool Tainted(int x, int y);
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void ResetTaint();
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void ModifyTerrain(float height, float seconds, byte brushsize, byte action, float north, float west,
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IClientAPI remoteUser);
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void CheckHeightValues();
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float[] GetHeights1D();
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float[,] GetHeights2D();
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double[,] GetHeights2DD();
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void GetHeights1D(float[] heights);
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void SetHeights2D(float[,] heights);
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void SetHeights2D(double[,] heights);
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void SwapRevertMaps();
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void SaveRevertMap();
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bool RunTerrainCmd(string[] args, ref string resultText, string simName);
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void SetRange(float min, float max);
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void LoadFromFileF64(string filename);
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void LoadFromFileF32(string filename);
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void LoadFromFileF32(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY);
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void LoadFromFileIMG(string filename, int dimensionX, int dimensionY, int lowerboundX, int lowerboundY);
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void LoadFromFileSLRAW(string filename);
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void WriteToFileF64(string filename);
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void WriteToFileF32(string filename);
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void WriteToFileRAW(string filename);
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void WriteToFileHiRAW(string filename);
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void SetSeed(int val);
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void RaiseTerrain(double rx, double ry, double size, double amount);
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void LowerTerrain(double rx, double ry, double size, double amount);
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void FlattenTerrain(double rx, double ry, double size, double amount);
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void NoiseTerrain(double rx, double ry, double size, double amount);
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void RevertTerrain(double rx, double ry, double size, double amount);
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void SmoothTerrain(double rx, double ry, double size, double amount);
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void HillsGenerator();
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double GetHeight(int x, int y);
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void ExportImage(string filename, string gradientmap);
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byte[] ExportJpegImage(string gradientmap);
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}
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public interface ITerrainTemp
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{
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byte[] WriteJpegImage(string gradientmap);
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}
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}
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