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authorTeravus Ovares2007-12-15 23:44:57 +0000
committerTeravus Ovares2007-12-15 23:44:57 +0000
commite4276f566d55232cf15908ae06b6256378dbc4de (patch)
tree7f20a374946f263f21ea091479adb03f7d93361f
parentMoved mssql_connection.ini to an .example file as well. (diff)
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* Beating on the head that is terrain editing.
* SelectAABB + Radio Button Action + 'brush size' + Apply works now. * There's something wrong with the byte for brush size that causes it to be unpredictable sometimes causing massive spikes. This appears to have always been this way, however it's more noticeable now that you can apply the effect to a selection of terrain.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs2
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs88
2 files changed, 80 insertions, 10 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs
index ce77527..aa7c7b4 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs
@@ -55,7 +55,7 @@ namespace OpenSim.Region.Environment.Scenes
55 return; 55 return;
56 56
57 //if it wasn't for the permission checking we could have the terrain module directly subscribe to the OnModifyTerrain event 57 //if it wasn't for the permission checking we could have the terrain module directly subscribe to the OnModifyTerrain event
58 Terrain.ModifyTerrain(height, seconds, brushsize, action, north, west, remoteUser); 58 Terrain.ModifyTerrain(height, seconds, brushsize, action, north, west, south, east, remoteUser);
59 } 59 }
60 60
61 /// <summary> 61 /// <summary>
diff --git a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
index a9c6137..d78f162 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
@@ -132,7 +132,7 @@ namespace OpenSim.Region.Terrain
132 { 132 {
133 TimeSpan gap = DateTime.Now - lastEdit; 133 TimeSpan gap = DateTime.Now - lastEdit;
134 134
135 if (gap.TotalSeconds <= 2.0) 135 if (gap.TotalSeconds <= 4.0)
136 return true; 136 return true;
137 137
138 return false; 138 return false;
@@ -159,37 +159,107 @@ namespace OpenSim.Region.Terrain
159 /// <param name="action">The action to be performed</param> 159 /// <param name="action">The action to be performed</param>
160 /// <param name="north">Distance from the north border where the cursor is located</param> 160 /// <param name="north">Distance from the north border where the cursor is located</param>
161 /// <param name="west">Distance from the west border where the cursor is located</param> 161 /// <param name="west">Distance from the west border where the cursor is located</param>
162 public void ModifyTerrain(float height, float seconds, byte brushsize, byte action, float north, float west, 162 public void ModifyTerrain(float height, float seconds, byte brushsize, byte action, float north, float west, float south, float east,
163 IClientAPI remoteUser) 163 IClientAPI remoteUser)
164 { 164 {
165 // Shiny. 165 // Shiny.
166 double size = (double) (1 << brushsize); 166 double size = (double) (1 << brushsize);
167 167
168 /* Okay, so here's the deal
169 * This has to handle both when a user draws on the terrain *and* when a user selects
170 * a selection of AABB on terrain and applies whatever routine the client requests
171 * There's something currently wrong with the brushsize --> size conversion.. however
172 * it's workable.. just unpredictable.
173 *
174 * North is always higher and East is always higher
175 * in the AABB representation
176 *
177 * Therefore what we're doing is looping from south to north and west to east
178 * and applying the associated algorithm with the brush.
179 *
180 * This works good on the fast ones, but things like smooth take 12 seconds a single click..
181 * for now, smooth won't be 'selectionated'
182 *
183 * If the user draws instead of selects, north will = south, and east will = west.
184 * if the user selects, then the selection is inclusive
185 * it'll always affect at least one point on the heightmap.
186 *
187 * that means we use the <= operator
188 *
189 * Again, libTerrain is yx instead of xy.. so, it's reflected in the function calls
190 *
191 */
192
193
168 switch (action) 194 switch (action)
169 { 195 {
170 case 0: 196 case 0:
171 // flatten terrain 197 // flatten terrain
172 FlattenTerrain(west, north, size, (double) seconds/5.0); 198 for (float x = south; x <= north; x++)
199 {
200 for (float y = west; y <= east; y++)
201 {
202 FlattenTerrain(y, x, size, (double)seconds / 5.0);
203 }
204 }
173 break; 205 break;
174 case 1: 206 case 1:
175 // raise terrain 207 // raise terrain
176 RaiseTerrain(west, north, size, (double) seconds/5.0); 208 for (float x = south; x <= north; x++)
209 {
210 for (float y = west; y <= east; y++)
211 {
212 RaiseTerrain(y, x, size, (double)seconds / 5.0);
213 }
214 }
177 break; 215 break;
178 case 2: 216 case 2:
179 //lower terrain 217 //lower terrain
180 LowerTerrain(west, north, size, (double) seconds/5.0); 218 for (float x = south; x <= north; x++)
219 {
220 for (float y = west; y <= east; y++)
221 {
222 LowerTerrain(y, x, size, (double)seconds / 5.0);
223 }
224 }
181 break; 225 break;
182 case 3: 226 case 3:
183 // smooth terrain 227 // smooth terrain
184 SmoothTerrain(west, north, size, (double) seconds/5.0); 228 //
229 // We're leaving this out of the parcel calculations for now
230 // because just a single one of these will stall your sim for
231 // 12 seconds. Looping over the parcel on this one is just stupid
232 //
233 //for (float x = south; x <= north; x++)
234 //{
235 //for (float y = west; y <= east; y++)
236 //{
237 //SmoothTerrain(y, x , size, (double)seconds / 5.0);
238 //}
239 //}
240
241 SmoothTerrain(west, north, size, (double)seconds / 5.0);
242
185 break; 243 break;
186 case 4: 244 case 4:
187 // noise 245 // noise
188 NoiseTerrain(west, north, size, (double) seconds/5.0); 246 for (float x = south; x <= north; x++)
247 {
248 for (float y = west; y <= east; y++)
249 {
250 NoiseTerrain(y, x, size, (double)seconds / 5.0);
251 }
252 }
189 break; 253 break;
190 case 5: 254 case 5:
191 // revert 255 // revert
192 RevertTerrain(west, north, size, (double) seconds/5.0); 256 for (float x = south; x <= north; x++)
257 {
258 for (float y = west; y <= east; y++)
259 {
260 RevertTerrain(y, x, size, (double)seconds / 5.0);
261 }
262 }
193 break; 263 break;
194 264
195 // CLIENT EXTENSIONS GO HERE 265 // CLIENT EXTENSIONS GO HERE