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author | Melanie | 2014-02-04 01:55:41 +0000 |
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committer | Melanie | 2014-02-04 01:55:41 +0000 |
commit | e1d1c279651784d7290241b8c4b416bc4c96ab3c (patch) | |
tree | 0a6f258ff2612b0faaf6aceadaa7be09b1f0386e /OpenSim/Region/Framework | |
parent | Dropping the rest of Avination's modified appearance code for core. (diff) | |
parent | Add "--no-objects" parameter to 'load oar'. (diff) | |
download | opensim-SC-e1d1c279651784d7290241b8c4b416bc4c96ab3c.zip opensim-SC-e1d1c279651784d7290241b8c4b416bc4c96ab3c.tar.gz opensim-SC-e1d1c279651784d7290241b8c4b416bc4c96ab3c.tar.bz2 opensim-SC-e1d1c279651784d7290241b8c4b416bc4c96ab3c.tar.xz |
Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
Diffstat (limited to '')
5 files changed, 117 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/INPCModule.cs b/OpenSim/Region/Framework/Interfaces/INPCModule.cs index 9817cf7..d5dcddd 100644 --- a/OpenSim/Region/Framework/Interfaces/INPCModule.cs +++ b/OpenSim/Region/Framework/Interfaces/INPCModule.cs | |||
@@ -72,6 +72,32 @@ namespace OpenSim.Region.Framework.Interfaces | |||
72 | AvatarAppearance appearance); | 72 | AvatarAppearance appearance); |
73 | 73 | ||
74 | /// <summary> | 74 | /// <summary> |
75 | /// Create an NPC with a user-supplied agentID | ||
76 | /// </summary> | ||
77 | /// <param name="firstname"></param> | ||
78 | /// <param name="lastname"></param> | ||
79 | /// <param name="position"></param> | ||
80 | /// <param name="agentID"></param> | ||
81 | /// The desired agent ID | ||
82 | /// <param name="owner"></param> | ||
83 | /// <param name="senseAsAgent"> | ||
84 | /// Make the NPC show up as an agent on LSL sensors. The default is | ||
85 | /// that they show up as the NPC type instead, but this is currently | ||
86 | /// an OpenSim-only extension. | ||
87 | /// </param> | ||
88 | /// <param name="scene"></param> | ||
89 | /// <param name="appearance"> | ||
90 | /// The avatar appearance to use for the new NPC. | ||
91 | /// </param> | ||
92 | /// <returns> | ||
93 | /// The UUID of the ScenePresence created. UUID.Zero if there was a | ||
94 | /// failure. | ||
95 | /// </returns> | ||
96 | UUID CreateNPC(string firstname, string lastname, | ||
97 | Vector3 position, UUID agentID, UUID owner, bool senseAsAgent, Scene scene, | ||
98 | AvatarAppearance appearance); | ||
99 | |||
100 | /// <summary> | ||
75 | /// Check if the agent is an NPC. | 101 | /// Check if the agent is an NPC. |
76 | /// </summary> | 102 | /// </summary> |
77 | /// <param name="agentID"></param> | 103 | /// <param name="agentID"></param> |
diff --git a/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs b/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs index 469bd31..f660b8d 100644 --- a/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs +++ b/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using OpenSim.Framework; | 28 | using OpenSim.Framework; |
29 | using OpenMetaverse; | ||
29 | 30 | ||
30 | namespace OpenSim.Region.Framework.Interfaces | 31 | namespace OpenSim.Region.Framework.Interfaces |
31 | { | 32 | { |
@@ -56,5 +57,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
56 | ITerrainChannel MakeCopy(); | 57 | ITerrainChannel MakeCopy(); |
57 | string SaveToXmlString(); | 58 | string SaveToXmlString(); |
58 | void LoadFromXmlString(string data); | 59 | void LoadFromXmlString(string data); |
60 | // Merge some terrain into this channel | ||
61 | void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement); | ||
59 | } | 62 | } |
60 | } | 63 | } |
diff --git a/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs b/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs index 189a30a..a6f5d98 100644 --- a/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs +++ b/OpenSim/Region/Framework/Interfaces/ITerrainModule.cs | |||
@@ -51,7 +51,7 @@ namespace OpenSim.Region.Framework.Interfaces | |||
51 | /// </param> | 51 | /// </param> |
52 | /// <param name="stream"></param> | 52 | /// <param name="stream"></param> |
53 | void LoadFromStream(string filename, Stream stream); | 53 | void LoadFromStream(string filename, Stream stream); |
54 | void LoadFromStream(string filename, Vector2 displacement, Stream stream); | 54 | void LoadFromStream(string filename, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement, Stream stream); |
55 | void LoadFromStream(string filename, System.Uri pathToTerrainHeightmap); | 55 | void LoadFromStream(string filename, System.Uri pathToTerrainHeightmap); |
56 | /// <summary> | 56 | /// <summary> |
57 | /// Save a terrain to a stream. | 57 | /// Save a terrain to a stream. |
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs index b4b1823..24709dc 100644 --- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs +++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs | |||
@@ -36,6 +36,8 @@ using OpenSim.Data; | |||
36 | using OpenSim.Framework; | 36 | using OpenSim.Framework; |
37 | using OpenSim.Region.Framework.Interfaces; | 37 | using OpenSim.Region.Framework.Interfaces; |
38 | 38 | ||
39 | using OpenMetaverse; | ||
40 | |||
39 | using log4net; | 41 | using log4net; |
40 | 42 | ||
41 | namespace OpenSim.Region.Framework.Scenes | 43 | namespace OpenSim.Region.Framework.Scenes |
@@ -212,6 +214,76 @@ namespace OpenSim.Region.Framework.Scenes | |||
212 | sr.Close(); | 214 | sr.Close(); |
213 | } | 215 | } |
214 | 216 | ||
217 | // ITerrainChannel.Merge | ||
218 | public void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement) | ||
219 | { | ||
220 | for (int xx = 0; xx < newTerrain.Width; xx++) | ||
221 | { | ||
222 | for (int yy = 0; yy < newTerrain.Height; yy++) | ||
223 | { | ||
224 | int dispX = (int)displacement.X; | ||
225 | int dispY = (int)displacement.Y; | ||
226 | float newHeight = (float)newTerrain[xx, yy] + displacement.Z; | ||
227 | if (radianRotation == 0) | ||
228 | { | ||
229 | // If no rotation, place the new height in the specified location | ||
230 | dispX += xx; | ||
231 | dispY += yy; | ||
232 | if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY) | ||
233 | { | ||
234 | m_terrainData[dispX, dispY] = newHeight; | ||
235 | } | ||
236 | } | ||
237 | else | ||
238 | { | ||
239 | // If rotating, we have to smooth the result because the conversion | ||
240 | // to ints will mean heightmap entries will not get changed | ||
241 | // First compute the rotation location for the new height. | ||
242 | dispX += (int)(rotationDisplacement.X | ||
243 | + ((float)xx - rotationDisplacement.X) * Math.Cos(radianRotation) | ||
244 | - ((float)yy - rotationDisplacement.Y) * Math.Sin(radianRotation) ); | ||
245 | |||
246 | dispY += (int)(rotationDisplacement.Y | ||
247 | + ((float)xx - rotationDisplacement.X) * Math.Sin(radianRotation) | ||
248 | + ((float)yy - rotationDisplacement.Y) * Math.Cos(radianRotation) ); | ||
249 | |||
250 | if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY) | ||
251 | { | ||
252 | float oldHeight = m_terrainData[dispX, dispY]; | ||
253 | // Smooth the heights around this location if the old height is far from this one | ||
254 | for (int sxx = dispX - 2; sxx < dispX + 2; sxx++) | ||
255 | { | ||
256 | for (int syy = dispY - 2; syy < dispY + 2; syy++) | ||
257 | { | ||
258 | if (sxx >= 0 && sxx < m_terrainData.SizeX && syy >= 0 && syy < m_terrainData.SizeY) | ||
259 | { | ||
260 | if (sxx == dispX && syy == dispY) | ||
261 | { | ||
262 | // Set height for the exact rotated point | ||
263 | m_terrainData[dispX, dispY] = newHeight; | ||
264 | } | ||
265 | else | ||
266 | { | ||
267 | if (Math.Abs(m_terrainData[sxx, syy] - newHeight) > 1f) | ||
268 | { | ||
269 | // If the adjacent height is far off, force it to this height | ||
270 | m_terrainData[sxx, syy] = newHeight; | ||
271 | } | ||
272 | } | ||
273 | } | ||
274 | } | ||
275 | } | ||
276 | } | ||
277 | |||
278 | if (dispX >= 0 && dispX < m_terrainData.SizeX && dispY >= 0 && dispY < m_terrainData.SizeY) | ||
279 | { | ||
280 | m_terrainData[dispX, dispY] = (float)newTerrain[xx, yy]; | ||
281 | } | ||
282 | } | ||
283 | } | ||
284 | } | ||
285 | } | ||
286 | |||
215 | #endregion | 287 | #endregion |
216 | 288 | ||
217 | public TerrainChannel Copy() | 289 | public TerrainChannel Copy() |
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 75a51b5..fe6cb84 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -161,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
161 | { | 161 | { |
162 | // Get the prim's default texture. This will be used for faces which don't have their own texture | 162 | // Get the prim's default texture. This will be used for faces which don't have their own texture |
163 | if (textureEntry.DefaultTexture != null) | 163 | if (textureEntry.DefaultTexture != null) |
164 | assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture; | 164 | GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids); |
165 | 165 | ||
166 | if (textureEntry.FaceTextures != null) | 166 | if (textureEntry.FaceTextures != null) |
167 | { | 167 | { |
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
169 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) | 169 | foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) |
170 | { | 170 | { |
171 | if (texture != null) | 171 | if (texture != null) |
172 | assetUuids[texture.TextureID] = (sbyte)AssetType.Texture; | 172 | GatherTextureEntryAssets(texture, assetUuids); |
173 | } | 173 | } |
174 | } | 174 | } |
175 | } | 175 | } |
@@ -233,6 +233,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
233 | } | 233 | } |
234 | } | 234 | } |
235 | 235 | ||
236 | /// <summary> | ||
237 | /// Gather all the asset uuids found in one face of a Texture Entry. | ||
238 | /// </summary> | ||
239 | private void GatherTextureEntryAssets(Primitive.TextureEntryFace texture, IDictionary<UUID, sbyte> assetUuids) | ||
240 | { | ||
241 | assetUuids[texture.TextureID] = (sbyte)AssetType.Texture; | ||
242 | |||
243 | if (texture.MaterialID != UUID.Zero) | ||
244 | { | ||
245 | GatherAssetUuids(texture.MaterialID, (sbyte)OpenSimAssetType.Material, assetUuids); | ||
246 | } | ||
247 | } | ||
248 | |||
236 | // /// <summary> | 249 | // /// <summary> |
237 | // /// The callback made when we request the asset for an object from the asset service. | 250 | // /// The callback made when we request the asset for an object from the asset service. |
238 | // /// </summary> | 251 | // /// </summary> |