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-rw-r--r--OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainChannel.cs142
2 files changed, 150 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs b/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs
index f660b8d..78db02a 100644
--- a/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs
+++ b/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs
@@ -59,5 +59,13 @@ namespace OpenSim.Region.Framework.Interfaces
59 void LoadFromXmlString(string data); 59 void LoadFromXmlString(string data);
60 // Merge some terrain into this channel 60 // Merge some terrain into this channel
61 void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement); 61 void Merge(ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement);
62
63 /// </summary>
64 /// <param name="newTerrain"></param>
65 /// <param name="displacement">&lt;x, y, z&gt;</param>
66 /// <param name="rotationDegrees"></param>
67 /// <param name="boundingOrigin">&lt;x, y&gt;</param>
68 /// <param name="boundingSize">&lt;x, y&gt;</param>
69 void MergeWithBounding(ITerrainChannel newTerrain, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize);
62 } 70 }
63} 71}
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
index 506ad24..ce5586c 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
@@ -283,6 +283,148 @@ namespace OpenSim.Region.Framework.Scenes
283 } 283 }
284 } 284 }
285 285
286 /// <summary>
287 /// A new version of terrain merge that processes the terrain in a specific order and corrects the problems with rotated terrains
288 /// having 'holes' in that need to be smoothed. The correct way to rotate something is to iterate over the target, taking data from
289 /// the source, not the other way around. This ensures that the target has no holes in it.
290 /// The processing order of an incoming terrain is:
291 /// 1. Apply rotation
292 /// 2. Apply bounding rectangle
293 /// 3. Apply displacement
294 /// rotationCenter is no longer needed and has been discarded.
295 /// </summary>
296 /// <param name="newTerrain"></param>
297 /// <param name="displacement">&lt;x, y, z&gt;</param>
298 /// <param name="rotationDegrees"></param>
299 /// <param name="boundingOrigin">&lt;x, y&gt;</param>
300 /// <param name="boundingSize">&lt;x, y&gt;</param>
301 public void MergeWithBounding(ITerrainChannel newTerrain, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize)
302 {
303 m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, rot={3}, boundingOrigin={4}, boundingSize={5}, disp={6}, outSize=<{7},{8}>",
304 LogHeader, newTerrain.Width, newTerrain.Height, rotationDegrees, boundingOrigin.ToString(),
305 boundingSize.ToString(), displacement, m_terrainData.SizeX, m_terrainData.SizeY);
306
307 // get the size of the incoming terrain
308 int baseX = newTerrain.Width;
309 int baseY = newTerrain.Height;
310
311 // create an intermediate terrain map that is 25% bigger on each side that we can work with to handle rotation
312 int offsetX = baseX / 4; // the original origin will now be at these coordinates so now we can have imaginary negative coordinates ;)
313 int offsetY = baseY / 4;
314 int tmpX = baseX + baseX / 2;
315 int tmpY = baseY + baseY / 2;
316 int centreX = tmpX / 2;
317 int centreY = tmpY / 2;
318 TerrainData terrain_tmp = new HeightmapTerrainData(tmpX, tmpY, (int)Constants.RegionHeight);
319 for (int xx = 0; xx < tmpX; xx++)
320 for (int yy = 0; yy < tmpY; yy++)
321 terrain_tmp[xx, yy] = -65535f; //use this height like an 'alpha' mask channel
322
323 double radianRotation = Math.PI * rotationDegrees / 180f;
324 double cosR = Math.Cos(radianRotation);
325 double sinR = Math.Sin(radianRotation);
326 if (rotationDegrees < 0f) rotationDegrees += 360f; //-90=270 -180=180 -270=90
327
328 // So first we apply the rotation to the incoming terrain, storing the result in terrain_tmp
329 // We special case orthogonal rotations for accuracy because even using double precision math, Math.Cos(90 degrees) is never fully 0
330 // and we can never rotate around a centre 'pixel' because the 'bitmap' size is always even
331
332 int x, y, sx, sy;
333 for (y = 0; y <= tmpY; y++)
334 {
335 for (x = 0; x <= tmpX; x++)
336 {
337 if (rotationDegrees == 0f)
338 {
339 sx = x - offsetX;
340 sy = y - offsetY;
341 }
342 else if (rotationDegrees == 90f)
343 {
344 sx = y - offsetX;
345 sy = tmpY - 1 - x - offsetY;
346 }
347 else if (rotationDegrees == 180f)
348 {
349 sx = tmpX - 1 - x - offsetX;
350 sy = tmpY - 1 - y - offsetY;
351 }
352 else if (rotationDegrees == 270f)
353 {
354 sx = tmpX - 1 - y - offsetX;
355 sy = x - offsetY;
356 }
357 else
358 {
359 // arbitary rotation: hmmm should I be using (centreX - 0.5) and (centreY - 0.5) and round cosR and sinR to say only 5 decimal places?
360 sx = centreX + (int)Math.Round((((double)x - centreX) * cosR) + (((double)y - centreY) * sinR)) - offsetX;
361 sy = centreY + (int)Math.Round((((double)y - centreY) * cosR) - (((double)x - centreX) * sinR)) - offsetY;
362 }
363
364 if (sx >= 0 && sx < baseX && sy >= 0 && sy < baseY)
365 {
366 try
367 {
368 terrain_tmp[x, y] = (float)newTerrain[sx, sy];
369 }
370 catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
371 {
372 m_log.DebugFormat("{0} MergeWithBounding - Rotate: Out of Bounds sx={1} sy={2} dx={3} dy={4}", sx, sy, x, y);
373 }
374 }
375 }
376 }
377
378 // We could also incorporate the next steps, bounding-rectangle and displacement in the loop above, but it's simpler to visualise if done separately
379 // and will also make it much easier when later I want the option for maybe a circular or oval bounding shape too ;).
380
381 int newX = m_terrainData.SizeX;
382 int newY = m_terrainData.SizeY;
383 // displacement is relative to <0,0> in the destination region and defines where the origin of the data selected by the bounding-rectangle is placed
384 int dispX = (int)Math.Floor(displacement.X);
385 int dispY = (int)Math.Floor(displacement.Y);
386
387 // startX/Y and endX/Y are coordinates in bitmap_tmp
388 int startX = (int)Math.Floor(boundingOrigin.X) + offsetX;
389 if (startX > tmpX) startX = tmpX;
390 if (startX < 0) startX = 0;
391 int startY = (int)Math.Floor(boundingOrigin.Y) + offsetY;
392 if (startY > tmpY) startY = tmpY;
393 if (startY < 0) startY = 0;
394
395 int endX = (int)Math.Floor(boundingOrigin.X + boundingSize.X) + offsetX;
396 if (endX > tmpX) endX = tmpX;
397 if (endX < 0) endX = 0;
398 int endY = (int)Math.Floor(boundingOrigin.Y + boundingSize.Y) + offsetY;
399 if (endY > tmpY) endY = tmpY;
400 if (endY < 0) endY = 0;
401
402 //m_log.DebugFormat("{0} MergeWithBounding: inSize=<{1},{2}>, disp=<{3},{4}> rot={5}, offset=<{6},{7}>, boundingStart=<{8},{9}>, boundingEnd=<{10},{11}>, cosR={12}, sinR={13}, outSize=<{14},{15}>", LogHeader,
403 // baseX, baseY, dispX, dispY, radianRotation, offsetX, offsetY, startX, startY, endX, endY, cosR, sinR, newX, newY);
404
405 int dx, dy;
406 for (y = startY; y < endY; y++)
407 {
408 for (x = startX; x < endX; x++)
409 {
410 dx = x - startX + dispX;
411 dy = y - startY + dispY;
412 if (dx >= 0 && dx < newX && dy >= 0 && dy < newY)
413 {
414 try
415 {
416 float newHeight = (float)terrain_tmp[x, y]; //use 'alpha' mask
417 if (newHeight != -65535f) m_terrainData[dx, dy] = newHeight + displacement.Z;
418 }
419 catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;)
420 {
421 m_log.DebugFormat("{0} MergeWithBounding - Bound & Displace: Out of Bounds sx={1} sy={2} dx={3} dy={4}", x, y, dx, dy);
422 }
423 }
424 }
425 }
426 }
427
286 #endregion 428 #endregion
287 429
288 public TerrainChannel Copy() 430 public TerrainChannel Copy()