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author | Adam Frisby | 2007-09-25 11:48:43 +0000 |
---|---|---|
committer | Adam Frisby | 2007-09-25 11:48:43 +0000 |
commit | 569ba9eb9acb9f024060a41ee4188a11aafa3fa7 (patch) | |
tree | 63cec15a6c0338a8777640ed13fd7c3ce05eeba7 | |
parent | fix order issue with prebuild.xml, we need to build Local before (diff) | |
download | opensim-SC_OLD-569ba9eb9acb9f024060a41ee4188a11aafa3fa7.zip opensim-SC_OLD-569ba9eb9acb9f024060a41ee4188a11aafa3fa7.tar.gz opensim-SC_OLD-569ba9eb9acb9f024060a41ee4188a11aafa3fa7.tar.bz2 opensim-SC_OLD-569ba9eb9acb9f024060a41ee4188a11aafa3fa7.tar.xz |
Terrain:
* Attempted fix for lag/pause when doing lots of updates.
* Some naming fixes to libTerrain.
* Refactored terrain bitmap generation into a common call for both world map and export.
General:
* Switched some calls to Console.WriteLine to use MainLog.Warn/Verbose/Notice.
Diffstat (limited to '')
7 files changed, 66 insertions, 62 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 7381930..8ad8147 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -354,7 +354,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
354 | 354 | ||
355 | private void UpdateTerrain() | 355 | private void UpdateTerrain() |
356 | { | 356 | { |
357 | if (Terrain.Tainted()) | 357 | if (Terrain.Tainted() && !Terrain.StillEditing()) |
358 | { | 358 | { |
359 | CreateTerrainTexture(); | 359 | CreateTerrainTexture(); |
360 | 360 | ||
@@ -466,7 +466,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
466 | { | 466 | { |
467 | if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile)) | 467 | if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile)) |
468 | { | 468 | { |
469 | Console.WriteLine("No default terrain, procedurally generating..."); | 469 | MainLog.Instance.Verbose("TERRAIN", "No default terrain. Generating a new terrain."); |
470 | Terrain.HillsGenerator(); | 470 | Terrain.HillsGenerator(); |
471 | 471 | ||
472 | storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD()); | 472 | storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD()); |
@@ -480,7 +480,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
480 | } | 480 | } |
481 | catch | 481 | catch |
482 | { | 482 | { |
483 | Console.WriteLine("Unable to load default terrain, procedurally generating instead..."); | 483 | MainLog.Instance.Verbose("TERRAIN","No terrain found in database or default. Generating a new terrain."); |
484 | Terrain.HillsGenerator(); | 484 | Terrain.HillsGenerator(); |
485 | } | 485 | } |
486 | storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD()); | 486 | storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD()); |
diff --git a/OpenSim/Region/Storage/OpenSim.DataStore.MonoSqlite/MonoSqliteDataStore.cs b/OpenSim/Region/Storage/OpenSim.DataStore.MonoSqlite/MonoSqliteDataStore.cs index a0d2399..d2bb106 100644 --- a/OpenSim/Region/Storage/OpenSim.DataStore.MonoSqlite/MonoSqliteDataStore.cs +++ b/OpenSim/Region/Storage/OpenSim.DataStore.MonoSqlite/MonoSqliteDataStore.cs | |||
@@ -141,8 +141,8 @@ namespace OpenSim.DataStore.MonoSqlite | |||
141 | prim.Shape = buildShape(shapeRow); | 141 | prim.Shape = buildShape(shapeRow); |
142 | } | 142 | } |
143 | else | 143 | else |
144 | { | 144 | { |
145 | Console.WriteLine("No shape found for prim in storage, so setting default box shape"); | 145 | MainLog.Instance.Notice("No shape found for prim in storage, so setting default box shape"); |
146 | prim.Shape = BoxShape.Default; | 146 | prim.Shape = BoxShape.Default; |
147 | } | 147 | } |
148 | group.AddPart(prim); | 148 | group.AddPart(prim); |
@@ -161,7 +161,7 @@ namespace OpenSim.DataStore.MonoSqlite | |||
161 | } | 161 | } |
162 | else | 162 | else |
163 | { | 163 | { |
164 | Console.WriteLine("No shape found for prim in storage, so setting default box shape"); | 164 | MainLog.Instance.Notice("No shape found for prim in storage, so setting default box shape"); |
165 | prim.Shape = BoxShape.Default; | 165 | prim.Shape = BoxShape.Default; |
166 | } | 166 | } |
167 | createdObjects[new LLUUID(objID)].AddPart(prim); | 167 | createdObjects[new LLUUID(objID)].AddPart(prim); |
diff --git a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs index c3c4935..d010a03 100644 --- a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs +++ b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs | |||
@@ -81,6 +81,11 @@ namespace OpenSim.Region.Terrain | |||
81 | /// </summary> | 81 | /// </summary> |
82 | public double minLower = 500.0; | 82 | public double minLower = 500.0; |
83 | 83 | ||
84 | /// <summary> | ||
85 | /// The last time the terrain was edited | ||
86 | /// </summary> | ||
87 | public DateTime lastEdit = DateTime.Now; | ||
88 | |||
84 | 89 | ||
85 | /// <summary> | 90 | /// <summary> |
86 | /// Whether or not the terrain has been modified since it was last saved and sent to the Physics engine. | 91 | /// Whether or not the terrain has been modified since it was last saved and sent to the Physics engine. |
@@ -120,6 +125,16 @@ namespace OpenSim.Region.Terrain | |||
120 | return (tainted != 0); | 125 | return (tainted != 0); |
121 | } | 126 | } |
122 | 127 | ||
128 | public bool StillEditing() | ||
129 | { | ||
130 | TimeSpan gap = DateTime.Now - lastEdit; | ||
131 | |||
132 | if (gap.TotalSeconds <= 2.0) | ||
133 | return true; | ||
134 | |||
135 | return false; | ||
136 | } | ||
137 | |||
123 | public bool Tainted(int x, int y) | 138 | public bool Tainted(int x, int y) |
124 | { | 139 | { |
125 | return (heightmap.diff[x / 16, y / 16] != 0); | 140 | return (heightmap.diff[x / 16, y / 16] != 0); |
@@ -197,6 +212,8 @@ namespace OpenSim.Region.Terrain | |||
197 | } | 212 | } |
198 | } | 213 | } |
199 | 214 | ||
215 | lastEdit = DateTime.Now; | ||
216 | |||
200 | return; | 217 | return; |
201 | } | 218 | } |
202 | 219 | ||
@@ -1172,28 +1189,7 @@ namespace OpenSim.Region.Terrain | |||
1172 | { | 1189 | { |
1173 | try | 1190 | try |
1174 | { | 1191 | { |
1175 | Bitmap gradientmapLd = new Bitmap(gradientmap); | 1192 | Bitmap bmp = TerrainToBitmap(gradientmap); |
1176 | |||
1177 | int pallete = gradientmapLd.Height; | ||
1178 | |||
1179 | Bitmap bmp = new Bitmap(heightmap.w, heightmap.h); | ||
1180 | Color[] colours = new Color[pallete]; | ||
1181 | |||
1182 | for (int i = 0; i < pallete; i++) | ||
1183 | { | ||
1184 | colours[i] = gradientmapLd.GetPixel(0, i); | ||
1185 | } | ||
1186 | |||
1187 | Channel copy = heightmap.Copy(); | ||
1188 | for (int y = 0; y < copy.h; y++) | ||
1189 | { | ||
1190 | for (int x = 0; x < copy.w; x++) | ||
1191 | { | ||
1192 | // 512 is the largest possible height before colours clamp | ||
1193 | int colorindex = (int)(Math.Max(Math.Min(1.0, copy.Get(x, y) / 512.0), 0.0) * (pallete - 1)); | ||
1194 | bmp.SetPixel(x, y, colours[colorindex]); | ||
1195 | } | ||
1196 | } | ||
1197 | 1193 | ||
1198 | bmp.Save(filename, ImageFormat.Png); | 1194 | bmp.Save(filename, ImageFormat.Png); |
1199 | } | 1195 | } |
@@ -1212,30 +1208,8 @@ namespace OpenSim.Region.Terrain | |||
1212 | byte[] imageData = null; | 1208 | byte[] imageData = null; |
1213 | try | 1209 | try |
1214 | { | 1210 | { |
1215 | Bitmap gradientmapLd = new Bitmap(gradientmap); | 1211 | Bitmap bmp = TerrainToBitmap(gradientmap); |
1216 | |||
1217 | int pallete = gradientmapLd.Height; | ||
1218 | |||
1219 | Bitmap bmp = new Bitmap(heightmap.w, heightmap.h); | ||
1220 | Color[] colours = new Color[pallete]; | ||
1221 | 1212 | ||
1222 | for (int i = 0; i < pallete; i++) | ||
1223 | { | ||
1224 | colours[i] = gradientmapLd.GetPixel(0, i); | ||
1225 | } | ||
1226 | |||
1227 | Channel copy = heightmap.Copy(); | ||
1228 | for (int y = 0; y < copy.h; y++) | ||
1229 | { | ||
1230 | for (int x = 0; x < copy.w; x++) | ||
1231 | { | ||
1232 | // 512 is the largest possible height before colours clamp | ||
1233 | int colorindex = (int)(Math.Max(Math.Min(1.0, copy.Get(x, copy.h - y) / 512.0), 0.0) * (pallete - 1)); | ||
1234 | bmp.SetPixel(x, y, colours[colorindex]); | ||
1235 | } | ||
1236 | } | ||
1237 | |||
1238 | //bmp.Save(filename, System.Drawing.Imaging.ImageFormat.Png); | ||
1239 | imageData = OpenJPEG.EncodeFromImage(bmp, true ); | 1213 | imageData = OpenJPEG.EncodeFromImage(bmp, true ); |
1240 | 1214 | ||
1241 | } | 1215 | } |
@@ -1246,5 +1220,33 @@ namespace OpenSim.Region.Terrain | |||
1246 | 1220 | ||
1247 | return imageData; | 1221 | return imageData; |
1248 | } | 1222 | } |
1223 | |||
1224 | private Bitmap TerrainToBitmap(string gradientmap) | ||
1225 | { | ||
1226 | Bitmap gradientmapLd = new Bitmap(gradientmap); | ||
1227 | |||
1228 | int pallete = gradientmapLd.Height; | ||
1229 | |||
1230 | Bitmap bmp = new Bitmap(heightmap.w, heightmap.h); | ||
1231 | Color[] colours = new Color[pallete]; | ||
1232 | |||
1233 | for (int i = 0; i < pallete; i++) | ||
1234 | { | ||
1235 | colours[i] = gradientmapLd.GetPixel(0, i); | ||
1236 | } | ||
1237 | |||
1238 | Channel copy = heightmap.Copy(); | ||
1239 | for (int y = 0; y < copy.h; y++) | ||
1240 | { | ||
1241 | for (int x = 0; x < copy.w; x++) | ||
1242 | { | ||
1243 | // 512 is the largest possible height before colours clamp | ||
1244 | int colorindex = (int)(Math.Max(Math.Min(1.0, copy.Get(x, y) / 512.0), 0.0) * (pallete - 1)); | ||
1245 | bmp.SetPixel(x, y, colours[colorindex]); | ||
1246 | } | ||
1247 | } | ||
1248 | return bmp; | ||
1249 | } | ||
1250 | |||
1249 | } | 1251 | } |
1250 | } | 1252 | } |
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs index 8e894ab..45bb06b 100644 --- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs +++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Editing/Flatten.cs | |||
@@ -115,7 +115,7 @@ namespace libTerrain | |||
115 | if (z < 0) | 115 | if (z < 0) |
116 | z = 0; | 116 | z = 0; |
117 | 117 | ||
118 | Set(x, y, Tools.linearInterpolate(map[x, y], height, z)); | 118 | Set(x, y, Tools.LinearInterpolate(map[x, y], height, z)); |
119 | } | 119 | } |
120 | } | 120 | } |
121 | } | 121 | } |
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs index 3e88aa9..3a9b7f7 100644 --- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs +++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Generators/Fracture.cs | |||
@@ -100,7 +100,7 @@ namespace libTerrain | |||
100 | { | 100 | { |
101 | for (int y = 0; y < h; y++) | 101 | for (int y = 0; y < h; y++) |
102 | { | 102 | { |
103 | double miny = Tools.linearInterpolate(a[1], b[1], (double)x / (double)w); | 103 | double miny = Tools.LinearInterpolate(a[1], b[1], (double)x / (double)w); |
104 | 104 | ||
105 | if (v >= 0.5) | 105 | if (v >= 0.5) |
106 | { | 106 | { |
@@ -108,14 +108,14 @@ namespace libTerrain | |||
108 | { | 108 | { |
109 | if (y > miny) | 109 | if (y > miny) |
110 | { | 110 | { |
111 | map[x, y] += Tools.linearInterpolate(scalemin, scalemax, z); | 111 | map[x, y] += Tools.LinearInterpolate(scalemin, scalemax, z); |
112 | } | 112 | } |
113 | } | 113 | } |
114 | else | 114 | else |
115 | { | 115 | { |
116 | if (y < miny) | 116 | if (y < miny) |
117 | { | 117 | { |
118 | map[x, y] += Tools.linearInterpolate(scalemin, scalemax, z); | 118 | map[x, y] += Tools.LinearInterpolate(scalemin, scalemax, z); |
119 | } | 119 | } |
120 | } | 120 | } |
121 | } | 121 | } |
@@ -125,14 +125,14 @@ namespace libTerrain | |||
125 | { | 125 | { |
126 | if (x > miny) | 126 | if (x > miny) |
127 | { | 127 | { |
128 | map[x, y] += Tools.linearInterpolate(scalemin, scalemax, z); | 128 | map[x, y] += Tools.LinearInterpolate(scalemin, scalemax, z); |
129 | } | 129 | } |
130 | } | 130 | } |
131 | else | 131 | else |
132 | { | 132 | { |
133 | if (x < miny) | 133 | if (x < miny) |
134 | { | 134 | { |
135 | map[x, y] += Tools.linearInterpolate(scalemin, scalemax, z); | 135 | map[x, y] += Tools.LinearInterpolate(scalemin, scalemax, z); |
136 | } | 136 | } |
137 | } | 137 | } |
138 | } | 138 | } |
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs index 0930a36..0155791 100644 --- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs +++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Channel/Grid.cs | |||
@@ -341,7 +341,7 @@ namespace libTerrain | |||
341 | { | 341 | { |
342 | for (y = 0; y < h; y++) | 342 | for (y = 0; y < h; y++) |
343 | { | 343 | { |
344 | Set(x, y, Tools.linearInterpolate(map[x, y], other.map[x, y], amount)); | 344 | Set(x, y, Tools.LinearInterpolate(map[x, y], other.map[x, y], amount)); |
345 | } | 345 | } |
346 | } | 346 | } |
347 | return this; | 347 | return this; |
@@ -354,7 +354,7 @@ namespace libTerrain | |||
354 | { | 354 | { |
355 | for (y = 0; y < h; y++) | 355 | for (y = 0; y < h; y++) |
356 | { | 356 | { |
357 | Set(x, y, Tools.linearInterpolate(map[x, y], other.map[x, y], amount.map[x, y])); | 357 | Set(x, y, Tools.LinearInterpolate(map[x, y], other.map[x, y], amount.map[x, y])); |
358 | } | 358 | } |
359 | } | 359 | } |
360 | return this; | 360 | return this; |
diff --git a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Tools/Tools.cs b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Tools/Tools.cs index 60dbf62..13338a2 100644 --- a/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Tools/Tools.cs +++ b/OpenSim/Region/Terrain.BasicTerrain/libTerrainBSD/Tools/Tools.cs | |||
@@ -37,17 +37,19 @@ namespace libTerrain | |||
37 | { | 37 | { |
38 | class Tools | 38 | class Tools |
39 | { | 39 | { |
40 | public static double linearInterpolate(double a, double b, double amount) | 40 | public static double LinearInterpolate(double a, double b, double amount) |
41 | { | 41 | { |
42 | return a + ((b - a) * amount); | 42 | return a + ((b - a) * amount); |
43 | } | 43 | } |
44 | public static double exponentialInterpolate(double a, double b, double amount) | 44 | |
45 | public static double ExponentialInterpolate(double a, double b, double amount) | ||
45 | { | 46 | { |
46 | a = Math.Pow(a, amount); | 47 | a = Math.Pow(a, amount); |
47 | b = Math.Pow(b - a, 1.0 - amount); | 48 | b = Math.Pow(b - a, 1.0 - amount); |
48 | return a+b; | 49 | return a+b; |
49 | } | 50 | } |
50 | public static int powerOf2Log2(int n) { | 51 | |
52 | public static int PowerOf2Log2(int n) { | ||
51 | for (int i = 0; i < 31; i++) { | 53 | for (int i = 0; i < 31; i++) { |
52 | if ((n & 1) == 1) { | 54 | if ((n & 1) == 1) { |
53 | return i; | 55 | return i; |