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authorAdam Frisby2007-07-21 22:20:22 +0000
committerAdam Frisby2007-07-21 22:20:22 +0000
commit4eb8ca49a901b09ce4bc3130f76f53b910391bbc (patch)
treea8bf71c7dee31f69a26e29e0708317429653fd7c /OpenSim/Region/Environment/Scenes/Scene.cs
parent* Fixed an issue whereby extremely tall terrains would be unable to output a ... (diff)
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* Renamed terrain functions to match OpenSim naming styles.
* Added capability to support minimum/maximum terrain limits (from the last 'bake')
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs30
1 files changed, 15 insertions, 15 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index acd7f3f..64676f0 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -239,10 +239,10 @@ namespace OpenSim.Region.Environment.Scenes
239 { 239 {
240 lock (m_syncRoot) 240 lock (m_syncRoot)
241 { 241 {
242 phyScene.SetTerrain(Terrain.getHeights1D()); 242 phyScene.SetTerrain(Terrain.GetHeights1D());
243 } 243 }
244 244
245 storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD()); 245 storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
246 246
247 ForEachScenePresence(delegate(ScenePresence presence) 247 ForEachScenePresence(delegate(ScenePresence presence)
248 { 248 {
@@ -295,14 +295,14 @@ namespace OpenSim.Region.Environment.Scenes
295 { 295 {
296 try 296 try
297 { 297 {
298 Terrain.hills(); 298 Terrain.HillsGenerator();
299 299
300 lock (m_syncRoot) 300 lock (m_syncRoot)
301 { 301 {
302 phyScene.SetTerrain(Terrain.getHeights1D()); 302 phyScene.SetTerrain(Terrain.GetHeights1D());
303 } 303 }
304 304
305 storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD()); 305 storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
306 306
307 ForEachScenePresence(delegate(ScenePresence presence) 307 ForEachScenePresence(delegate(ScenePresence presence)
308 { 308 {
@@ -328,12 +328,12 @@ namespace OpenSim.Region.Environment.Scenes
328 { 328 {
329 try 329 try
330 { 330 {
331 Terrain.setHeights2D(newMap); 331 Terrain.SetHeights2D(newMap);
332 lock (m_syncRoot) 332 lock (m_syncRoot)
333 { 333 {
334 phyScene.SetTerrain(Terrain.getHeights1D()); 334 phyScene.SetTerrain(Terrain.GetHeights1D());
335 } 335 }
336 storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD()); 336 storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
337 337
338 ForEachScenePresence(delegate(ScenePresence presence) 338 ForEachScenePresence(delegate(ScenePresence presence)
339 { 339 {
@@ -395,28 +395,28 @@ namespace OpenSim.Region.Environment.Scenes
395 if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile)) 395 if (string.IsNullOrEmpty(m_regInfo.estateSettings.terrainFile))
396 { 396 {
397 Console.WriteLine("No default terrain, procedurally generating..."); 397 Console.WriteLine("No default terrain, procedurally generating...");
398 Terrain.hills(); 398 Terrain.HillsGenerator();
399 399
400 storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD()); 400 storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
401 } 401 }
402 else 402 else
403 { 403 {
404 try 404 try
405 { 405 {
406 Terrain.loadFromFileF32(m_regInfo.estateSettings.terrainFile); 406 Terrain.LoadFromFileF32(m_regInfo.estateSettings.terrainFile);
407 Terrain *= m_regInfo.estateSettings.terrainMultiplier; 407 Terrain *= m_regInfo.estateSettings.terrainMultiplier;
408 } 408 }
409 catch 409 catch
410 { 410 {
411 Console.WriteLine("Unable to load default terrain, procedurally generating instead..."); 411 Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
412 Terrain.hills(); 412 Terrain.HillsGenerator();
413 } 413 }
414 storageManager.DataStore.StoreTerrain(Terrain.getHeights2DD()); 414 storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD());
415 } 415 }
416 } 416 }
417 else 417 else
418 { 418 {
419 Terrain.setHeights2D(map); 419 Terrain.SetHeights2D(map);
420 } 420 }
421 421
422 CreateTerrainTexture(); 422 CreateTerrainTexture();
@@ -433,7 +433,7 @@ namespace OpenSim.Region.Environment.Scenes
433 public void CreateTerrainTexture() 433 public void CreateTerrainTexture()
434 { 434 {
435 //create a texture asset of the terrain 435 //create a texture asset of the terrain
436 byte[] data = Terrain.exportJpegImage("defaultstripe.png"); 436 byte[] data = Terrain.ExportJpegImage("defaultstripe.png");
437 m_regInfo.estateSettings.terrainImageID = LLUUID.Random(); 437 m_regInfo.estateSettings.terrainImageID = LLUUID.Random();
438 AssetBase asset = new AssetBase(); 438 AssetBase asset = new AssetBase();
439 asset.FullID = m_regInfo.estateSettings.terrainImageID; 439 asset.FullID = m_regInfo.estateSettings.terrainImageID;