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authorRobert Adams2013-09-25 17:21:20 -0700
committerRobert Adams2013-09-25 17:30:53 -0700
commitfbc9072a5ca4ae3c8474964fbd4ef663eeed1377 (patch)
treef422d4a107c5318c02255e8cc4432a83608bcdf8 /OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs
parentRemove time based terrain storage in SQLite so revision number can be used (diff)
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varregion: serious rework of TerrainChannel:
-- addition of varaible region size in X and Y -- internal storage of heightmap changed from double[] to short[] -- helper routines for handling internal structure while keeping existing API -- to and from XML that adds region size information (for downward compatibility, output in the legacy XML format if X and Y are 256) Updated and commented Constants.RegionSize but didn't change the name for compatibility.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs10
1 files changed, 8 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs b/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs
index e467701..3c060a4 100644
--- a/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs
+++ b/OpenSim/Region/Framework/Interfaces/ITerrainChannel.cs
@@ -29,15 +29,21 @@ namespace OpenSim.Region.Framework.Interfaces
29{ 29{
30 public interface ITerrainChannel 30 public interface ITerrainChannel
31 { 31 {
32 int Height { get; } 32 int Width { get;} // X dimension
33 int Height { get;} // Y dimension
34 int Altitude { get;} // Z dimension
35
33 double this[int x, int y] { get; set; } 36 double this[int x, int y] { get; set; }
34 int Width { get; }
35 37
36 /// <summary> 38 /// <summary>
37 /// Squash the entire heightmap into a single dimensioned array 39 /// Squash the entire heightmap into a single dimensioned array
38 /// </summary> 40 /// </summary>
39 /// <returns></returns> 41 /// <returns></returns>
40 float[] GetFloatsSerialised(); 42 float[] GetFloatsSerialised();
43 // Get version of map as a single dimensioned array and each value compressed
44 // into an int (compressedHeight = (int)(floatHeight * Constants.TerrainCompression);)
45 // This is done to make the map smaller as it can get pretty larger for variable sized regions.
46 short[] GetCompressedMap();
41 47
42 double[,] GetDoubles(); 48 double[,] GetDoubles();
43 bool Tainted(int x, int y); 49 bool Tainted(int x, int y);