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authorRobert Adams2014-02-02 11:17:49 -0800
committerRobert Adams2014-02-02 11:17:49 -0800
commit9c97fb8e127e91d48cf92eeed238cf80878e2286 (patch)
treea0d00a1707f45121137d210f18b8b9525cc3ab48 /OpenSim/Region/Framework/Scenes/TerrainChannel.cs
parentOverload INPCModule.CreateNPC() to allow agentID to be specified. Note: this ... (diff)
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Implement terrain merging in TerrainChannel.
Modify archiver to use terrain merging when loading oars. This makes displacement AND rotation properly work on terrain when loading oars. Especially useful when loading legacy region oars into large varregions.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/TerrainChannel.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainChannel.cs72
1 files changed, 72 insertions, 0 deletions
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;
36using OpenSim.Framework; 36using OpenSim.Framework;
37using OpenSim.Region.Framework.Interfaces; 37using OpenSim.Region.Framework.Interfaces;
38 38
39using OpenMetaverse;
40
39using log4net; 41using log4net;
40 42
41namespace OpenSim.Region.Framework.Scenes 43namespace 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()