aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Terrain.BasicTerrain
diff options
context:
space:
mode:
authorBrian McBee2007-08-06 18:14:48 +0000
committerBrian McBee2007-08-06 18:14:48 +0000
commit86da47dc4e7d843d973570f8ce2158c35a3ab895 (patch)
tree8971a71474f281e6c2d1b546fe887c53532dd7aa /OpenSim/Region/Terrain.BasicTerrain
parentOpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs (diff)
downloadopensim-SC_OLD-86da47dc4e7d843d973570f8ce2158c35a3ab895.zip
opensim-SC_OLD-86da47dc4e7d843d973570f8ce2158c35a3ab895.tar.gz
opensim-SC_OLD-86da47dc4e7d843d973570f8ce2158c35a3ab895.tar.bz2
opensim-SC_OLD-86da47dc4e7d843d973570f8ce2158c35a3ab895.tar.xz
OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
This time I think I have BOTH terrain rotation AND terraforming working. Could those of you with large terrain maps please test this thoroughly?
Diffstat (limited to 'OpenSim/Region/Terrain.BasicTerrain')
-rw-r--r--OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs69
1 files changed, 26 insertions, 43 deletions
diff --git a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
index a519185..e10c51b 100644
--- a/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
+++ b/OpenSim/Region/Terrain.BasicTerrain/TerrainEngine.cs
@@ -155,23 +155,6 @@ namespace OpenSim.Region.Terrain
155 /// Converts the heightmap to a 65536 value 1D floating point array 155 /// Converts the heightmap to a 65536 value 1D floating point array
156 /// </summary> 156 /// </summary>
157 /// <returns>A float[65536] array containing the heightmap</returns> 157 /// <returns>A float[65536] array containing the heightmap</returns>
158 public float[] GetHeights1DFixed()
159 {
160 float[] heights = new float[w * h];
161 int i;
162
163 for (i = 0; i < w * h; i++)
164 {
165 heights[i] = (float)heightmap.map[i % w, i / w];
166 }
167
168 return heights;
169 }
170
171 /// <summary>
172 /// Converts the heightmap to a 65536 value 1D floating point array
173 /// </summary>
174 /// <returns>A float[65536] array containing the heightmap</returns>
175 public float[] GetHeights1D() 158 public float[] GetHeights1D()
176 { 159 {
177 float[] heights = new float[w * h]; 160 float[] heights = new float[w * h];
@@ -179,7 +162,7 @@ namespace OpenSim.Region.Terrain
179 162
180 for (i = 0; i < w * h; i++) 163 for (i = 0; i < w * h; i++)
181 { 164 {
182 heights[i] = (float)heightmap.map[i / w, i % w]; 165 heights[i] = (float)heightmap.map[i % w, i / w];
183 } 166 }
184 167
185 return heights; 168 return heights;
@@ -221,7 +204,7 @@ namespace OpenSim.Region.Terrain
221 int i; 204 int i;
222 for (i = 0; i < w * h; i++) 205 for (i = 0; i < w * h; i++)
223 { 206 {
224 heightmap.map[i / w, i % w] = heights[i]; 207 heightmap.map[i % w, i / w] = heights[i];
225 } 208 }
226 209
227 tainted++; 210 tainted++;
@@ -593,9 +576,9 @@ namespace OpenSim.Region.Terrain
593 FileStream s = file.Open(FileMode.Open, FileAccess.Read); 576 FileStream s = file.Open(FileMode.Open, FileAccess.Read);
594 BinaryReader bs = new BinaryReader(s); 577 BinaryReader bs = new BinaryReader(s);
595 int x, y; 578 int x, y;
596 for (x = 0; x < w; x++) 579 for (y = 0; y < h; y++)
597 { 580 {
598 for (y = 0; y < h; y++) 581 for (x = 0; x < h; x++)
599 { 582 {
600 heightmap.map[x, y] = bs.ReadDouble(); 583 heightmap.map[x, y] = bs.ReadDouble();
601 } 584 }
@@ -618,9 +601,9 @@ namespace OpenSim.Region.Terrain
618 FileStream s = file.Open(FileMode.Open, FileAccess.Read); 601 FileStream s = file.Open(FileMode.Open, FileAccess.Read);
619 BinaryReader bs = new BinaryReader(s); 602 BinaryReader bs = new BinaryReader(s);
620 int x, y; 603 int x, y;
621 for (x = 0; x < w; x++) 604 for (y = 0; y < h; y++)
622 { 605 {
623 for (y = 0; y < h; y++) 606 for (x = 0; x < w; x++)
624 { 607 {
625 heightmap.map[x, y] = (double)bs.ReadSingle(); 608 heightmap.map[x, y] = (double)bs.ReadSingle();
626 } 609 }
@@ -652,19 +635,19 @@ namespace OpenSim.Region.Terrain
652 BinaryReader bs = new BinaryReader(s); 635 BinaryReader bs = new BinaryReader(s);
653 636
654 int x, y; 637 int x, y;
655 for (x = 0; x < dimensionX; x++) 638 for (y = 0; y < dimensionY; y++)
656 { 639 {
657 for (y = 0; y < dimensionY; y++) 640 for (x = 0; x < dimensionX; x++)
658 { 641 {
659 tempMap[y,x] = (double)bs.ReadSingle(); 642 tempMap[x,y] = (double)bs.ReadSingle();
660 } 643 }
661 } 644 }
662 645
663 for (x = 0; x < w; x++) 646 for (y = 0; y < h; y++)
664 { 647 {
665 for (y = 0; y < h; y++) 648 for (x = 0; x < w; x++)
666 { 649 {
667 heightmap.Set(x, y, tempMap[x + sectionToLoadY, y + sectionToLoadX]); 650 heightmap.Set(x, y, tempMap[x + sectionToLoadX, y + sectionToLoadY]);
668 } 651 }
669 } 652 }
670 653
@@ -685,9 +668,9 @@ namespace OpenSim.Region.Terrain
685 FileStream s = file.Open(FileMode.Open, FileAccess.Read); 668 FileStream s = file.Open(FileMode.Open, FileAccess.Read);
686 BinaryReader bs = new BinaryReader(s); 669 BinaryReader bs = new BinaryReader(s);
687 int x, y; 670 int x, y;
688 for (x = 0; x < w; x++) 671 for (y = 0; y < h; y++)
689 { 672 {
690 for (y = 0; y < h; y++) 673 for (x = 0; x < w; x++)
691 { 674 {
692 heightmap.map[x, y] = (double)bs.ReadByte() * ((double)bs.ReadByte() / 127.0); 675 heightmap.map[x, y] = (double)bs.ReadByte() * ((double)bs.ReadByte() / 127.0);
693 bs.ReadBytes(11); // Advance the stream to next bytes. 676 bs.ReadBytes(11); // Advance the stream to next bytes.
@@ -711,9 +694,9 @@ namespace OpenSim.Region.Terrain
711 BinaryWriter bs = new BinaryWriter(s); 694 BinaryWriter bs = new BinaryWriter(s);
712 695
713 int x, y; 696 int x, y;
714 for (x = 0; x < w; x++) 697 for (y = 0; y < h; y++)
715 { 698 {
716 for (y = 0; y < h; y++) 699 for (x = 0; x < w; x++)
717 { 700 {
718 bs.Write(heightmap.Get(x, y)); 701 bs.Write(heightmap.Get(x, y));
719 } 702 }
@@ -734,9 +717,9 @@ namespace OpenSim.Region.Terrain
734 BinaryWriter bs = new BinaryWriter(s); 717 BinaryWriter bs = new BinaryWriter(s);
735 718
736 int x, y; 719 int x, y;
737 for (x = 0; x < w; x++) 720 for (y = 0; y < h; y++)
738 { 721 {
739 for (y = 0; y < h; y++) 722 for (x = 0; x < w; x++)
740 { 723 {
741 bs.Write((float)heightmap.Get(x, y)); 724 bs.Write((float)heightmap.Get(x, y));
742 } 725 }
@@ -774,9 +757,9 @@ namespace OpenSim.Region.Terrain
774 if(backupMultiplier < 1) 757 if(backupMultiplier < 1)
775 backupMultiplier = 1; 758 backupMultiplier = 1;
776 759
777 for (x = 0; x < w; x++) 760 for (y = 0; y < h; y++)
778 { 761 {
779 for (y = 0; y < h; y++) 762 for (x = 0; x < h; x++)
780 { 763 {
781 byte red = (byte)(heightmap.Get(x, y) / ((double)avgMultiplier / 128.0)); 764 byte red = (byte)(heightmap.Get(x, y) / ((double)avgMultiplier / 128.0));
782 byte green = avgMultiplier; 765 byte green = avgMultiplier;
@@ -834,9 +817,9 @@ namespace OpenSim.Region.Terrain
834 } 817 }
835 818
836 // Output the calculated raw 819 // Output the calculated raw
837 for (x = 0; x < w; x++) 820 for (y = 0; y < h; y++)
838 { 821 {
839 for (y = 0; y < h; y++) 822 for (x = 0; x < w; x++)
840 { 823 {
841 double t = heightmap.Get(x, y); 824 double t = heightmap.Get(x, y);
842 double min = double.MaxValue; 825 double min = double.MaxValue;
@@ -1072,9 +1055,9 @@ namespace OpenSim.Region.Terrain
1072 } 1055 }
1073 1056
1074 Channel copy = heightmap.Copy(); 1057 Channel copy = heightmap.Copy();
1075 for (int x = 0; x < copy.w; x++) 1058 for (int y = 0; y < copy.h; y++)
1076 { 1059 {
1077 for (int y = 0; y < copy.h; y++) 1060 for (int x = 0; x < copy.w; x++)
1078 { 1061 {
1079 // 512 is the largest possible height before colours clamp 1062 // 512 is the largest possible height before colours clamp
1080 int colorindex = (int)(Math.Max(Math.Min(1.0, copy.Get(x, y) / 512.0), 0.0) * (pallete - 1)); 1063 int colorindex = (int)(Math.Max(Math.Min(1.0, copy.Get(x, y) / 512.0), 0.0) * (pallete - 1));
@@ -1112,9 +1095,9 @@ namespace OpenSim.Region.Terrain
1112 } 1095 }
1113 1096
1114 Channel copy = heightmap.Copy(); 1097 Channel copy = heightmap.Copy();
1115 for (int x = 0; x < copy.w; x++) 1098 for (int y = 0; y < copy.h; y++)
1116 { 1099 {
1117 for (int y = 0; y < copy.h; y++) 1100 for (int x = 0; x < copy.w; x++)
1118 { 1101 {
1119 // 512 is the largest possible height before colours clamp 1102 // 512 is the largest possible height before colours clamp
1120 int colorindex = (int)(Math.Max(Math.Min(1.0, copy.Get(copy.h - y, x) / 512.0), 0.0) * (pallete - 1)); 1103 int colorindex = (int)(Math.Max(Math.Min(1.0, copy.Get(copy.h - y, x) / 512.0), 0.0) * (pallete - 1));