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authorDiva Canto2012-03-16 13:08:05 -0700
committerDiva Canto2012-03-16 13:08:05 -0700
commita2009ffe2e71afefad79471811418df8958870ab (patch)
treed6b70d57f2926965310e84f319beea156414febe /OpenSim/Region
parentMerge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff)
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Terrain: added [Terrain] section with an option to load an initial flat terrain. Default is still pinhead island. I much rather have a flat land in the beginning.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainChannel.cs60
3 files changed, 59 insertions, 19 deletions
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index cf000a4..ef9c95c 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -86,6 +86,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
86 private volatile bool m_tainted; 86 private volatile bool m_tainted;
87 private readonly Stack<LandUndoState> m_undo = new Stack<LandUndoState>(5); 87 private readonly Stack<LandUndoState> m_undo = new Stack<LandUndoState>(5);
88 88
89 private String m_InitialTerrain = "pinhead-island";
90
89 /// <summary> 91 /// <summary>
90 /// Human readable list of terrain file extensions that are supported. 92 /// Human readable list of terrain file extensions that are supported.
91 /// </summary> 93 /// </summary>
@@ -109,6 +111,9 @@ namespace OpenSim.Region.CoreModules.World.Terrain
109 /// <param name="config">Config for the region</param> 111 /// <param name="config">Config for the region</param>
110 public void Initialise(IConfigSource config) 112 public void Initialise(IConfigSource config)
111 { 113 {
114 IConfig terrainConfig = config.Configs["Terrain"];
115 if (terrainConfig != null)
116 m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -120,7 +125,7 @@ namespace OpenSim.Region.CoreModules.World.Terrain
120 { 125 {
121 if (m_scene.Heightmap == null) 126 if (m_scene.Heightmap == null)
122 { 127 {
123 m_channel = new TerrainChannel(); 128 m_channel = new TerrainChannel(m_InitialTerrain);
124 m_scene.Heightmap = m_channel; 129 m_scene.Heightmap = m_channel;
125 m_revert = new TerrainChannel(); 130 m_revert = new TerrainChannel();
126 UpdateRevertMap(); 131 UpdateRevertMap();
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 3a066d4..5b1b165 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1576,8 +1576,15 @@ namespace OpenSim.Region.Framework.Scenes
1576 double[,] map = SimulationDataService.LoadTerrain(RegionInfo.RegionID); 1576 double[,] map = SimulationDataService.LoadTerrain(RegionInfo.RegionID);
1577 if (map == null) 1577 if (map == null)
1578 { 1578 {
1579 m_log.Info("[TERRAIN]: No default terrain. Generating a new terrain."); 1579 // This should be in the Terrain module, but it isn't because
1580 Heightmap = new TerrainChannel(); 1580 // the heightmap is needed _way_ before the modules are initialized...
1581 IConfig terrainConfig = m_config.Configs["Terrain"];
1582 String m_InitialTerrain = "pinhead-island";
1583 if (terrainConfig != null)
1584 m_InitialTerrain = terrainConfig.GetString("InitialTerrain", m_InitialTerrain);
1585
1586 m_log.InfoFormat("[TERRAIN]: No default terrain. Generating a new terrain {0}.", m_InitialTerrain);
1587 Heightmap = new TerrainChannel(m_InitialTerrain);
1581 1588
1582 SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); 1589 SimulationDataService.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
1583 } 1590 }
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
index ca6210d..c0ca48e 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
@@ -46,23 +46,20 @@ namespace OpenSim.Region.Framework.Scenes
46 public TerrainChannel() 46 public TerrainChannel()
47 { 47 {
48 map = new double[Constants.RegionSize, Constants.RegionSize]; 48 map = new double[Constants.RegionSize, Constants.RegionSize];
49 taint = new bool[Constants.RegionSize / 16,Constants.RegionSize / 16]; 49 taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
50 50
51 int x; 51 PinHeadIsland();
52 for (x = 0; x < Constants.RegionSize; x++) 52 }
53 { 53
54 int y; 54 public TerrainChannel(String type)
55 for (y = 0; y < Constants.RegionSize; y++) 55 {
56 { 56 map = new double[Constants.RegionSize, Constants.RegionSize];
57 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10; 57 taint = new bool[Constants.RegionSize / 16, Constants.RegionSize / 16];
58 double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01; 58
59 double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001; 59 if (type.Equals("flat"))
60 if (map[x, y] < spherFacA) 60 FlatLand();
61 map[x, y] = spherFacA; 61 else
62 if (map[x, y] < spherFacB) 62 PinHeadIsland();
63 map[x, y] = spherFacB;
64 }
65 }
66 } 63 }
67 64
68 public TerrainChannel(double[,] import) 65 public TerrainChannel(double[,] import)
@@ -238,5 +235,36 @@ namespace OpenSim.Region.Framework.Scenes
238 } 235 }
239 } 236 }
240 } 237 }
238
239 private void PinHeadIsland()
240 {
241 int x;
242 for (x = 0; x < Constants.RegionSize; x++)
243 {
244 int y;
245 for (y = 0; y < Constants.RegionSize; y++)
246 {
247 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
248 double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01;
249 double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001;
250 if (map[x, y] < spherFacA)
251 map[x, y] = spherFacA;
252 if (map[x, y] < spherFacB)
253 map[x, y] = spherFacB;
254 }
255 }
256 }
257
258 private void FlatLand()
259 {
260 int x;
261 for (x = 0; x < Constants.RegionSize; x++)
262 {
263 int y;
264 for (y = 0; y < Constants.RegionSize; y++)
265 map[x, y] = 21;
266 }
267 }
268
241 } 269 }
242} 270}