From 97bc5263de990ce80fc0adfbdb632ba8c5cbb77b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 16 Oct 2013 07:52:30 -0700 Subject: varregion: move the compressed heighmap compression factor from Constants into TerrainData. Save compression factor with the terrain blob in the database. --- OpenSim/Framework/TerrainData.cs | 43 ++++++++++++++++++++++++++++------------ 1 file changed, 30 insertions(+), 13 deletions(-) (limited to 'OpenSim/Framework/TerrainData.cs') diff --git a/OpenSim/Framework/TerrainData.cs b/OpenSim/Framework/TerrainData.cs index bee6814..103359b 100644 --- a/OpenSim/Framework/TerrainData.cs +++ b/OpenSim/Framework/TerrainData.cs @@ -28,9 +28,12 @@ using System; using System.Collections.Generic; using System.IO; +using System.Reflection; using OpenMetaverse; +using log4net; + namespace OpenSim.Framework { public abstract class TerrainData @@ -54,12 +57,13 @@ namespace OpenSim.Framework // return a special compressed representation of the heightmap in shorts public abstract short[] GetCompressedMap(); - public abstract void SetCompressedMap(short[] cmap); + public abstract float CompressionFactor { get; } + public abstract void SetCompressedMap(short[] cmap, float pCompressionFactor); public abstract TerrainData Clone(); } - // The terrain is stored as a blob in the database with a 'revision' field. + // The terrain is stored in the database as a blob with a 'revision' field. // Some implementations of terrain storage would fill the revision field with // the time the terrain was stored. When real revisions were added and this // feature removed, that left some old entries with the time in the revision @@ -83,9 +87,12 @@ namespace OpenSim.Framework // This should really be 'LLOptimizedHeightmapTerrainData' as it includes knowledge // of 'patches' which are 16x16 terrain areas which can be sent separately to the viewer. // The heighmap is kept as an array of short integers. The integer values are converted to - // and from floats by TerrainCompressionFactor. + // and from floats by TerrainCompressionFactor. Shorts are used to limit storage used. public class HeightmapTerrainData : TerrainData { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static string LogHeader = "[TERRAIN DATA]"; + // TerrainData.this[x, y] public override float this[int x, int y] { @@ -96,7 +103,7 @@ namespace OpenSim.Framework { m_heightmap[x, y] = newVal; m_taint[x / Constants.TerrainPatchSize, y / Constants.TerrainPatchSize] = true; - + m_log.DebugFormat("{0} set[{1},{2}] to {3} ({4})", LogHeader, x, y, value, newVal); } } } @@ -131,6 +138,11 @@ namespace OpenSim.Framework return false; } + // TerrainData.CompressionFactor + private float m_compressionFactor = 100.0f; + public override float CompressionFactor { get { return m_compressionFactor; } } + + // TerrainData.GetCompressedMap public override short[] GetCompressedMap() { short[] newMap = new short[SizeX * SizeY]; @@ -143,8 +155,11 @@ namespace OpenSim.Framework return newMap; } - public override void SetCompressedMap(short[] cmap) + // TerrainData.SetCompressedMap + public override void SetCompressedMap(short[] cmap, float pCompressionFactor) { + m_compressionFactor = pCompressionFactor; + int ind = 0; for (int xx = 0; xx < SizeX; xx++) for (int yy = 0; yy < SizeY; yy++) @@ -168,23 +183,24 @@ namespace OpenSim.Framework // To save space (especially for large regions), keep the height as a short integer // that is coded as the float height times the compression factor (usually '100' // to make for two decimal points). - public static short ToCompressedHeight(double pHeight) + public short ToCompressedHeight(double pHeight) { - return (short)(pHeight * Constants.TerrainCompression); + return (short)(pHeight * CompressionFactor); } - public static float FromCompressedHeight(short pHeight) + public float FromCompressedHeight(short pHeight) { - return ((float)pHeight) / Constants.TerrainCompression; + return ((float)pHeight) / CompressionFactor; } - // To keep with the legacy theme, this can be created with the way terrain - // used to passed around as. + // To keep with the legacy theme, create an instance of this class based on the + // way terrain used to be passed around. public HeightmapTerrainData(double[,] pTerrain) { SizeX = pTerrain.GetLength(0); SizeY = pTerrain.GetLength(1); SizeZ = (int)Constants.RegionHeight; + m_compressionFactor = 100.0f; m_heightmap = new short[SizeX, SizeY]; for (int ii = 0; ii < SizeX; ii++) @@ -206,14 +222,15 @@ namespace OpenSim.Framework SizeX = pX; SizeY = pY; SizeZ = pZ; + m_compressionFactor = 100.0f; m_heightmap = new short[SizeX, SizeY]; m_taint = new bool[SizeX / Constants.TerrainPatchSize, SizeY / Constants.TerrainPatchSize]; ClearTaint(); } - public HeightmapTerrainData(short[] cmap, int pX, int pY, int pZ) : this(pX, pY, pZ) + public HeightmapTerrainData(short[] cmap, float pCompressionFactor, int pX, int pY, int pZ) : this(pX, pY, pZ) { - SetCompressedMap(cmap); + SetCompressedMap(cmap, pCompressionFactor); } -- cgit v1.1