A new version of the old Channel class, simplified
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| TerrainChannel () |
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| TerrainChannel (int pX, int pY) |
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| TerrainChannel (String type, int pX, int pY, int pZ) |
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| TerrainChannel (double[,] pM, int pSizeX, int pSizeY, int pAltitude) |
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| TerrainChannel (TerrainData pTerrData) |
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ITerrainChannel | MakeCopy () |
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TerrainData | GetTerrainData () |
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float[] | GetFloatsSerialised () |
| Squash the entire heightmap into a single dimensioned array More...
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double[,] | GetDoubles () |
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float | GetHeightAtXYZ (float x, float y, float z) |
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bool | Tainted (int x, int y) |
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string | SaveToXmlString () |
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void | LoadFromXmlString (string data) |
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void | Merge (ITerrainChannel newTerrain, Vector3 displacement, float radianRotation, Vector2 rotationDisplacement) |
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void | MergeWithBounding (ITerrainChannel newTerrain, Vector3 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize) |
| A new version of terrain merge that processes the terrain in a specific order and corrects the problems with rotated terrains having 'holes' in that need to be smoothed. The correct way to rotate something is to iterate over the target, taking data from the source, not the other way around. This ensures that the target has no holes in it. The processing order of an incoming terrain is: More...
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TerrainChannel | Copy () |
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A new version of the old Channel class, simplified
Definition at line 48 of file TerrainChannel.cs.
OpenSim.Region.Framework.Scenes.TerrainChannel.TerrainChannel |
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OpenSim.Region.Framework.Scenes.TerrainChannel.TerrainChannel |
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int |
pX, |
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int |
pY |
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) |
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inline |
OpenSim.Region.Framework.Scenes.TerrainChannel.TerrainChannel |
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String |
type, |
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int |
pX, |
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int |
pY, |
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int |
pZ |
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) |
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inline |
OpenSim.Region.Framework.Scenes.TerrainChannel.TerrainChannel |
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double |
pM[,], |
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int |
pSizeX, |
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int |
pSizeY, |
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int |
pAltitude |
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) |
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inline |
OpenSim.Region.Framework.Scenes.TerrainChannel.TerrainChannel |
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TerrainData |
pTerrData | ) |
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inline |
TerrainChannel OpenSim.Region.Framework.Scenes.TerrainChannel.Copy |
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double [,] OpenSim.Region.Framework.Scenes.TerrainChannel.GetDoubles |
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float [] OpenSim.Region.Framework.Scenes.TerrainChannel.GetFloatsSerialised |
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float OpenSim.Region.Framework.Scenes.TerrainChannel.GetHeightAtXYZ |
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float |
x, |
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float |
y, |
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float |
z |
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) |
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TerrainData OpenSim.Region.Framework.Scenes.TerrainChannel.GetTerrainData |
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void OpenSim.Region.Framework.Scenes.TerrainChannel.LoadFromXmlString |
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string |
data | ) |
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ITerrainChannel OpenSim.Region.Framework.Scenes.TerrainChannel.MakeCopy |
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void OpenSim.Region.Framework.Scenes.TerrainChannel.Merge |
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ITerrainChannel |
newTerrain, |
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Vector3 |
displacement, |
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float |
radianRotation, |
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Vector2 |
rotationDisplacement |
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) |
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inline |
void OpenSim.Region.Framework.Scenes.TerrainChannel.MergeWithBounding |
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ITerrainChannel |
newTerrain, |
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Vector3 |
displacement, |
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float |
rotationDegrees, |
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Vector2 |
boundingOrigin, |
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Vector2 |
boundingSize |
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) |
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inline |
A new version of terrain merge that processes the terrain in a specific order and corrects the problems with rotated terrains having 'holes' in that need to be smoothed. The correct way to rotate something is to iterate over the target, taking data from the source, not the other way around. This ensures that the target has no holes in it. The processing order of an incoming terrain is:
- Apply rotation
- Apply bounding rectangle
- Apply displacement rotationCenter is no longer needed and has been discarded.
- Parameters
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newTerrain | |
displacement | <x, y, z> |
rotationDegrees | |
boundingOrigin | <x, y> |
boundingSize | <x, y> |
Implements OpenSim.Region.Framework.Interfaces.ITerrainChannel.
Definition at line 297 of file TerrainChannel.cs.
string OpenSim.Region.Framework.Scenes.TerrainChannel.SaveToXmlString |
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bool OpenSim.Region.Framework.Scenes.TerrainChannel.Tainted |
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int |
x, |
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int |
y |
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TerrainData OpenSim.Region.Framework.Scenes.TerrainChannel.m_terrainData |
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protected |
int OpenSim.Region.Framework.Scenes.TerrainChannel.Altitude |
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get |
int OpenSim.Region.Framework.Scenes.TerrainChannel.Height |
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get |
double OpenSim.Region.Framework.Scenes.TerrainChannel.this[int x, int y] |
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getset |
int OpenSim.Region.Framework.Scenes.TerrainChannel.Width |
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get |
The documentation for this class was generated from the following file: