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authorTeravus Ovares2008-04-10 13:37:39 +0000
committerTeravus Ovares2008-04-10 13:37:39 +0000
commit1178eddffcfb5e34a82fb9dc8e2feb9f909e56f1 (patch)
treed20684236d7bafa16fc40b8519f197fc74bd3317
parentcomment out OpenSim.Model until first class is added, (diff)
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* Brings back map tile generation based on the terrain. The algorithm produces a graphic that is a bit Dazzle-ish. A Dazzle-ish map tile is better then a grey map tile IMHO.
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs108
1 files changed, 108 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 4a57c5d..eb5fe56 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -988,6 +988,114 @@ namespace OpenSim.Region.Environment.Scenes
988 988
989 //create a texture asset of the terrain 989 //create a texture asset of the terrain
990 ITerrainTemp terrain = RequestModuleInterface<ITerrainTemp>(); 990 ITerrainTemp terrain = RequestModuleInterface<ITerrainTemp>();
991
992 if (Heightmap != null)
993 {
994 Bitmap mapbmp = new Bitmap(256, 256);
995 double[,] hm = Heightmap.GetDoubles();
996
997 float heightvalue = 0;
998
999 Color water = Color.FromArgb(0, 0, 255);
1000 Color prim = Color.FromArgb(120, 120, 120);
1001 LLVector3 RayEnd = new LLVector3(0, 0, 0);
1002 LLVector3 RayStart = new LLVector3(0, 0, 0);
1003 LLVector3 direction = new LLVector3(0, 0, -1);
1004 Vector3 AXOrigin = new Vector3();
1005 Vector3 AXdirection = new Vector3();
1006 Ray testRay = new Ray();
1007 EntityIntersection rt = new EntityIntersection();
1008
1009 float low = 255;
1010 float high = 0;
1011 for (int x = 0; x < 256; x++)
1012 {
1013 for (int y = 0; y < 256; y++)
1014 {
1015 float hmval = (float)hm[x, y];
1016 if (hmval < low)
1017 low = hmval;
1018 if (hmval > high)
1019 high = hmval;
1020 }
1021 }
1022
1023 float mid = (high + low) * 0.5f;
1024 for (int x = 0; x < 256; x++)
1025 {
1026 //int tc = System.Environment.TickCount;
1027 for (int y = 0; y < 256; y++)
1028 {
1029 //RayEnd = new LLVector3(x, y, 0);
1030 //RayStart = new LLVector3(x, y, 255);
1031
1032 //direction = LLVector3.Norm(RayEnd - RayStart);
1033 //AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
1034 //AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
1035
1036 //testRay = new Ray(AXOrigin, AXdirection);
1037 //rt = m_innerScene.GetClosestIntersectingPrim(testRay);
1038
1039 //if (rt.HitTF)
1040 //{
1041 //mapbmp.SetPixel(x, y, prim);
1042 //}
1043 //else
1044 //{
1045 //float tmpval = (float)hm[x, y];
1046 heightvalue = (float)hm[x, y];
1047
1048 if ((float)heightvalue > m_regInfo.EstateSettings.waterHeight)
1049 {
1050 // scale height value
1051 heightvalue = low + mid * (heightvalue - low) / mid;
1052
1053 if (heightvalue > 255)
1054 heightvalue = 255;
1055
1056 if (heightvalue < 0)
1057 heightvalue = 0;
1058
1059
1060 Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
1061
1062 // Y flip the cordinates
1063 mapbmp.SetPixel(x, (256 - y) - 1, green);
1064 }
1065 else
1066 {
1067 // Y flip the cordinates
1068 mapbmp.SetPixel(x, (256 - y) - 1, water);
1069 }
1070 //}
1071
1072
1073 }
1074 //tc = System.Environment.TickCount - tc;
1075 //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
1076 }
1077 byte[] data;
1078 try
1079 {
1080 data = OpenJPEGNet.OpenJPEG.EncodeFromImage(mapbmp, false);
1081 }
1082 catch (Exception)
1083 {
1084 return;
1085 }
1086
1087 m_regInfo.EstateSettings.terrainImageID = LLUUID.Random();
1088 AssetBase asset = new AssetBase();
1089 asset.FullID = m_regInfo.EstateSettings.terrainImageID;
1090 asset.Data = data;
1091 asset.Name = "terrainImage";
1092 asset.Description = RegionInfo.RegionName;
1093 asset.Type = 0;
1094 asset.Temporary = temporary;
1095 AssetCache.AddAsset(asset);
1096
1097 }
1098
991 if (terrain != null) 1099 if (terrain != null)
992 { 1100 {
993 byte[] data = terrain.WriteJpegImage("defaultstripe.png"); 1101 byte[] data = terrain.WriteJpegImage("defaultstripe.png");