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author | MW | 2007-11-18 12:04:21 +0000 |
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committer | MW | 2007-11-18 12:04:21 +0000 |
commit | 87b07c19ef3612c9f330770ea3e0eb066f062284 (patch) | |
tree | 4d096cf10ebc2b7c2fd84e25687d13fa445f8ab9 /OpenSim | |
parent | Attempt to get World Map working in Grid mode, will need to be using the grid... (diff) | |
download | opensim-SC-87b07c19ef3612c9f330770ea3e0eb066f062284.zip opensim-SC-87b07c19ef3612c9f330770ea3e0eb066f062284.tar.gz opensim-SC-87b07c19ef3612c9f330770ea3e0eb066f062284.tar.bz2 opensim-SC-87b07c19ef3612c9f330770ea3e0eb066f062284.tar.xz |
Added "export-map <filename>" console command to the region server that will export a jpg image of the world map covering a 20 X 20 regions area centred on the current active region (ie the one set with change-region). While this should work in grid mode (if using the grid asset server and if my last commit did fix the world map), you might need to call the "export-map" command then wait a little while (60 seconds?) and then call it again so that you make sure the region has got all the texture assets from the asset server.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Application/OpenSimMain.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Environment/Scenes/Scene.cs | 42 |
2 files changed, 56 insertions, 0 deletions
diff --git a/OpenSim/Region/Application/OpenSimMain.cs b/OpenSim/Region/Application/OpenSimMain.cs index ce2b856..eb09de3 100644 --- a/OpenSim/Region/Application/OpenSimMain.cs +++ b/OpenSim/Region/Application/OpenSimMain.cs | |||
@@ -688,6 +688,20 @@ namespace OpenSim | |||
688 | 688 | ||
689 | break; | 689 | break; |
690 | 690 | ||
691 | case "export-map": | ||
692 | if (m_sceneManager.CurrentScene != null) | ||
693 | { | ||
694 | if (cmdparams.Length > 0) | ||
695 | { | ||
696 | m_sceneManager.CurrentScene.ExportWorldMap(cmdparams[0]); | ||
697 | } | ||
698 | else | ||
699 | { | ||
700 | m_sceneManager.CurrentScene.ExportWorldMap("exportmap.jpg"); | ||
701 | } | ||
702 | } | ||
703 | break; | ||
704 | |||
691 | default: | 705 | default: |
692 | m_log.Error("Unknown command"); | 706 | m_log.Error("Unknown command"); |
693 | break; | 707 | break; |
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 1400e60..bc4fa3c 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -470,6 +470,48 @@ namespace OpenSim.Region.Environment.Scenes | |||
470 | 470 | ||
471 | #region Load Terrain | 471 | #region Load Terrain |
472 | 472 | ||
473 | public void ExportWorldMap(string fileName) | ||
474 | { | ||
475 | List<MapBlockData> mapBlocks = this.CommsManager.GridService.RequestNeighbourMapBlocks((int)(this.RegionInfo.RegionLocX - 9), (int)(this.RegionInfo.RegionLocY - 9), (int)(this.RegionInfo.RegionLocX + 9), (int)(this.RegionInfo.RegionLocY + 9)); | ||
476 | List<AssetBase> textures = new List<AssetBase>(); | ||
477 | List<System.Drawing.Image> bitImages = new List<System.Drawing.Image>(); | ||
478 | |||
479 | foreach (MapBlockData mapBlock in mapBlocks) | ||
480 | { | ||
481 | AssetBase texAsset = this.AssetCache.GetAsset(mapBlock.MapImageId, true); | ||
482 | |||
483 | if (texAsset != null) | ||
484 | { | ||
485 | textures.Add(texAsset); | ||
486 | } | ||
487 | else | ||
488 | { | ||
489 | texAsset = this.AssetCache.GetAsset(mapBlock.MapImageId, true); | ||
490 | if (texAsset != null) | ||
491 | { | ||
492 | textures.Add(texAsset); | ||
493 | } | ||
494 | } | ||
495 | } | ||
496 | |||
497 | foreach(AssetBase asset in textures) | ||
498 | { | ||
499 | System.Drawing.Image image= OpenJPEGNet.OpenJPEG.DecodeToImage(asset.Data); | ||
500 | bitImages.Add(image); | ||
501 | } | ||
502 | |||
503 | System.Drawing.Bitmap mapTexture = new System.Drawing.Bitmap(2560, 2560); | ||
504 | System.Drawing.Graphics g = System.Drawing.Graphics.FromImage(mapTexture); | ||
505 | |||
506 | for(int i =0; i<mapBlocks.Count; i++) | ||
507 | { | ||
508 | ushort x = (ushort) ((mapBlocks[i].X - this.RegionInfo.RegionLocX) + 10); | ||
509 | ushort y = (ushort) ((mapBlocks[i].Y - this.RegionInfo.RegionLocY) + 10); | ||
510 | g.DrawImage(bitImages[i], (x*128), (y*128), 128, 128); | ||
511 | } | ||
512 | mapTexture.Save(fileName, System.Drawing.Imaging.ImageFormat.Jpeg); | ||
513 | } | ||
514 | |||
473 | /// <summary> | 515 | /// <summary> |
474 | /// Loads the World heightmap | 516 | /// Loads the World heightmap |
475 | /// </summary> | 517 | /// </summary> |