diff options
Diffstat (limited to 'OpenSim/Region/CoreModules/World')
4 files changed, 343 insertions, 319 deletions
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs index 61ba5f3..bc52a43 100644 --- a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs +++ b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs | |||
@@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
55 | public struct DrawStruct | 55 | public struct DrawStruct |
56 | { | 56 | { |
57 | public DrawRoutine dr; | 57 | public DrawRoutine dr; |
58 | public Rectangle rect; | 58 | // public Rectangle rect; |
59 | public SolidBrush brush; | 59 | public SolidBrush brush; |
60 | public face[] trns; | 60 | public face[] trns; |
61 | } | 61 | } |
@@ -119,6 +119,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
119 | { | 119 | { |
120 | mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID); | 120 | mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID); |
121 | } | 121 | } |
122 | |||
122 | return mapbmp; | 123 | return mapbmp; |
123 | } | 124 | } |
124 | 125 | ||
@@ -280,321 +281,331 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
280 | tc = Environment.TickCount; | 281 | tc = Environment.TickCount; |
281 | m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); | 282 | m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); |
282 | EntityBase[] objs = whichScene.GetEntities(); | 283 | EntityBase[] objs = whichScene.GetEntities(); |
283 | Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>(); | ||
284 | //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>(); | ||
285 | List<float> z_sortheights = new List<float>(); | 284 | List<float> z_sortheights = new List<float>(); |
286 | List<uint> z_localIDs = new List<uint>(); | 285 | List<uint> z_localIDs = new List<uint>(); |
286 | Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>(); | ||
287 | 287 | ||
288 | lock (objs) | 288 | try |
289 | { | 289 | { |
290 | foreach (EntityBase obj in objs) | 290 | //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>(); |
291 | |||
292 | lock (objs) | ||
291 | { | 293 | { |
292 | // Only draw the contents of SceneObjectGroup | 294 | foreach (EntityBase obj in objs) |
293 | if (obj is SceneObjectGroup) | ||
294 | { | 295 | { |
295 | SceneObjectGroup mapdot = (SceneObjectGroup)obj; | 296 | // Only draw the contents of SceneObjectGroup |
296 | Color mapdotspot = Color.Gray; // Default color when prim color is white | 297 | if (obj is SceneObjectGroup) |
297 | |||
298 | // Loop over prim in group | ||
299 | foreach (SceneObjectPart part in mapdot.Parts) | ||
300 | { | 298 | { |
301 | if (part == null) | 299 | SceneObjectGroup mapdot = (SceneObjectGroup)obj; |
302 | continue; | 300 | Color mapdotspot = Color.Gray; // Default color when prim color is white |
303 | 301 | ||
304 | // Draw if the object is at least 1 meter wide in any direction | 302 | // Loop over prim in group |
305 | if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) | 303 | foreach (SceneObjectPart part in mapdot.Parts) |
306 | { | 304 | { |
307 | // Try to get the RGBA of the default texture entry.. | 305 | if (part == null) |
308 | // | 306 | continue; |
309 | try | 307 | |
308 | // Draw if the object is at least 1 meter wide in any direction | ||
309 | if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) | ||
310 | { | 310 | { |
311 | // get the null checks out of the way | 311 | // Try to get the RGBA of the default texture entry.. |
312 | // skip the ones that break | 312 | // |
313 | if (part == null) | 313 | try |
314 | continue; | 314 | { |
315 | // get the null checks out of the way | ||
316 | // skip the ones that break | ||
317 | if (part == null) | ||
318 | continue; | ||
315 | 319 | ||
316 | if (part.Shape == null) | 320 | if (part.Shape == null) |
317 | continue; | 321 | continue; |
318 | 322 | ||
319 | if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass) | 323 | if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass) |
320 | continue; // eliminates trees from this since we don't really have a good tree representation | 324 | continue; // eliminates trees from this since we don't really have a good tree representation |
321 | // if you want tree blocks on the map comment the above line and uncomment the below line | 325 | // if you want tree blocks on the map comment the above line and uncomment the below line |
322 | //mapdotspot = Color.PaleGreen; | 326 | //mapdotspot = Color.PaleGreen; |
323 | 327 | ||
324 | Primitive.TextureEntry textureEntry = part.Shape.Textures; | 328 | Primitive.TextureEntry textureEntry = part.Shape.Textures; |
325 | 329 | ||
326 | if (textureEntry == null || textureEntry.DefaultTexture == null) | 330 | if (textureEntry == null || textureEntry.DefaultTexture == null) |
327 | continue; | 331 | continue; |
328 | 332 | ||
329 | Color4 texcolor = textureEntry.DefaultTexture.RGBA; | 333 | Color4 texcolor = textureEntry.DefaultTexture.RGBA; |
330 | 334 | ||
331 | // Not sure why some of these are null, oh well. | 335 | // Not sure why some of these are null, oh well. |
332 | 336 | ||
333 | int colorr = 255 - (int)(texcolor.R * 255f); | 337 | int colorr = 255 - (int)(texcolor.R * 255f); |
334 | int colorg = 255 - (int)(texcolor.G * 255f); | 338 | int colorg = 255 - (int)(texcolor.G * 255f); |
335 | int colorb = 255 - (int)(texcolor.B * 255f); | 339 | int colorb = 255 - (int)(texcolor.B * 255f); |
336 | 340 | ||
337 | if (!(colorr == 255 && colorg == 255 && colorb == 255)) | 341 | if (!(colorr == 255 && colorg == 255 && colorb == 255)) |
338 | { | ||
339 | //Try to set the map spot color | ||
340 | try | ||
341 | { | ||
342 | // If the color gets goofy somehow, skip it *shakes fist at Color4 | ||
343 | mapdotspot = Color.FromArgb(colorr, colorg, colorb); | ||
344 | } | ||
345 | catch (ArgumentException) | ||
346 | { | 342 | { |
343 | //Try to set the map spot color | ||
344 | try | ||
345 | { | ||
346 | // If the color gets goofy somehow, skip it *shakes fist at Color4 | ||
347 | mapdotspot = Color.FromArgb(colorr, colorg, colorb); | ||
348 | } | ||
349 | catch (ArgumentException) | ||
350 | { | ||
351 | } | ||
347 | } | 352 | } |
348 | } | 353 | } |
349 | } | 354 | catch (IndexOutOfRangeException) |
350 | catch (IndexOutOfRangeException) | 355 | { |
351 | { | 356 | // Windows Array |
352 | // Windows Array | 357 | } |
353 | } | 358 | catch (ArgumentOutOfRangeException) |
354 | catch (ArgumentOutOfRangeException) | 359 | { |
355 | { | 360 | // Mono Array |
356 | // Mono Array | 361 | } |
357 | } | ||
358 | |||
359 | Vector3 pos = part.GetWorldPosition(); | ||
360 | |||
361 | // skip prim outside of retion | ||
362 | if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) | ||
363 | continue; | ||
364 | |||
365 | // skip prim in non-finite position | ||
366 | if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || | ||
367 | Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) | ||
368 | continue; | ||
369 | 362 | ||
370 | // Figure out if object is under 256m above the height of the terrain | 363 | Vector3 pos = part.GetWorldPosition(); |
371 | bool isBelow256AboveTerrain = false; | ||
372 | 364 | ||
373 | try | 365 | // skip prim outside of retion |
374 | { | 366 | if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) |
375 | isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f)); | ||
376 | } | ||
377 | catch (Exception) | ||
378 | { | ||
379 | } | ||
380 | |||
381 | if (isBelow256AboveTerrain) | ||
382 | { | ||
383 | // Translate scale by rotation so scale is represented properly when object is rotated | ||
384 | Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); | ||
385 | Vector3 scale = new Vector3(); | ||
386 | Vector3 tScale = new Vector3(); | ||
387 | Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z); | ||
388 | |||
389 | Quaternion llrot = part.GetWorldRotation(); | ||
390 | Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z); | ||
391 | scale = lscale * rot; | ||
392 | |||
393 | // negative scales don't work in this situation | ||
394 | scale.X = Math.Abs(scale.X); | ||
395 | scale.Y = Math.Abs(scale.Y); | ||
396 | scale.Z = Math.Abs(scale.Z); | ||
397 | |||
398 | // This scaling isn't very accurate and doesn't take into account the face rotation :P | ||
399 | int mapdrawstartX = (int)(pos.X - scale.X); | ||
400 | int mapdrawstartY = (int)(pos.Y - scale.Y); | ||
401 | int mapdrawendX = (int)(pos.X + scale.X); | ||
402 | int mapdrawendY = (int)(pos.Y + scale.Y); | ||
403 | |||
404 | // If object is beyond the edge of the map, don't draw it to avoid errors | ||
405 | if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1) | ||
406 | || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0 | ||
407 | || mapdrawendY > ((int)Constants.RegionSize - 1)) | ||
408 | continue; | 367 | continue; |
409 | 368 | ||
410 | #region obb face reconstruction part duex | 369 | // skip prim in non-finite position |
411 | Vector3[] vertexes = new Vector3[8]; | 370 | if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || |
412 | 371 | Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) | |
413 | // float[] distance = new float[6]; | 372 | continue; |
414 | Vector3[] FaceA = new Vector3[6]; // vertex A for Facei | ||
415 | Vector3[] FaceB = new Vector3[6]; // vertex B for Facei | ||
416 | Vector3[] FaceC = new Vector3[6]; // vertex C for Facei | ||
417 | Vector3[] FaceD = new Vector3[6]; // vertex D for Facei | ||
418 | |||
419 | tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z); | ||
420 | scale = ((tScale * rot)); | ||
421 | vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
422 | // vertexes[0].x = pos.X + vertexes[0].x; | ||
423 | //vertexes[0].y = pos.Y + vertexes[0].y; | ||
424 | //vertexes[0].z = pos.Z + vertexes[0].z; | ||
425 | |||
426 | FaceA[0] = vertexes[0]; | ||
427 | FaceB[3] = vertexes[0]; | ||
428 | FaceA[4] = vertexes[0]; | ||
429 | |||
430 | tScale = lscale; | ||
431 | scale = ((tScale * rot)); | ||
432 | vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
433 | |||
434 | // vertexes[1].x = pos.X + vertexes[1].x; | ||
435 | // vertexes[1].y = pos.Y + vertexes[1].y; | ||
436 | //vertexes[1].z = pos.Z + vertexes[1].z; | ||
437 | |||
438 | FaceB[0] = vertexes[1]; | ||
439 | FaceA[1] = vertexes[1]; | ||
440 | FaceC[4] = vertexes[1]; | ||
441 | |||
442 | tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z); | ||
443 | scale = ((tScale * rot)); | ||
444 | |||
445 | vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
446 | |||
447 | //vertexes[2].x = pos.X + vertexes[2].x; | ||
448 | //vertexes[2].y = pos.Y + vertexes[2].y; | ||
449 | //vertexes[2].z = pos.Z + vertexes[2].z; | ||
450 | |||
451 | FaceC[0] = vertexes[2]; | ||
452 | FaceD[3] = vertexes[2]; | ||
453 | FaceC[5] = vertexes[2]; | ||
454 | |||
455 | tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z); | ||
456 | scale = ((tScale * rot)); | ||
457 | vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
458 | |||
459 | //vertexes[3].x = pos.X + vertexes[3].x; | ||
460 | // vertexes[3].y = pos.Y + vertexes[3].y; | ||
461 | // vertexes[3].z = pos.Z + vertexes[3].z; | ||
462 | |||
463 | FaceD[0] = vertexes[3]; | ||
464 | FaceC[1] = vertexes[3]; | ||
465 | FaceA[5] = vertexes[3]; | ||
466 | |||
467 | tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z); | ||
468 | scale = ((tScale * rot)); | ||
469 | vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
470 | |||
471 | // vertexes[4].x = pos.X + vertexes[4].x; | ||
472 | // vertexes[4].y = pos.Y + vertexes[4].y; | ||
473 | // vertexes[4].z = pos.Z + vertexes[4].z; | ||
474 | |||
475 | FaceB[1] = vertexes[4]; | ||
476 | FaceA[2] = vertexes[4]; | ||
477 | FaceD[4] = vertexes[4]; | ||
478 | |||
479 | tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z); | ||
480 | scale = ((tScale * rot)); | ||
481 | vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
482 | |||
483 | // vertexes[5].x = pos.X + vertexes[5].x; | ||
484 | // vertexes[5].y = pos.Y + vertexes[5].y; | ||
485 | // vertexes[5].z = pos.Z + vertexes[5].z; | ||
486 | |||
487 | FaceD[1] = vertexes[5]; | ||
488 | FaceC[2] = vertexes[5]; | ||
489 | FaceB[5] = vertexes[5]; | ||
490 | 373 | ||
491 | tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z); | 374 | // Figure out if object is under 256m above the height of the terrain |
492 | scale = ((tScale * rot)); | 375 | bool isBelow256AboveTerrain = false; |
493 | vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
494 | 376 | ||
495 | // vertexes[6].x = pos.X + vertexes[6].x; | 377 | try |
496 | // vertexes[6].y = pos.Y + vertexes[6].y; | 378 | { |
497 | // vertexes[6].z = pos.Z + vertexes[6].z; | 379 | isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f)); |
380 | } | ||
381 | catch (Exception) | ||
382 | { | ||
383 | } | ||
498 | 384 | ||
499 | FaceB[2] = vertexes[6]; | 385 | if (isBelow256AboveTerrain) |
500 | FaceA[3] = vertexes[6]; | 386 | { |
501 | FaceB[4] = vertexes[6]; | 387 | // Translate scale by rotation so scale is represented properly when object is rotated |
388 | Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); | ||
389 | Vector3 scale = new Vector3(); | ||
390 | Vector3 tScale = new Vector3(); | ||
391 | Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z); | ||
392 | |||
393 | Quaternion llrot = part.GetWorldRotation(); | ||
394 | Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z); | ||
395 | scale = lscale * rot; | ||
396 | |||
397 | // negative scales don't work in this situation | ||
398 | scale.X = Math.Abs(scale.X); | ||
399 | scale.Y = Math.Abs(scale.Y); | ||
400 | scale.Z = Math.Abs(scale.Z); | ||
401 | |||
402 | // This scaling isn't very accurate and doesn't take into account the face rotation :P | ||
403 | int mapdrawstartX = (int)(pos.X - scale.X); | ||
404 | int mapdrawstartY = (int)(pos.Y - scale.Y); | ||
405 | int mapdrawendX = (int)(pos.X + scale.X); | ||
406 | int mapdrawendY = (int)(pos.Y + scale.Y); | ||
407 | |||
408 | // If object is beyond the edge of the map, don't draw it to avoid errors | ||
409 | if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1) | ||
410 | || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0 | ||
411 | || mapdrawendY > ((int)Constants.RegionSize - 1)) | ||
412 | continue; | ||
413 | |||
414 | #region obb face reconstruction part duex | ||
415 | Vector3[] vertexes = new Vector3[8]; | ||
416 | |||
417 | // float[] distance = new float[6]; | ||
418 | Vector3[] FaceA = new Vector3[6]; // vertex A for Facei | ||
419 | Vector3[] FaceB = new Vector3[6]; // vertex B for Facei | ||
420 | Vector3[] FaceC = new Vector3[6]; // vertex C for Facei | ||
421 | Vector3[] FaceD = new Vector3[6]; // vertex D for Facei | ||
422 | |||
423 | tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z); | ||
424 | scale = ((tScale * rot)); | ||
425 | vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
426 | // vertexes[0].x = pos.X + vertexes[0].x; | ||
427 | //vertexes[0].y = pos.Y + vertexes[0].y; | ||
428 | //vertexes[0].z = pos.Z + vertexes[0].z; | ||
429 | |||
430 | FaceA[0] = vertexes[0]; | ||
431 | FaceB[3] = vertexes[0]; | ||
432 | FaceA[4] = vertexes[0]; | ||
433 | |||
434 | tScale = lscale; | ||
435 | scale = ((tScale * rot)); | ||
436 | vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
437 | |||
438 | // vertexes[1].x = pos.X + vertexes[1].x; | ||
439 | // vertexes[1].y = pos.Y + vertexes[1].y; | ||
440 | //vertexes[1].z = pos.Z + vertexes[1].z; | ||
441 | |||
442 | FaceB[0] = vertexes[1]; | ||
443 | FaceA[1] = vertexes[1]; | ||
444 | FaceC[4] = vertexes[1]; | ||
445 | |||
446 | tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z); | ||
447 | scale = ((tScale * rot)); | ||
448 | |||
449 | vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
450 | |||
451 | //vertexes[2].x = pos.X + vertexes[2].x; | ||
452 | //vertexes[2].y = pos.Y + vertexes[2].y; | ||
453 | //vertexes[2].z = pos.Z + vertexes[2].z; | ||
454 | |||
455 | FaceC[0] = vertexes[2]; | ||
456 | FaceD[3] = vertexes[2]; | ||
457 | FaceC[5] = vertexes[2]; | ||
458 | |||
459 | tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z); | ||
460 | scale = ((tScale * rot)); | ||
461 | vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
462 | |||
463 | //vertexes[3].x = pos.X + vertexes[3].x; | ||
464 | // vertexes[3].y = pos.Y + vertexes[3].y; | ||
465 | // vertexes[3].z = pos.Z + vertexes[3].z; | ||
466 | |||
467 | FaceD[0] = vertexes[3]; | ||
468 | FaceC[1] = vertexes[3]; | ||
469 | FaceA[5] = vertexes[3]; | ||
470 | |||
471 | tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z); | ||
472 | scale = ((tScale * rot)); | ||
473 | vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
474 | |||
475 | // vertexes[4].x = pos.X + vertexes[4].x; | ||
476 | // vertexes[4].y = pos.Y + vertexes[4].y; | ||
477 | // vertexes[4].z = pos.Z + vertexes[4].z; | ||
478 | |||
479 | FaceB[1] = vertexes[4]; | ||
480 | FaceA[2] = vertexes[4]; | ||
481 | FaceD[4] = vertexes[4]; | ||
482 | |||
483 | tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z); | ||
484 | scale = ((tScale * rot)); | ||
485 | vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
486 | |||
487 | // vertexes[5].x = pos.X + vertexes[5].x; | ||
488 | // vertexes[5].y = pos.Y + vertexes[5].y; | ||
489 | // vertexes[5].z = pos.Z + vertexes[5].z; | ||
490 | |||
491 | FaceD[1] = vertexes[5]; | ||
492 | FaceC[2] = vertexes[5]; | ||
493 | FaceB[5] = vertexes[5]; | ||
494 | |||
495 | tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z); | ||
496 | scale = ((tScale * rot)); | ||
497 | vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
498 | |||
499 | // vertexes[6].x = pos.X + vertexes[6].x; | ||
500 | // vertexes[6].y = pos.Y + vertexes[6].y; | ||
501 | // vertexes[6].z = pos.Z + vertexes[6].z; | ||
502 | |||
503 | FaceB[2] = vertexes[6]; | ||
504 | FaceA[3] = vertexes[6]; | ||
505 | FaceB[4] = vertexes[6]; | ||
502 | 506 | ||
503 | tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z); | 507 | tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z); |
504 | scale = ((tScale * rot)); | 508 | scale = ((tScale * rot)); |
505 | vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | 509 | vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); |
506 | 510 | ||
507 | // vertexes[7].x = pos.X + vertexes[7].x; | 511 | // vertexes[7].x = pos.X + vertexes[7].x; |
508 | // vertexes[7].y = pos.Y + vertexes[7].y; | 512 | // vertexes[7].y = pos.Y + vertexes[7].y; |
509 | // vertexes[7].z = pos.Z + vertexes[7].z; | 513 | // vertexes[7].z = pos.Z + vertexes[7].z; |
510 | 514 | ||
511 | FaceD[2] = vertexes[7]; | 515 | FaceD[2] = vertexes[7]; |
512 | FaceC[3] = vertexes[7]; | 516 | FaceC[3] = vertexes[7]; |
513 | FaceD[5] = vertexes[7]; | 517 | FaceD[5] = vertexes[7]; |
514 | #endregion | 518 | #endregion |
515 | 519 | ||
516 | //int wy = 0; | 520 | //int wy = 0; |
517 | 521 | ||
518 | //bool breakYN = false; // If we run into an error drawing, break out of the | 522 | //bool breakYN = false; // If we run into an error drawing, break out of the |
519 | // loop so we don't lag to death on error handling | 523 | // loop so we don't lag to death on error handling |
520 | DrawStruct ds = new DrawStruct(); | 524 | DrawStruct ds = new DrawStruct(); |
521 | ds.brush = new SolidBrush(mapdotspot); | 525 | ds.brush = new SolidBrush(mapdotspot); |
522 | //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY); | 526 | //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY); |
523 | 527 | ||
524 | ds.trns = new face[FaceA.Length]; | 528 | ds.trns = new face[FaceA.Length]; |
525 | 529 | ||
526 | for (int i = 0; i < FaceA.Length; i++) | 530 | for (int i = 0; i < FaceA.Length; i++) |
527 | { | 531 | { |
528 | Point[] working = new Point[5]; | 532 | Point[] working = new Point[5]; |
529 | working[0] = project(FaceA[i], axPos); | 533 | working[0] = project(FaceA[i], axPos); |
530 | working[1] = project(FaceB[i], axPos); | 534 | working[1] = project(FaceB[i], axPos); |
531 | working[2] = project(FaceD[i], axPos); | 535 | working[2] = project(FaceD[i], axPos); |
532 | working[3] = project(FaceC[i], axPos); | 536 | working[3] = project(FaceC[i], axPos); |
533 | working[4] = project(FaceA[i], axPos); | 537 | working[4] = project(FaceA[i], axPos); |
534 | 538 | ||
535 | face workingface = new face(); | 539 | face workingface = new face(); |
536 | workingface.pts = working; | 540 | workingface.pts = working; |
537 | 541 | ||
538 | ds.trns[i] = workingface; | 542 | ds.trns[i] = workingface; |
539 | } | 543 | } |
540 | 544 | ||
541 | z_sort.Add(part.LocalId, ds); | 545 | z_sort.Add(part.LocalId, ds); |
542 | z_localIDs.Add(part.LocalId); | 546 | z_localIDs.Add(part.LocalId); |
543 | z_sortheights.Add(pos.Z); | 547 | z_sortheights.Add(pos.Z); |
544 | 548 | ||
545 | //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) | 549 | //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) |
546 | //{ | ||
547 | //for (wy = mapdrawstartY; wy < mapdrawendY; wy++) | ||
548 | //{ | 550 | //{ |
549 | //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); | 551 | //for (wy = mapdrawstartY; wy < mapdrawendY; wy++) |
550 | //try | ||
551 | //{ | ||
552 | // Remember, flip the y! | ||
553 | // mapbmp.SetPixel(wx, (255 - wy), mapdotspot); | ||
554 | //} | ||
555 | //catch (ArgumentException) | ||
556 | //{ | 552 | //{ |
557 | // breakYN = true; | 553 | //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); |
554 | //try | ||
555 | //{ | ||
556 | // Remember, flip the y! | ||
557 | // mapbmp.SetPixel(wx, (255 - wy), mapdotspot); | ||
558 | //} | ||
559 | //catch (ArgumentException) | ||
560 | //{ | ||
561 | // breakYN = true; | ||
562 | //} | ||
563 | |||
564 | //if (breakYN) | ||
565 | // break; | ||
558 | //} | 566 | //} |
559 | 567 | ||
560 | //if (breakYN) | 568 | //if (breakYN) |
561 | // break; | 569 | // break; |
562 | //} | 570 | //} |
571 | } // Object is within 256m Z of terrain | ||
572 | } // object is at least a meter wide | ||
573 | } // loop over group children | ||
574 | } // entitybase is sceneobject group | ||
575 | } // foreach loop over entities | ||
563 | 576 | ||
564 | //if (breakYN) | 577 | float[] sortedZHeights = z_sortheights.ToArray(); |
565 | // break; | 578 | uint[] sortedlocalIds = z_localIDs.ToArray(); |
566 | //} | ||
567 | } // Object is within 256m Z of terrain | ||
568 | } // object is at least a meter wide | ||
569 | } // loop over group children | ||
570 | } // entitybase is sceneobject group | ||
571 | } // foreach loop over entities | ||
572 | |||
573 | float[] sortedZHeights = z_sortheights.ToArray(); | ||
574 | uint[] sortedlocalIds = z_localIDs.ToArray(); | ||
575 | |||
576 | // Sort prim by Z position | ||
577 | Array.Sort(sortedZHeights, sortedlocalIds); | ||
578 | 579 | ||
579 | Graphics g = Graphics.FromImage(mapbmp); | 580 | // Sort prim by Z position |
581 | Array.Sort(sortedZHeights, sortedlocalIds); | ||
580 | 582 | ||
581 | for (int s = 0; s < sortedZHeights.Length; s++) | 583 | using (Graphics g = Graphics.FromImage(mapbmp)) |
582 | { | ||
583 | if (z_sort.ContainsKey(sortedlocalIds[s])) | ||
584 | { | 584 | { |
585 | DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]]; | 585 | for (int s = 0; s < sortedZHeights.Length; s++) |
586 | for (int r = 0; r < rectDrawStruct.trns.Length; r++) | ||
587 | { | 586 | { |
588 | g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts); | 587 | if (z_sort.ContainsKey(sortedlocalIds[s])) |
588 | { | ||
589 | DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]]; | ||
590 | for (int r = 0; r < rectDrawStruct.trns.Length; r++) | ||
591 | { | ||
592 | g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts); | ||
593 | } | ||
594 | //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect); | ||
595 | } | ||
589 | } | 596 | } |
590 | //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect); | ||
591 | } | 597 | } |
592 | } | 598 | } // lock entities objs |
593 | 599 | ||
594 | g.Dispose(); | 600 | } |
595 | } // lock entities objs | 601 | finally |
602 | { | ||
603 | foreach (DrawStruct ds in z_sort.Values) | ||
604 | ds.brush.Dispose(); | ||
605 | } | ||
596 | 606 | ||
597 | m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms"); | 607 | m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms"); |
608 | |||
598 | return mapbmp; | 609 | return mapbmp; |
599 | } | 610 | } |
600 | 611 | ||
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs index 992bff3..cb06fd4 100644 --- a/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs +++ b/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs | |||
@@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
54 | public void TerrainToBitmap(Bitmap mapbmp) | 54 | public void TerrainToBitmap(Bitmap mapbmp) |
55 | { | 55 | { |
56 | int tc = Environment.TickCount; | 56 | int tc = Environment.TickCount; |
57 | m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain"); | 57 | m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain"); |
58 | 58 | ||
59 | double[,] hm = m_scene.Heightmap.GetDoubles(); | 59 | double[,] hm = m_scene.Heightmap.GetDoubles(); |
60 | bool ShadowDebugContinue = true; | 60 | bool ShadowDebugContinue = true; |
@@ -199,7 +199,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
199 | { | 199 | { |
200 | if (!terraincorruptedwarningsaid) | 200 | if (!terraincorruptedwarningsaid) |
201 | { | 201 | { |
202 | m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName); | 202 | m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName); |
203 | terraincorruptedwarningsaid = true; | 203 | terraincorruptedwarningsaid = true; |
204 | } | 204 | } |
205 | color = Color.Black; | 205 | color = Color.Black; |
@@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
229 | { | 229 | { |
230 | if (!terraincorruptedwarningsaid) | 230 | if (!terraincorruptedwarningsaid) |
231 | { | 231 | { |
232 | m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName); | 232 | m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName); |
233 | terraincorruptedwarningsaid = true; | 233 | terraincorruptedwarningsaid = true; |
234 | } | 234 | } |
235 | Color black = Color.Black; | 235 | Color black = Color.Black; |
@@ -238,7 +238,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
238 | } | 238 | } |
239 | } | 239 | } |
240 | } | 240 | } |
241 | m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); | 241 | |
242 | m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); | ||
242 | } | 243 | } |
243 | } | 244 | } |
244 | } | 245 | } \ No newline at end of file |
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs index d13c2ef..e895178 100644 --- a/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs +++ b/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs | |||
@@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
173 | private Bitmap fetchTexture(UUID id) | 173 | private Bitmap fetchTexture(UUID id) |
174 | { | 174 | { |
175 | AssetBase asset = m_scene.AssetService.Get(id.ToString()); | 175 | AssetBase asset = m_scene.AssetService.Get(id.ToString()); |
176 | m_log.DebugFormat("[TexturedMapTileRenderer]: Fetched texture {0}, found: {1}", id, asset != null); | 176 | m_log.DebugFormat("[TEXTURED MAP TILE RENDERER]: Fetched texture {0}, found: {1}", id, asset != null); |
177 | if (asset == null) return null; | 177 | if (asset == null) return null; |
178 | 178 | ||
179 | ManagedImage managedImage; | 179 | ManagedImage managedImage; |
@@ -188,17 +188,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
188 | } | 188 | } |
189 | catch (DllNotFoundException) | 189 | catch (DllNotFoundException) |
190 | { | 190 | { |
191 | m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id); | 191 | m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id); |
192 | 192 | ||
193 | } | 193 | } |
194 | catch (IndexOutOfRangeException) | 194 | catch (IndexOutOfRangeException) |
195 | { | 195 | { |
196 | m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id); | 196 | m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id); |
197 | 197 | ||
198 | } | 198 | } |
199 | catch (Exception) | 199 | catch (Exception) |
200 | { | 200 | { |
201 | m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id); | 201 | m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id); |
202 | 202 | ||
203 | } | 203 | } |
204 | return null; | 204 | return null; |
@@ -233,10 +233,14 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
233 | if (textureID == UUID.Zero) return defaultColor; // not set | 233 | if (textureID == UUID.Zero) return defaultColor; // not set |
234 | if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures | 234 | if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures |
235 | 235 | ||
236 | Bitmap bmp = fetchTexture(textureID); | 236 | Color color; |
237 | Color color = bmp == null ? defaultColor : computeAverageColor(bmp); | 237 | |
238 | // store it for future reference | 238 | using (Bitmap bmp = fetchTexture(textureID)) |
239 | m_mapping[textureID] = color; | 239 | { |
240 | color = bmp == null ? defaultColor : computeAverageColor(bmp); | ||
241 | // store it for future reference | ||
242 | m_mapping[textureID] = color; | ||
243 | } | ||
240 | 244 | ||
241 | return color; | 245 | return color; |
242 | } | 246 | } |
@@ -278,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
278 | public void TerrainToBitmap(Bitmap mapbmp) | 282 | public void TerrainToBitmap(Bitmap mapbmp) |
279 | { | 283 | { |
280 | int tc = Environment.TickCount; | 284 | int tc = Environment.TickCount; |
281 | m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain"); | 285 | m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain"); |
282 | 286 | ||
283 | // These textures should be in the AssetCache anyway, as every client conneting to this | 287 | // These textures should be in the AssetCache anyway, as every client conneting to this |
284 | // region needs them. Except on start, when the map is recreated (before anyone connected), | 288 | // region needs them. Except on start, when the map is recreated (before anyone connected), |
@@ -412,7 +416,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap | |||
412 | } | 416 | } |
413 | } | 417 | } |
414 | } | 418 | } |
415 | m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); | 419 | |
420 | m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); | ||
416 | } | 421 | } |
417 | } | 422 | } |
418 | } | 423 | } \ No newline at end of file |
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index 88761a2..cf2ef29 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs | |||
@@ -1520,62 +1520,69 @@ namespace OpenSim.Region.CoreModules.World.WorldMap | |||
1520 | 1520 | ||
1521 | private Byte[] GenerateOverlay() | 1521 | private Byte[] GenerateOverlay() |
1522 | { | 1522 | { |
1523 | Bitmap overlay = new Bitmap(256, 256); | 1523 | using (Bitmap overlay = new Bitmap(256, 256)) |
1524 | |||
1525 | bool[,] saleBitmap = new bool[64, 64]; | ||
1526 | for (int x = 0 ; x < 64 ; x++) | ||
1527 | { | 1524 | { |
1528 | for (int y = 0 ; y < 64 ; y++) | 1525 | bool[,] saleBitmap = new bool[64, 64]; |
1529 | saleBitmap[x, y] = false; | 1526 | for (int x = 0 ; x < 64 ; x++) |
1530 | } | 1527 | { |
1531 | 1528 | for (int y = 0 ; y < 64 ; y++) | |
1532 | bool landForSale = false; | 1529 | saleBitmap[x, y] = false; |
1530 | } | ||
1533 | 1531 | ||
1534 | List<ILandObject> parcels = m_scene.LandChannel.AllParcels(); | 1532 | bool landForSale = false; |
1535 | 1533 | ||
1536 | Color background = Color.FromArgb(0, 0, 0, 0); | 1534 | List<ILandObject> parcels = m_scene.LandChannel.AllParcels(); |
1537 | SolidBrush transparent = new SolidBrush(background); | ||
1538 | Graphics g = Graphics.FromImage(overlay); | ||
1539 | g.FillRectangle(transparent, 0, 0, 256, 256); | ||
1540 | 1535 | ||
1541 | SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); | 1536 | Color background = Color.FromArgb(0, 0, 0, 0); |
1542 | 1537 | ||
1543 | foreach (ILandObject land in parcels) | 1538 | using (Graphics g = Graphics.FromImage(overlay)) |
1544 | { | ||
1545 | // m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags); | ||
1546 | if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) | ||
1547 | { | 1539 | { |
1548 | landForSale = true; | 1540 | using (SolidBrush transparent = new SolidBrush(background)) |
1541 | g.FillRectangle(transparent, 0, 0, 256, 256); | ||
1549 | 1542 | ||
1550 | saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); | ||
1551 | } | ||
1552 | } | ||
1553 | 1543 | ||
1554 | if (!landForSale) | 1544 | foreach (ILandObject land in parcels) |
1555 | { | 1545 | { |
1556 | m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName); | 1546 | // m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags); |
1557 | return null; | 1547 | if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) |
1558 | } | 1548 | { |
1549 | landForSale = true; | ||
1559 | 1550 | ||
1560 | m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); | 1551 | saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); |
1552 | } | ||
1553 | } | ||
1561 | 1554 | ||
1562 | for (int x = 0 ; x < 64 ; x++) | 1555 | if (!landForSale) |
1563 | { | 1556 | { |
1564 | for (int y = 0 ; y < 64 ; y++) | 1557 | m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName); |
1558 | return null; | ||
1559 | } | ||
1560 | |||
1561 | m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); | ||
1562 | |||
1563 | using (SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9))) | ||
1564 | { | ||
1565 | for (int x = 0 ; x < 64 ; x++) | ||
1566 | { | ||
1567 | for (int y = 0 ; y < 64 ; y++) | ||
1568 | { | ||
1569 | if (saleBitmap[x, y]) | ||
1570 | g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4); | ||
1571 | } | ||
1572 | } | ||
1573 | } | ||
1574 | } | ||
1575 | |||
1576 | try | ||
1577 | { | ||
1578 | return OpenJPEG.EncodeFromImage(overlay, true); | ||
1579 | } | ||
1580 | catch (Exception e) | ||
1565 | { | 1581 | { |
1566 | if (saleBitmap[x, y]) | 1582 | m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString()); |
1567 | g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4); | ||
1568 | } | 1583 | } |
1569 | } | 1584 | } |
1570 | 1585 | ||
1571 | try | ||
1572 | { | ||
1573 | return OpenJPEG.EncodeFromImage(overlay, true); | ||
1574 | } | ||
1575 | catch (Exception e) | ||
1576 | { | ||
1577 | m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString()); | ||
1578 | } | ||
1579 | return null; | 1586 | return null; |
1580 | } | 1587 | } |
1581 | } | 1588 | } |