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-rw-r--r--OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs154
1 files changed, 78 insertions, 76 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
index 9b8dc75..ea8aa55 100644
--- a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
@@ -118,45 +118,46 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
118 118
119 #endregion 119 #endregion
120 120
121 private void ShadeBuildings(Bitmap map) 121// TODO: unused:
122 { 122// private void ShadeBuildings(Bitmap map)
123 lock (map) 123// {
124 { 124// lock (map)
125 lock (m_scene.Entities) 125// {
126 { 126// lock (m_scene.Entities)
127 foreach (EntityBase entity in m_scene.Entities.Values) 127// {
128 { 128// foreach (EntityBase entity in m_scene.Entities.Values)
129 if (entity is SceneObjectGroup) 129// {
130 { 130// if (entity is SceneObjectGroup)
131 SceneObjectGroup sog = (SceneObjectGroup) entity; 131// {
132 132// SceneObjectGroup sog = (SceneObjectGroup) entity;
133 foreach (SceneObjectPart primitive in sog.Children.Values) 133//
134 { 134// foreach (SceneObjectPart primitive in sog.Children.Values)
135 int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2)); 135// {
136 int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2)); 136// int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
137 int w = (int) primitive.Scale.X; 137// int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
138 int h = (int) primitive.Scale.Y; 138// int w = (int) primitive.Scale.X;
139 139// int h = (int) primitive.Scale.Y;
140 int dx; 140//
141 for (dx = x; dx < x + w; dx++) 141// int dx;
142 { 142// for (dx = x; dx < x + w; dx++)
143 int dy; 143// {
144 for (dy = y; dy < y + h; dy++) 144// int dy;
145 { 145// for (dy = y; dy < y + h; dy++)
146 if (x < 0 || y < 0) 146// {
147 continue; 147// if (x < 0 || y < 0)
148 if (x >= map.Width || y >= map.Height) 148// continue;
149 continue; 149// if (x >= map.Width || y >= map.Height)
150 150// continue;
151 map.SetPixel(dx, dy, Color.DarkGray); 151//
152 } 152// map.SetPixel(dx, dy, Color.DarkGray);
153 } 153// }
154 } 154// }
155 } 155// }
156 } 156// }
157 } 157// }
158 } 158// }
159 } 159// }
160// }
160 161
161 private Bitmap TerrainToBitmap2(Scene whichScene, Bitmap mapbmp) 162 private Bitmap TerrainToBitmap2(Scene whichScene, Bitmap mapbmp)
162 { 163 {
@@ -532,42 +533,43 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
532 return mapbmp; 533 return mapbmp;
533 } 534 }
534 535
535 # region Depreciated Maptile Generation. Adam may update this 536// TODO: unused:
536 private Bitmap TerrainToBitmap(string gradientmap) 537// #region Deprecated Maptile Generation. Adam may update this
537 { 538// private Bitmap TerrainToBitmap(string gradientmap)
538 Bitmap gradientmapLd = new Bitmap(gradientmap); 539// {
539 540// Bitmap gradientmapLd = new Bitmap(gradientmap);
540 int pallete = gradientmapLd.Height; 541//
541 542// int pallete = gradientmapLd.Height;
542 Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height); 543//
543 Color[] colours = new Color[pallete]; 544// Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
544 545// Color[] colours = new Color[pallete];
545 for (int i = 0; i < pallete; i++) 546//
546 { 547// for (int i = 0; i < pallete; i++)
547 colours[i] = gradientmapLd.GetPixel(0, i); 548// {
548 } 549// colours[i] = gradientmapLd.GetPixel(0, i);
549 550// }
550 lock (m_scene.Heightmap) 551//
551 { 552// lock (m_scene.Heightmap)
552 ITerrainChannel copy = m_scene.Heightmap; 553// {
553 for (int y = 0; y < copy.Height; y++) 554// ITerrainChannel copy = m_scene.Heightmap;
554 { 555// for (int y = 0; y < copy.Height; y++)
555 for (int x = 0; x < copy.Width; x++) 556// {
556 { 557// for (int x = 0; x < copy.Width; x++)
557 // 512 is the largest possible height before colours clamp 558// {
558 int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1)); 559// // 512 is the largest possible height before colours clamp
559 560// int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
560 // Handle error conditions 561//
561 if (colorindex > pallete - 1 || colorindex < 0) 562// // Handle error conditions
562 bmp.SetPixel(x, copy.Height - y - 1, Color.Red); 563// if (colorindex > pallete - 1 || colorindex < 0)
563 else 564// bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
564 bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]); 565// else
565 } 566// bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
566 } 567// }
567 ShadeBuildings(bmp); 568// }
568 return bmp; 569// ShadeBuildings(bmp);
569 } 570// return bmp;
570 } 571// }
571 #endregion 572// }
573// #endregion
572 } 574 }
573} 575}