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using System;
using System.Collections.Generic;
using System.Drawing;
using libsecondlife;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Modules.ModuleFramework;
namespace OpenSim.Region.Environment.Modules.Terrain
{
class MapImageModule : IMapImageGenerator, IRegionModule
{
private Scene m_scene;
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource source)
{
m_scene = scene;
m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "MapImageModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
public byte[] WriteJpeg2000Image(string gradientmap)
{
byte[] imageData = null;
Bitmap bmp = TerrainToBitmap(gradientmap);
try
{
imageData = OpenJPEGNet.OpenJPEG.EncodeFromImage(bmp, true);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
{
Console.WriteLine("Failed generating terrain map: " + e.ToString());
}
return imageData;
}
private void ShadeBuildings(ref Bitmap map)
{
lock (map)
{
lock (m_scene.Entities)
{
foreach (EntityBase entity in m_scene.Entities.Values)
{
if (entity is SceneObjectGroup)
{
SceneObjectGroup sog = (SceneObjectGroup)entity;
foreach (SceneObjectPart primitive in sog.Children.Values)
{
int x, y, w, h, dx, dy;
x = (int)(primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
y = (int)(primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
w = (int)primitive.Scale.X;
h = (int)primitive.Scale.Y;
for (dx = x; dx < x + w; dx++)
{
for (dy = y; dy < y + h; dy++)
{
if (x < 0 || y < 0)
continue;
if (x >= map.Width || y >= map.Height)
continue;
map.SetPixel(dx, dy, Color.DarkGray);
}
}
}
}
}
}
}
}
private Bitmap TerrainToBitmap(string gradientmap)
{
Bitmap gradientmapLd = new Bitmap(gradientmap);
int pallete = gradientmapLd.Height;
Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
Color[] colours = new Color[pallete];
for (int i = 0; i < pallete; i++)
{
colours[i] = gradientmapLd.GetPixel(0, i);
}
lock (m_scene.Heightmap)
{
ITerrainChannel copy = m_scene.Heightmap;
for (int y = 0; y < copy.Height; y++)
{
for (int x = 0; x < copy.Width; x++)
{
// 512 is the largest possible height before colours clamp
int colorindex = (int)(Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
// Handle error conditions
if (colorindex > pallete - 1 || colorindex < 0)
bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
else
bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
}
}
ShadeBuildings(ref bmp);
return bmp;
}
}
#endregion
}
}
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