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authorTeravus Ovares2008-06-12 01:11:57 +0000
committerTeravus Ovares2008-06-12 01:11:57 +0000
commit2b6487c8324fa858bf04b4284d4f31ac70274169 (patch)
tree4a56c8d3b5ec3ac4a60d741009ba757c621abac0
parentcheck in working migration code fore SQLite. This (diff)
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* Added Prim drawing to the mainmap tile generation.. you can see blocks representing the prim now on the mainmap.
* It isn't perfect since the blocks are square, however it's pretty good. * Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini * You can see how long it takes in milliseconds on the console when it finishes.
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs144
-rw-r--r--bin/OpenSim.ini.example4
2 files changed, 147 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 3c9f91b..798c9ad 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -998,9 +998,11 @@ namespace OpenSim.Region.Environment.Scenes
998 // Cannot create a map for a nonexistant heightmap yet. 998 // Cannot create a map for a nonexistant heightmap yet.
999 if (Heightmap == null) 999 if (Heightmap == null)
1000 return; 1000 return;
1001 1001
1002 if (terrain == null) 1002 if (terrain == null)
1003 { 1003 {
1004 int tc = System.Environment.TickCount;
1005 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
1004 Bitmap mapbmp = new Bitmap(256, 256); 1006 Bitmap mapbmp = new Bitmap(256, 256);
1005 double[,] hm = Heightmap.GetDoubles(); 1007 double[,] hm = Heightmap.GetDoubles();
1006 1008
@@ -1129,6 +1131,146 @@ namespace OpenSim.Region.Environment.Scenes
1129 //tc = System.Environment.TickCount - tc; 1131 //tc = System.Environment.TickCount - tc;
1130 //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms"); 1132 //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
1131 } 1133 }
1134 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
1135
1136 bool drawPrimVolume = true;
1137
1138
1139 try
1140 {
1141 IConfig startupConfig = m_config.Configs["Startup"];
1142 drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true);
1143 }
1144 catch (Exception)
1145 {
1146 m_log.Warn("Failed to load StarupConfg");
1147 }
1148
1149
1150 if (drawPrimVolume)
1151 {
1152 tc = System.Environment.TickCount;
1153 m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
1154 List<EntityBase> objs = GetEntities();
1155
1156 lock (objs)
1157 {
1158 foreach (EntityBase obj in objs)
1159 {
1160 // Only draw the contents of SceneObjectGroup
1161 if (obj is SceneObjectGroup)
1162 {
1163 SceneObjectGroup mapdot = (SceneObjectGroup)obj;
1164 Color mapdotspot = Color.Gray; // Default color when prim color is white
1165 // Loop over prim in group
1166 foreach (SceneObjectPart part in mapdot.Children.Values)
1167 {
1168 // Draw if the object is at least 1 meter wide in any direction
1169 if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
1170 {
1171 LLColor texcolor = part.Shape.Textures.DefaultTexture.RGBA;
1172 int colorr = 255 - (int)(texcolor.R * 255f);
1173 int colorg = 255 - (int)(texcolor.G * 255f);
1174 int colorb = 255 - (int)(texcolor.B * 255f);
1175
1176 if (colorr == 255 && colorg == 255 && colorb == 255)
1177 { }
1178 else
1179 {
1180 try
1181 {
1182 // If the color gets goofy somehow, skip it *shakes fist at LLColor
1183 mapdotspot = Color.FromArgb(colorr, colorg, colorb);
1184 }
1185 catch (ArgumentException)
1186 {
1187 }
1188 }
1189
1190 LLVector3 pos = part.GetWorldPosition();
1191
1192 // skip prim outside of retion
1193 if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
1194 continue;
1195
1196 // skip prim in non-finite position
1197 if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X)
1198 || Single.IsInfinity(pos.Y))
1199 continue;
1200
1201 // Figure out if object is under 256m above the height of the terrain
1202 bool isBelow256AboveTerrain = false;
1203
1204 try
1205 {
1206 isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
1207 }
1208 catch (Exception)
1209 {
1210 }
1211
1212 if (isBelow256AboveTerrain)
1213 {
1214 // Translate scale by rotation so scale is represented properly when object is rotated
1215 Vector3 scale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
1216 LLQuaternion llrot = part.GetWorldRotation();
1217 Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
1218 scale = rot * scale;
1219
1220 // negative scales don't work in this situation
1221 scale.x = Math.Abs(scale.x);
1222 scale.y = Math.Abs(scale.y);
1223 scale.z = Math.Abs(scale.z);
1224
1225 // This scaling isn't very accurate and doesn't take into account the face rotation :P
1226 int mapdrawstartX = (int)(pos.X - scale.x);
1227 int mapdrawstartY = (int)(pos.Y - scale.y);
1228 int mapdrawendX = (int)(pos.X + scale.x);
1229 int mapdrawendY = (int)(pos.Y + scale.y);
1230
1231 // If object is beyond the edge of the map, don't draw it to avoid errors
1232 if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255
1233 || mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
1234 || mapdrawendY > 255)
1235 continue;
1236
1237
1238 int wy = 0;
1239
1240 bool breakYN = false; // If we run into an error drawing, break out of the
1241 // loop so we don't lag to death on error handling
1242 for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
1243 {
1244 for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
1245 {
1246 //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
1247 try
1248 {
1249 // Remember, flip the y!
1250 mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
1251 }
1252 catch (ArgumentException)
1253 {
1254 breakYN = true;
1255 }
1256
1257 if (breakYN)
1258 break;
1259 }
1260
1261 if (breakYN)
1262 break;
1263 }
1264 } // Object is within 256m Z of terrain
1265 } // object is at least a meter wide
1266 } // loop over group children
1267 } // entitybase is sceneobject group
1268 } // foreach loop over entities
1269 } // lock entities objs
1270
1271 m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
1272 } // end if drawPrimOnMaptle
1273
1132 byte[] data; 1274 byte[] data;
1133 try 1275 try
1134 { 1276 {
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 0682a3e..d61eef0 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -22,6 +22,10 @@ region_info_source = "filesystem"
22; except that everything is also enclosed in a <Regions> tag. 22; except that everything is also enclosed in a <Regions> tag.
23; regionload_webserver_url = "http://example.com/regions.xml"; 23; regionload_webserver_url = "http://example.com/regions.xml";
24 24
25; Draw objects on maptile. This step might take a long time if you've got a huge amount of
26; objects, so you can turn it off here if you'd like.
27DrawPrimOnMapTile = true
28
25; ## 29; ##
26; ## STORAGE 30; ## STORAGE
27; ## 31; ##