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authorRobert Adams2014-01-26 07:38:28 -0800
committerRobert Adams2014-01-26 07:38:28 -0800
commit6831e58616815a9d20256ceac74958591fd05829 (patch)
treeabb210dda5246df8121e60ce6e766f11a0a4c6ce
parentvarregion: pass region size in more HG services. (diff)
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varregion: modify MapImageModule structure so it will better merge
with changes made in master.
-rw-r--r--OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs534
1 files changed, 271 insertions, 263 deletions
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs
index 1007e0b..165ea6e 100644
--- a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs
@@ -283,319 +283,327 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
283 List<float> z_sortheights = new List<float>(); 283 List<float> z_sortheights = new List<float>();
284 List<uint> z_localIDs = new List<uint>(); 284 List<uint> z_localIDs = new List<uint>();
285 285
286 lock (objs) 286 try
287 { 287 {
288 foreach (EntityBase obj in objs) 288 lock (objs)
289 { 289 {
290 // Only draw the contents of SceneObjectGroup 290 foreach (EntityBase obj in objs)
291 if (obj is SceneObjectGroup)
292 { 291 {
293 SceneObjectGroup mapdot = (SceneObjectGroup)obj; 292 // Only draw the contents of SceneObjectGroup
294 Color mapdotspot = Color.Gray; // Default color when prim color is white 293 if (obj is SceneObjectGroup)
295
296 // Loop over prim in group
297 foreach (SceneObjectPart part in mapdot.Parts)
298 { 294 {
299 if (part == null) 295 SceneObjectGroup mapdot = (SceneObjectGroup)obj;
300 continue; 296 Color mapdotspot = Color.Gray; // Default color when prim color is white
301 297
302 // Draw if the object is at least 1 meter wide in any direction 298 // Loop over prim in group
303 if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) 299 foreach (SceneObjectPart part in mapdot.Parts)
304 { 300 {
305 // Try to get the RGBA of the default texture entry.. 301 if (part == null)
306 // 302 continue;
307 try 303
304 // Draw if the object is at least 1 meter wide in any direction
305 if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
308 { 306 {
309 // get the null checks out of the way 307 // Try to get the RGBA of the default texture entry..
310 // skip the ones that break 308 //
311 if (part == null) 309 try
312 continue; 310 {
311 // get the null checks out of the way
312 // skip the ones that break
313 if (part == null)
314 continue;
313 315
314 if (part.Shape == null) 316 if (part.Shape == null)
315 continue; 317 continue;
316 318
317 if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass) 319 if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
318 continue; // eliminates trees from this since we don't really have a good tree representation 320 continue; // eliminates trees from this since we don't really have a good tree representation
319 // if you want tree blocks on the map comment the above line and uncomment the below line 321 // if you want tree blocks on the map comment the above line and uncomment the below line
320 //mapdotspot = Color.PaleGreen; 322 //mapdotspot = Color.PaleGreen;
321 323
322 Primitive.TextureEntry textureEntry = part.Shape.Textures; 324 Primitive.TextureEntry textureEntry = part.Shape.Textures;
323 325
324 if (textureEntry == null || textureEntry.DefaultTexture == null) 326 if (textureEntry == null || textureEntry.DefaultTexture == null)
325 continue; 327 continue;
326 328
327 Color4 texcolor = textureEntry.DefaultTexture.RGBA; 329 Color4 texcolor = textureEntry.DefaultTexture.RGBA;
328 330
329 // Not sure why some of these are null, oh well. 331 // Not sure why some of these are null, oh well.
330 332
331 int colorr = 255 - (int)(texcolor.R * 255f); 333 int colorr = 255 - (int)(texcolor.R * 255f);
332 int colorg = 255 - (int)(texcolor.G * 255f); 334 int colorg = 255 - (int)(texcolor.G * 255f);
333 int colorb = 255 - (int)(texcolor.B * 255f); 335 int colorb = 255 - (int)(texcolor.B * 255f);
334 336
335 if (!(colorr == 255 && colorg == 255 && colorb == 255)) 337 if (!(colorr == 255 && colorg == 255 && colorb == 255))
336 {
337 //Try to set the map spot color
338 try
339 {
340 // If the color gets goofy somehow, skip it *shakes fist at Color4
341 mapdotspot = Color.FromArgb(colorr, colorg, colorb);
342 }
343 catch (ArgumentException)
344 { 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 {
347 }
345 } 348 }
346 } 349 }
347 } 350 catch (IndexOutOfRangeException)
348 catch (IndexOutOfRangeException) 351 {
349 { 352 // Windows Array
350 // Windows Array 353 }
351 } 354 catch (ArgumentOutOfRangeException)
352 catch (ArgumentOutOfRangeException) 355 {
353 { 356 // Mono Array
354 // Mono Array 357 }
355 }
356
357 Vector3 pos = part.GetWorldPosition();
358
359 // skip prim outside of retion
360 if (!m_scene.PositionIsInCurrentRegion(pos))
361 continue;
362
363 // skip prim in non-finite position
364 if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
365 Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
366 continue;
367
368 // Figure out if object is under 256m above the height of the terrain
369 bool isBelow256AboveTerrain = false;
370 358
371 try 359 Vector3 pos = part.GetWorldPosition();
372 {
373 isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
374 }
375 catch (Exception)
376 {
377 }
378 360
379 if (isBelow256AboveTerrain) 361 // skip prim outside of retion
380 { 362 if (!m_scene.PositionIsInCurrentRegion(pos))
381 // Translate scale by rotation so scale is represented properly when object is rotated
382 Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
383 Vector3 scale = new Vector3();
384 Vector3 tScale = new Vector3();
385 Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
386
387 Quaternion llrot = part.GetWorldRotation();
388 Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
389 scale = lscale * rot;
390
391 // negative scales don't work in this situation
392 scale.X = Math.Abs(scale.X);
393 scale.Y = Math.Abs(scale.Y);
394 scale.Z = Math.Abs(scale.Z);
395
396 // This scaling isn't very accurate and doesn't take into account the face rotation :P
397 int mapdrawstartX = (int)(pos.X - scale.X);
398 int mapdrawstartY = (int)(pos.Y - scale.Y);
399 int mapdrawendX = (int)(pos.X + scale.X);
400 int mapdrawendY = (int)(pos.Y + scale.Y);
401
402 // If object is beyond the edge of the map, don't draw it to avoid errors
403 if (mapdrawstartX < 0
404 || mapdrawstartX > (hm.Width - 1)
405 || mapdrawendX < 0
406 || mapdrawendX > (hm.Width - 1)
407 || mapdrawstartY < 0
408 || mapdrawstartY > (hm.Height - 1)
409 || mapdrawendY < 0
410 || mapdrawendY > (hm.Height - 1))
411 continue; 363 continue;
412 364
413#region obb face reconstruction part duex 365 // skip prim in non-finite position
414 Vector3[] vertexes = new Vector3[8]; 366 if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
415 367 Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
416 // float[] distance = new float[6]; 368 continue;
417 Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
418 Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
419 Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
420 Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
421
422 tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
423 scale = ((tScale * rot));
424 vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
425 // vertexes[0].x = pos.X + vertexes[0].x;
426 //vertexes[0].y = pos.Y + vertexes[0].y;
427 //vertexes[0].z = pos.Z + vertexes[0].z;
428
429 FaceA[0] = vertexes[0];
430 FaceB[3] = vertexes[0];
431 FaceA[4] = vertexes[0];
432
433 tScale = lscale;
434 scale = ((tScale * rot));
435 vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
436
437 // vertexes[1].x = pos.X + vertexes[1].x;
438 // vertexes[1].y = pos.Y + vertexes[1].y;
439 //vertexes[1].z = pos.Z + vertexes[1].z;
440
441 FaceB[0] = vertexes[1];
442 FaceA[1] = vertexes[1];
443 FaceC[4] = vertexes[1];
444
445 tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
446 scale = ((tScale * rot));
447
448 vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
449
450 //vertexes[2].x = pos.X + vertexes[2].x;
451 //vertexes[2].y = pos.Y + vertexes[2].y;
452 //vertexes[2].z = pos.Z + vertexes[2].z;
453
454 FaceC[0] = vertexes[2];
455 FaceD[3] = vertexes[2];
456 FaceC[5] = vertexes[2];
457
458 tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
459 scale = ((tScale * rot));
460 vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
461
462 //vertexes[3].x = pos.X + vertexes[3].x;
463 // vertexes[3].y = pos.Y + vertexes[3].y;
464 // vertexes[3].z = pos.Z + vertexes[3].z;
465
466 FaceD[0] = vertexes[3];
467 FaceC[1] = vertexes[3];
468 FaceA[5] = vertexes[3];
469
470 tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
471 scale = ((tScale * rot));
472 vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
473
474 // vertexes[4].x = pos.X + vertexes[4].x;
475 // vertexes[4].y = pos.Y + vertexes[4].y;
476 // vertexes[4].z = pos.Z + vertexes[4].z;
477
478 FaceB[1] = vertexes[4];
479 FaceA[2] = vertexes[4];
480 FaceD[4] = vertexes[4];
481
482 tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
483 scale = ((tScale * rot));
484 vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
485
486 // vertexes[5].x = pos.X + vertexes[5].x;
487 // vertexes[5].y = pos.Y + vertexes[5].y;
488 // vertexes[5].z = pos.Z + vertexes[5].z;
489
490 FaceD[1] = vertexes[5];
491 FaceC[2] = vertexes[5];
492 FaceB[5] = vertexes[5];
493
494 tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
495 scale = ((tScale * rot));
496 vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
497 369
498 // vertexes[6].x = pos.X + vertexes[6].x; 370 // Figure out if object is under 256m above the height of the terrain
499 // vertexes[6].y = pos.Y + vertexes[6].y; 371 bool isBelow256AboveTerrain = false;
500 // vertexes[6].z = pos.Z + vertexes[6].z;
501 372
502 FaceB[2] = vertexes[6]; 373 try
503 FaceA[3] = vertexes[6]; 374 {
504 FaceB[4] = vertexes[6]; 375 isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
376 }
377 catch (Exception)
378 {
379 }
505 380
506 tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z); 381 if (isBelow256AboveTerrain)
507 scale = ((tScale * rot)); 382 {
508 vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); 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
406 || mapdrawstartX > (hm.Width - 1)
407 || mapdrawendX < 0
408 || mapdrawendX > (hm.Width - 1)
409 || mapdrawstartY < 0
410 || mapdrawstartY > (hm.Height - 1)
411 || mapdrawendY < 0
412 || mapdrawendY > (hm.Height - 1))
413 continue;
414
415 #region obb face reconstruction part duex
416 Vector3[] vertexes = new Vector3[8];
417
418 // float[] distance = new float[6];
419 Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
420 Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
421 Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
422 Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
423
424 tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
425 scale = ((tScale * rot));
426 vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
427 // vertexes[0].x = pos.X + vertexes[0].x;
428 //vertexes[0].y = pos.Y + vertexes[0].y;
429 //vertexes[0].z = pos.Z + vertexes[0].z;
430
431 FaceA[0] = vertexes[0];
432 FaceB[3] = vertexes[0];
433 FaceA[4] = vertexes[0];
434
435 tScale = lscale;
436 scale = ((tScale * rot));
437 vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
438
439 // vertexes[1].x = pos.X + vertexes[1].x;
440 // vertexes[1].y = pos.Y + vertexes[1].y;
441 //vertexes[1].z = pos.Z + vertexes[1].z;
442
443 FaceB[0] = vertexes[1];
444 FaceA[1] = vertexes[1];
445 FaceC[4] = vertexes[1];
446
447 tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
448 scale = ((tScale * rot));
449
450 vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
451
452 //vertexes[2].x = pos.X + vertexes[2].x;
453 //vertexes[2].y = pos.Y + vertexes[2].y;
454 //vertexes[2].z = pos.Z + vertexes[2].z;
455
456 FaceC[0] = vertexes[2];
457 FaceD[3] = vertexes[2];
458 FaceC[5] = vertexes[2];
459
460 tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
461 scale = ((tScale * rot));
462 vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
463
464 //vertexes[3].x = pos.X + vertexes[3].x;
465 // vertexes[3].y = pos.Y + vertexes[3].y;
466 // vertexes[3].z = pos.Z + vertexes[3].z;
467
468 FaceD[0] = vertexes[3];
469 FaceC[1] = vertexes[3];
470 FaceA[5] = vertexes[3];
471
472 tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
473 scale = ((tScale * rot));
474 vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
475
476 // vertexes[4].x = pos.X + vertexes[4].x;
477 // vertexes[4].y = pos.Y + vertexes[4].y;
478 // vertexes[4].z = pos.Z + vertexes[4].z;
479
480 FaceB[1] = vertexes[4];
481 FaceA[2] = vertexes[4];
482 FaceD[4] = vertexes[4];
483
484 tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
485 scale = ((tScale * rot));
486 vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
487
488 // vertexes[5].x = pos.X + vertexes[5].x;
489 // vertexes[5].y = pos.Y + vertexes[5].y;
490 // vertexes[5].z = pos.Z + vertexes[5].z;
491
492 FaceD[1] = vertexes[5];
493 FaceC[2] = vertexes[5];
494 FaceB[5] = vertexes[5];
495
496 tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
497 scale = ((tScale * rot));
498 vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
499
500 // vertexes[6].x = pos.X + vertexes[6].x;
501 // vertexes[6].y = pos.Y + vertexes[6].y;
502 // vertexes[6].z = pos.Z + vertexes[6].z;
503
504 FaceB[2] = vertexes[6];
505 FaceA[3] = vertexes[6];
506 FaceB[4] = vertexes[6];
507
508 tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
509 scale = ((tScale * rot));
510 vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
509 511
510 // vertexes[7].x = pos.X + vertexes[7].x; 512 // vertexes[7].x = pos.X + vertexes[7].x;
511 // vertexes[7].y = pos.Y + vertexes[7].y; 513 // vertexes[7].y = pos.Y + vertexes[7].y;
512 // vertexes[7].z = pos.Z + vertexes[7].z; 514 // vertexes[7].z = pos.Z + vertexes[7].z;
513 515
514 FaceD[2] = vertexes[7]; 516 FaceD[2] = vertexes[7];
515 FaceC[3] = vertexes[7]; 517 FaceC[3] = vertexes[7];
516 FaceD[5] = vertexes[7]; 518 FaceD[5] = vertexes[7];
517#endregion 519 #endregion
518 520
519 //int wy = 0; 521 //int wy = 0;
520 522
521 //bool breakYN = false; // If we run into an error drawing, break out of the 523 //bool breakYN = false; // If we run into an error drawing, break out of the
522 // loop so we don't lag to death on error handling 524 // loop so we don't lag to death on error handling
523 DrawStruct ds = new DrawStruct(); 525 DrawStruct ds = new DrawStruct();
524 ds.brush = new SolidBrush(mapdotspot); 526 ds.brush = new SolidBrush(mapdotspot);
525 //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY); 527 //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
526 528
527 ds.trns = new face[FaceA.Length]; 529 ds.trns = new face[FaceA.Length];
528 530
529 for (int i = 0; i < FaceA.Length; i++) 531 for (int i = 0; i < FaceA.Length; i++)
530 { 532 {
531 Point[] working = new Point[5]; 533 Point[] working = new Point[5];
532 working[0] = project(hm, FaceA[i], axPos); 534 working[0] = project(hm, FaceA[i], axPos);
533 working[1] = project(hm, FaceB[i], axPos); 535 working[1] = project(hm, FaceB[i], axPos);
534 working[2] = project(hm, FaceD[i], axPos); 536 working[2] = project(hm, FaceD[i], axPos);
535 working[3] = project(hm, FaceC[i], axPos); 537 working[3] = project(hm, FaceC[i], axPos);
536 working[4] = project(hm, FaceA[i], axPos); 538 working[4] = project(hm, FaceA[i], axPos);
537 539
538 face workingface = new face(); 540 face workingface = new face();
539 workingface.pts = working; 541 workingface.pts = working;
540 542
541 ds.trns[i] = workingface; 543 ds.trns[i] = workingface;
542 } 544 }
543 545
544 z_sort.Add(part.LocalId, ds); 546 z_sort.Add(part.LocalId, ds);
545 z_localIDs.Add(part.LocalId); 547 z_localIDs.Add(part.LocalId);
546 z_sortheights.Add(pos.Z); 548 z_sortheights.Add(pos.Z);
547 549
548 //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) 550 //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
549 //{ 551 //{
550 //for (wy = mapdrawstartY; wy < mapdrawendY; wy++) 552 //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
551 //{ 553 //{
552 //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); 554 //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
553 //try 555 //try
554 //{ 556 //{
555 // Remember, flip the y! 557 // Remember, flip the y!
556 // mapbmp.SetPixel(wx, (255 - wy), mapdotspot); 558 // mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
557 //} 559 //}
558 //catch (ArgumentException) 560 //catch (ArgumentException)
559 //{ 561 //{
560 // breakYN = true; 562 // breakYN = true;
561 //}
562
563 //if (breakYN)
564 // break;
565 //} 563 //}
566 564
567 //if (breakYN) 565 //if (breakYN)
568 // break; 566 // break;
569 //} 567 //}
570 } // Object is within 256m Z of terrain
571 } // object is at least a meter wide
572 } // loop over group children
573 } // entitybase is sceneobject group
574 } // foreach loop over entities
575 568
576 float[] sortedZHeights = z_sortheights.ToArray(); 569 //if (breakYN)
577 uint[] sortedlocalIds = z_localIDs.ToArray(); 570 // break;
571 //}
572 } // Object is within 256m Z of terrain
573 } // object is at least a meter wide
574 } // loop over group children
575 } // entitybase is sceneobject group
576 } // foreach loop over entities
578 577
579 // Sort prim by Z position 578 float[] sortedZHeights = z_sortheights.ToArray();
580 Array.Sort(sortedZHeights, sortedlocalIds); 579 uint[] sortedlocalIds = z_localIDs.ToArray();
581 580
582 Graphics g = Graphics.FromImage(mapbmp); 581 // Sort prim by Z position
582 Array.Sort(sortedZHeights, sortedlocalIds);
583 583
584 for (int s = 0; s < sortedZHeights.Length; s++) 584 Graphics g = Graphics.FromImage(mapbmp);
585 { 585
586 if (z_sort.ContainsKey(sortedlocalIds[s])) 586 for (int s = 0; s < sortedZHeights.Length; s++)
587 { 587 {
588 DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]]; 588 if (z_sort.ContainsKey(sortedlocalIds[s]))
589 for (int r = 0; r < rectDrawStruct.trns.Length; r++)
590 { 589 {
591 g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts); 590 DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
591 for (int r = 0; r < rectDrawStruct.trns.Length; r++)
592 {
593 g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
594 }
595 //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
592 } 596 }
593 //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
594 } 597 }
595 } 598 } // lock(objs)
599 }
600 finally
601 {
602 foreach (DrawStruct ds in z_sort.Values)
603 ds.brush.Dispose();
604 }
596 605
597 g.Dispose(); 606 g.Dispose();
598 } // lock entities objs
599 607
600 m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms"); 608 m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
601 return mapbmp; 609 return mapbmp;