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path: root/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
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Diffstat (limited to 'OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs')
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs34
1 files changed, 0 insertions, 34 deletions
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
index d8420d9..8e843ee 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
@@ -156,13 +156,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
156 156
157 public Bitmap CreateMapTile() 157 public Bitmap CreateMapTile()
158 { 158 {
159<<<<<<< HEAD
160 // Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
161 // Camera above the middle of the region
162 Vector3 camPos = new Vector3(
163 m_scene.RegionInfo.RegionSizeX/2 - 0.5f,
164 m_scene.RegionInfo.RegionSizeY/2 - 0.5f,
165=======
166 /* this must be on all map, not just its image 159 /* this must be on all map, not just its image
167 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600) 160 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
168 { 161 {
@@ -179,16 +172,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
179 Vector3 camPos = new Vector3( 172 Vector3 camPos = new Vector3(
180 m_scene.RegionInfo.RegionSizeX / 2 - 0.5f, 173 m_scene.RegionInfo.RegionSizeX / 2 - 0.5f,
181 m_scene.RegionInfo.RegionSizeY / 2 - 0.5f, 174 m_scene.RegionInfo.RegionSizeY / 2 - 0.5f,
182>>>>>>> avn/ubitvar
183 221.7025033688163f); 175 221.7025033688163f);
184 // Viewport viewing down onto the region 176 // Viewport viewing down onto the region
185 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, 177 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f,
186 (int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY, 178 (int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY,
187<<<<<<< HEAD
188 (float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY );
189 // Fill the viewport and return the image
190 return CreateMapTile(viewport, false);
191=======
192 (float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY); 179 (float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY);
193 180
194 Bitmap tile = CreateMapTile(viewport, false); 181 Bitmap tile = CreateMapTile(viewport, false);
@@ -199,7 +186,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
199 lastImageTime = DateTime.Now; 186 lastImageTime = DateTime.Now;
200 return (Bitmap)lastImage.Clone(); 187 return (Bitmap)lastImage.Clone();
201 */ 188 */
202>>>>>>> avn/ubitvar
203 } 189 }
204 190
205 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 191 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@@ -315,15 +301,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
315 float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; 301 float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
316 302
317 renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f); 303 renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f);
318<<<<<<< HEAD
319 renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX/2 - 0.5f,
320 waterHeight,
321 m_scene.RegionInfo.RegionSizeY/2 - 0.5f );
322=======
323 renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX / 2 - 0.5f, 304 renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX / 2 - 0.5f,
324 waterHeight, 305 waterHeight,
325 m_scene.RegionInfo.RegionSizeY / 2 - 0.5f); 306 m_scene.RegionInfo.RegionSizeY / 2 - 0.5f);
326>>>>>>> avn/ubitvar
327 307
328 warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR)); 308 warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
329 waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif 309 waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
@@ -352,11 +332,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
352 warp_Vector pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]); 332 warp_Vector pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]);
353 obj.addVertex(new warp_Vertex(pos, 333 obj.addVertex(new warp_Vertex(pos,
354 x / (float)m_scene.RegionInfo.RegionSizeX, 334 x / (float)m_scene.RegionInfo.RegionSizeX,
355<<<<<<< HEAD
356 (((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY) );
357=======
358 (((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY)); 335 (((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY));
359>>>>>>> avn/ubitvar
360 } 336 }
361 } 337 }
362 338
@@ -424,12 +400,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
424 warp_Texture texture; 400 warp_Texture texture;
425 using ( 401 using (
426 Bitmap image 402 Bitmap image
427<<<<<<< HEAD
428 = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges,
429=======
430 = TerrainSplat.Splat( 403 = TerrainSplat.Splat(
431 terrain, textureIDs, startHeights, heightRanges, 404 terrain, textureIDs, startHeights, heightRanges,
432>>>>>>> avn/ubitvar
433 new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain)) 405 new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
434 { 406 {
435 texture = new warp_Texture(image); 407 texture = new warp_Texture(image);
@@ -711,12 +683,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
711 return new warp_Vector(x, z, y); 683 return new warp_Vector(x, z, y);
712 } 684 }
713 685
714 // Note: axis change.
715 private static warp_Vector ConvertVector(float x, float y, float z)
716 {
717 return new warp_Vector(x, z, y);
718 }
719
720 private static warp_Vector ConvertVector(Vector3 vector) 686 private static warp_Vector ConvertVector(Vector3 vector)
721 { 687 {
722 return new warp_Vector(vector.X, vector.Z, vector.Y); 688 return new warp_Vector(vector.X, vector.Z, vector.Y);