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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Drawing;
31using System.Reflection;
32using log4net;
33using Nini.Config;
34using OpenMetaverse;
35using OpenMetaverse.Imaging;
36using OpenSim.Framework;
37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes;
39
40namespace OpenSim.Region.CoreModules.World.WorldMap
41{
42 public enum DrawRoutine
43 {
44 Rectangle,
45 Polygon,
46 Ellipse
47 }
48
49 public struct face
50 {
51 public Point[] pts;
52 }
53
54 public struct DrawStruct
55 {
56 public DrawRoutine dr;
57 public Rectangle rect;
58 public SolidBrush brush;
59 public face[] trns;
60 }
61
62 public class MapImageModule : IMapImageGenerator, IRegionModule
63 {
64 private static readonly ILog m_log =
65 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private Scene m_scene;
68 private IConfigSource m_config;
69 private IMapTileTerrainRenderer terrainRenderer;
70
71 #region IMapImageGenerator Members
72
73 public Bitmap CreateMapTile(string gradientmap)
74 {
75 bool drawPrimVolume = true;
76 bool textureTerrain = false;
77
78 try
79 {
80 IConfig startupConfig = m_config.Configs["Startup"];
81 drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
82 textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
83 }
84 catch
85 {
86 m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
87 }
88
89 if (textureTerrain)
90 {
91 terrainRenderer = new TexturedMapTileRenderer();
92 }
93 else
94 {
95 terrainRenderer = new ShadedMapTileRenderer();
96 }
97 terrainRenderer.Initialise(m_scene, m_config);
98
99 Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
100 //long t = System.Environment.TickCount;
101 //for (int i = 0; i < 10; ++i) {
102 terrainRenderer.TerrainToBitmap(mapbmp);
103 //}
104 //t = System.Environment.TickCount - t;
105 //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
106
107
108 if (drawPrimVolume)
109 {
110 DrawObjectVolume(m_scene, mapbmp);
111 }
112
113 return mapbmp;
114 }
115
116 public byte[] WriteJpeg2000Image(string gradientmap)
117 {
118 try
119 {
120 using (Bitmap mapbmp = CreateMapTile(gradientmap))
121 return OpenJPEG.EncodeFromImage(mapbmp, true);
122 }
123 catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
124 {
125 m_log.Error("Failed generating terrain map: " + e);
126 }
127
128 return null;
129 }
130
131 #endregion
132
133 #region IRegionModule Members
134
135 public void Initialise(Scene scene, IConfigSource source)
136 {
137 m_scene = scene;
138 m_config = source;
139
140 IConfig startupConfig = m_config.Configs["Startup"];
141 if (startupConfig.GetString("MapImageModule", "MapImageModule") !=
142 "MapImageModule")
143 return;
144
145 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
146 }
147
148 public void PostInitialise()
149 {
150 }
151
152 public void Close()
153 {
154 }
155
156 public string Name
157 {
158 get { return "MapImageModule"; }
159 }
160
161 public bool IsSharedModule
162 {
163 get { return false; }
164 }
165
166 #endregion
167
168// TODO: unused:
169// private void ShadeBuildings(Bitmap map)
170// {
171// lock (map)
172// {
173// lock (m_scene.Entities)
174// {
175// foreach (EntityBase entity in m_scene.Entities.Values)
176// {
177// if (entity is SceneObjectGroup)
178// {
179// SceneObjectGroup sog = (SceneObjectGroup) entity;
180//
181// foreach (SceneObjectPart primitive in sog.Children.Values)
182// {
183// int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
184// int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
185// int w = (int) primitive.Scale.X;
186// int h = (int) primitive.Scale.Y;
187//
188// int dx;
189// for (dx = x; dx < x + w; dx++)
190// {
191// int dy;
192// for (dy = y; dy < y + h; dy++)
193// {
194// if (x < 0 || y < 0)
195// continue;
196// if (x >= map.Width || y >= map.Height)
197// continue;
198//
199// map.SetPixel(dx, dy, Color.DarkGray);
200// }
201// }
202// }
203// }
204// }
205// }
206// }
207// }
208
209 private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
210 {
211 int tc = 0;
212 double[,] hm = whichScene.Heightmap.GetDoubles();
213 tc = Environment.TickCount;
214 m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
215 EntityBase[] objs = whichScene.GetEntities();
216 Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
217 //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
218 List<float> z_sortheights = new List<float>();
219 List<uint> z_localIDs = new List<uint>();
220
221 lock (objs)
222 {
223 foreach (EntityBase obj in objs)
224 {
225 // Only draw the contents of SceneObjectGroup
226 if (obj is SceneObjectGroup)
227 {
228 SceneObjectGroup mapdot = (SceneObjectGroup)obj;
229 Color mapdotspot = Color.Gray; // Default color when prim color is white
230
231 // Loop over prim in group
232 foreach (SceneObjectPart part in mapdot.Parts)
233 {
234 if (part == null)
235 continue;
236
237 // Draw if the object is at least 1 meter wide in any direction
238 if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
239 {
240 // Try to get the RGBA of the default texture entry..
241 //
242 try
243 {
244 // get the null checks out of the way
245 // skip the ones that break
246 if (part == null)
247 continue;
248
249 if (part.Shape == null)
250 continue;
251
252 if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
253 continue; // eliminates trees from this since we don't really have a good tree representation
254 // if you want tree blocks on the map comment the above line and uncomment the below line
255 //mapdotspot = Color.PaleGreen;
256
257 Primitive.TextureEntry textureEntry = part.Shape.Textures;
258
259 if (textureEntry == null || textureEntry.DefaultTexture == null)
260 continue;
261
262 Color4 texcolor = textureEntry.DefaultTexture.RGBA;
263
264 // Not sure why some of these are null, oh well.
265
266 int colorr = 255 - (int)(texcolor.R * 255f);
267 int colorg = 255 - (int)(texcolor.G * 255f);
268 int colorb = 255 - (int)(texcolor.B * 255f);
269
270 if (!(colorr == 255 && colorg == 255 && colorb == 255))
271 {
272 //Try to set the map spot color
273 try
274 {
275 // If the color gets goofy somehow, skip it *shakes fist at Color4
276 mapdotspot = Color.FromArgb(colorr, colorg, colorb);
277 }
278 catch (ArgumentException)
279 {
280 }
281 }
282 }
283 catch (IndexOutOfRangeException)
284 {
285 // Windows Array
286 }
287 catch (ArgumentOutOfRangeException)
288 {
289 // Mono Array
290 }
291
292 Vector3 pos = part.GetWorldPosition();
293
294 // skip prim outside of retion
295 if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
296 continue;
297
298 // skip prim in non-finite position
299 if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
300 Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
301 continue;
302
303 // Figure out if object is under 256m above the height of the terrain
304 bool isBelow256AboveTerrain = false;
305
306 try
307 {
308 isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
309 }
310 catch (Exception)
311 {
312 }
313
314 if (isBelow256AboveTerrain)
315 {
316 // Translate scale by rotation so scale is represented properly when object is rotated
317 Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
318 Vector3 scale = new Vector3();
319 Vector3 tScale = new Vector3();
320 Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
321
322 Quaternion llrot = part.GetWorldRotation();
323 Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
324 scale = lscale * rot;
325
326 // negative scales don't work in this situation
327 scale.X = Math.Abs(scale.X);
328 scale.Y = Math.Abs(scale.Y);
329 scale.Z = Math.Abs(scale.Z);
330
331 // This scaling isn't very accurate and doesn't take into account the face rotation :P
332 int mapdrawstartX = (int)(pos.X - scale.X);
333 int mapdrawstartY = (int)(pos.Y - scale.Y);
334 int mapdrawendX = (int)(pos.X + scale.X);
335 int mapdrawendY = (int)(pos.Y + scale.Y);
336
337 // If object is beyond the edge of the map, don't draw it to avoid errors
338 if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
339 || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
340 || mapdrawendY > ((int)Constants.RegionSize - 1))
341 continue;
342
343#region obb face reconstruction part duex
344 Vector3[] vertexes = new Vector3[8];
345
346 // float[] distance = new float[6];
347 Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
348 Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
349 Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
350 Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
351
352 tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
353 scale = ((tScale * rot));
354 vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
355 // vertexes[0].x = pos.X + vertexes[0].x;
356 //vertexes[0].y = pos.Y + vertexes[0].y;
357 //vertexes[0].z = pos.Z + vertexes[0].z;
358
359 FaceA[0] = vertexes[0];
360 FaceB[3] = vertexes[0];
361 FaceA[4] = vertexes[0];
362
363 tScale = lscale;
364 scale = ((tScale * rot));
365 vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
366
367 // vertexes[1].x = pos.X + vertexes[1].x;
368 // vertexes[1].y = pos.Y + vertexes[1].y;
369 //vertexes[1].z = pos.Z + vertexes[1].z;
370
371 FaceB[0] = vertexes[1];
372 FaceA[1] = vertexes[1];
373 FaceC[4] = vertexes[1];
374
375 tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
376 scale = ((tScale * rot));
377
378 vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
379
380 //vertexes[2].x = pos.X + vertexes[2].x;
381 //vertexes[2].y = pos.Y + vertexes[2].y;
382 //vertexes[2].z = pos.Z + vertexes[2].z;
383
384 FaceC[0] = vertexes[2];
385 FaceD[3] = vertexes[2];
386 FaceC[5] = vertexes[2];
387
388 tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
389 scale = ((tScale * rot));
390 vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
391
392 //vertexes[3].x = pos.X + vertexes[3].x;
393 // vertexes[3].y = pos.Y + vertexes[3].y;
394 // vertexes[3].z = pos.Z + vertexes[3].z;
395
396 FaceD[0] = vertexes[3];
397 FaceC[1] = vertexes[3];
398 FaceA[5] = vertexes[3];
399
400 tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
401 scale = ((tScale * rot));
402 vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
403
404 // vertexes[4].x = pos.X + vertexes[4].x;
405 // vertexes[4].y = pos.Y + vertexes[4].y;
406 // vertexes[4].z = pos.Z + vertexes[4].z;
407
408 FaceB[1] = vertexes[4];
409 FaceA[2] = vertexes[4];
410 FaceD[4] = vertexes[4];
411
412 tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
413 scale = ((tScale * rot));
414 vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
415
416 // vertexes[5].x = pos.X + vertexes[5].x;
417 // vertexes[5].y = pos.Y + vertexes[5].y;
418 // vertexes[5].z = pos.Z + vertexes[5].z;
419
420 FaceD[1] = vertexes[5];
421 FaceC[2] = vertexes[5];
422 FaceB[5] = vertexes[5];
423
424 tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
425 scale = ((tScale * rot));
426 vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
427
428 // vertexes[6].x = pos.X + vertexes[6].x;
429 // vertexes[6].y = pos.Y + vertexes[6].y;
430 // vertexes[6].z = pos.Z + vertexes[6].z;
431
432 FaceB[2] = vertexes[6];
433 FaceA[3] = vertexes[6];
434 FaceB[4] = vertexes[6];
435
436 tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
437 scale = ((tScale * rot));
438 vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
439
440 // vertexes[7].x = pos.X + vertexes[7].x;
441 // vertexes[7].y = pos.Y + vertexes[7].y;
442 // vertexes[7].z = pos.Z + vertexes[7].z;
443
444 FaceD[2] = vertexes[7];
445 FaceC[3] = vertexes[7];
446 FaceD[5] = vertexes[7];
447#endregion
448
449 //int wy = 0;
450
451 //bool breakYN = false; // If we run into an error drawing, break out of the
452 // loop so we don't lag to death on error handling
453 DrawStruct ds = new DrawStruct();
454 ds.brush = new SolidBrush(mapdotspot);
455 //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
456
457 ds.trns = new face[FaceA.Length];
458
459 for (int i = 0; i < FaceA.Length; i++)
460 {
461 Point[] working = new Point[5];
462 working[0] = project(FaceA[i], axPos);
463 working[1] = project(FaceB[i], axPos);
464 working[2] = project(FaceD[i], axPos);
465 working[3] = project(FaceC[i], axPos);
466 working[4] = project(FaceA[i], axPos);
467
468 face workingface = new face();
469 workingface.pts = working;
470
471 ds.trns[i] = workingface;
472 }
473
474 z_sort.Add(part.LocalId, ds);
475 z_localIDs.Add(part.LocalId);
476 z_sortheights.Add(pos.Z);
477
478 //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
479 //{
480 //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
481 //{
482 //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
483 //try
484 //{
485 // Remember, flip the y!
486 // mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
487 //}
488 //catch (ArgumentException)
489 //{
490 // breakYN = true;
491 //}
492
493 //if (breakYN)
494 // break;
495 //}
496
497 //if (breakYN)
498 // break;
499 //}
500 } // Object is within 256m Z of terrain
501 } // object is at least a meter wide
502 } // loop over group children
503 } // entitybase is sceneobject group
504 } // foreach loop over entities
505
506 float[] sortedZHeights = z_sortheights.ToArray();
507 uint[] sortedlocalIds = z_localIDs.ToArray();
508
509 // Sort prim by Z position
510 Array.Sort(sortedZHeights, sortedlocalIds);
511
512 Graphics g = Graphics.FromImage(mapbmp);
513
514 for (int s = 0; s < sortedZHeights.Length; s++)
515 {
516 if (z_sort.ContainsKey(sortedlocalIds[s]))
517 {
518 DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
519 for (int r = 0; r < rectDrawStruct.trns.Length; r++)
520 {
521 g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
522 }
523 //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
524 }
525 }
526
527 g.Dispose();
528 } // lock entities objs
529
530 m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
531 return mapbmp;
532 }
533
534 private Point project(Vector3 point3d, Vector3 originpos)
535 {
536 Point returnpt = new Point();
537 //originpos = point3d;
538 //int d = (int)(256f / 1.5f);
539
540 //Vector3 topos = new Vector3(0, 0, 0);
541 // float z = -point3d.z - topos.z;
542
543 returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
544 returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
545
546 return returnpt;
547 }
548
549// TODO: unused:
550// #region Deprecated Maptile Generation. Adam may update this
551// private Bitmap TerrainToBitmap(string gradientmap)
552// {
553// Bitmap gradientmapLd = new Bitmap(gradientmap);
554//
555// int pallete = gradientmapLd.Height;
556//
557// Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
558// Color[] colours = new Color[pallete];
559//
560// for (int i = 0; i < pallete; i++)
561// {
562// colours[i] = gradientmapLd.GetPixel(0, i);
563// }
564//
565// lock (m_scene.Heightmap)
566// {
567// ITerrainChannel copy = m_scene.Heightmap;
568// for (int y = 0; y < copy.Height; y++)
569// {
570// for (int x = 0; x < copy.Width; x++)
571// {
572// // 512 is the largest possible height before colours clamp
573// int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
574//
575// // Handle error conditions
576// if (colorindex > pallete - 1 || colorindex < 0)
577// bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
578// else
579// bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
580// }
581// }
582// ShadeBuildings(bmp);
583// return bmp;
584// }
585// }
586// #endregion
587 }
588}