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-rw-r--r--OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs412
1 files changed, 409 insertions, 3 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
index 68c8046..a331d37 100644
--- a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
@@ -26,29 +26,58 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic;
29using System.Drawing; 30using System.Drawing;
31using System.Reflection;
32using Axiom.Math;
30using Nini.Config; 33using Nini.Config;
34using log4net;
31using OpenJPEGNet; 35using OpenJPEGNet;
32using OpenSim.Region.Environment.Interfaces; 36using OpenSim.Region.Environment.Interfaces;
33using OpenSim.Region.Environment.Scenes; 37using OpenSim.Region.Environment.Scenes;
38using libsecondlife;
34 39
35namespace OpenSim.Region.Environment.Modules.World.WorldMap 40namespace OpenSim.Region.Environment.Modules.World.WorldMap
36{ 41{
37 internal class MapImageModule : IMapImageGenerator, IRegionModule 42 public class MapImageModule : IMapImageGenerator, IRegionModule
38 { 43 {
44 private static readonly ILog m_log =
45 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46
39 private Scene m_scene; 47 private Scene m_scene;
48 private IConfigSource m_config;
40 49
41 #region IMapImageGenerator Members 50 #region IMapImageGenerator Members
42 51
43 public byte[] WriteJpeg2000Image(string gradientmap) 52 public byte[] WriteJpeg2000Image(string gradientmap)
44 { 53 {
45 byte[] imageData = null; 54 byte[] imageData = null;
55 Bitmap mapbmp = new Bitmap(256, 256);
56
57 //Bitmap bmp = TerrainToBitmap(gradientmap);
58 mapbmp = TerrainToBitmap2(m_scene,mapbmp);
59
60 bool drawPrimVolume = true;
61
62 try
63 {
64 IConfig startupConfig = m_config.Configs["Startup"];
65 drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true);
66 }
67 catch (Exception)
68 {
69 m_log.Warn("Failed to load StartupConfig");
70 }
71
72 if (drawPrimVolume)
73 {
74 DrawObjectVolume(m_scene, mapbmp);
75 }
46 76
47 Bitmap bmp = TerrainToBitmap(gradientmap);
48 77
49 try 78 try
50 { 79 {
51 imageData = OpenJPEG.EncodeFromImage(bmp, true); 80 imageData = OpenJPEG.EncodeFromImage(mapbmp, true);
52 } 81 }
53 catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke 82 catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
54 { 83 {
@@ -65,6 +94,7 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
65 public void Initialise(Scene scene, IConfigSource source) 94 public void Initialise(Scene scene, IConfigSource source)
66 { 95 {
67 m_scene = scene; 96 m_scene = scene;
97 m_config = source;
68 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 98 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
69 } 99 }
70 100
@@ -128,6 +158,381 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
128 } 158 }
129 } 159 }
130 160
161 private Bitmap TerrainToBitmap2(Scene whichScene, Bitmap mapbmp)
162 {
163 int tc = System.Environment.TickCount;
164 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
165
166 double[,] hm = whichScene.Heightmap.GetDoubles();
167 bool ShadowDebugContinue = true;
168 //Color prim = Color.FromArgb(120, 120, 120);
169 //LLVector3 RayEnd = new LLVector3(0, 0, 0);
170 //LLVector3 RayStart = new LLVector3(0, 0, 0);
171 //LLVector3 direction = new LLVector3(0, 0, -1);
172 //Vector3 AXOrigin = new Vector3();
173 //Vector3 AXdirection = new Vector3();
174 //Ray testRay = new Ray();
175 //EntityIntersection rt = new EntityIntersection();
176 bool terraincorruptedwarningsaid = false;
177
178 float low = 255;
179 float high = 0;
180 for (int x = 0; x < 256; x++)
181 {
182 for (int y = 0; y < 256; y++)
183 {
184 float hmval = (float)hm[x, y];
185 if (hmval < low)
186 low = hmval;
187 if (hmval > high)
188 high = hmval;
189 }
190 }
191
192 float mid = (high + low) * 0.5f;
193
194 // temporary initializer
195 float hfvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight;
196 float hfvaluecompare = hfvalue;
197 float hfdiff = hfvalue;
198 int hfdiffi = 0;
199
200
201 for (int x = 0; x < 256; x++)
202 {
203 //int tc = System.Environment.TickCount;
204 for (int y = 0; y < 256; y++)
205 {
206 //RayEnd = new LLVector3(x, y, 0);
207 //RayStart = new LLVector3(x, y, 255);
208
209 //direction = LLVector3.Norm(RayEnd - RayStart);
210 //AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
211 //AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
212
213 //testRay = new Ray(AXOrigin, AXdirection);
214 //rt = m_innerScene.GetClosestIntersectingPrim(testRay);
215
216 //if (rt.HitTF)
217 //{
218 //mapbmp.SetPixel(x, y, prim);
219 //}
220 //else
221 //{
222 //float tmpval = (float)hm[x, y];
223 float heightvalue = (float)hm[x, y];
224
225
226 if (heightvalue > (float)whichScene.RegionInfo.RegionSettings.WaterHeight)
227 {
228
229 // scale height value
230 heightvalue = low + mid * (heightvalue - low) / mid;
231
232 if (heightvalue > 255)
233 heightvalue = 255;
234
235 if (heightvalue < 0)
236 heightvalue = 0;
237
238 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
239 heightvalue = 0;
240 try
241 {
242 Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
243
244 // Y flip the cordinates
245 mapbmp.SetPixel(x, (256 - y) - 1, green);
246
247 //X
248 // .
249 //
250 // Shade the terrain for shadows
251 if ((x - 1 > 0) && (y - 1 > 0))
252 {
253 hfvalue = (float)hm[x, y];
254 hfvaluecompare = (float)hm[x - 1, y - 1];
255
256 if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
257 hfvalue = 0;
258
259 if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
260 hfvaluecompare = 0;
261
262 hfdiff = hfvaluecompare - hfvalue;
263
264 if (hfdiff > 0.3f)
265 {
266
267 }
268 else if (hfdiff < -0.3f)
269 {
270 // We have to desaturate and blacken the land at the same time
271 // we use floats, colors use bytes, so shrink are space down to
272 // 0-255
273
274
275 try
276 {
277 hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
278 if (hfdiff % 1 != 0)
279 {
280 hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
281 }
282 }
283 catch (System.OverflowException)
284 {
285 m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
286 ShadowDebugContinue = false;
287 }
288
289 if (ShadowDebugContinue)
290 {
291 if ((256 - y) - 1 > 0)
292 {
293 Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1);
294
295 int r = Shade.R;
296
297 int g = Shade.G;
298 int b = Shade.B;
299 Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0);
300 //Console.WriteLine("d:" + hfdiff.ToString() + ", i:" + hfdiffi + ", pos: " + x + "," + y + " - R:" + Shade.R.ToString() + ", G:" + Shade.G.ToString() + ", B:" + Shade.G.ToString());
301 mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
302 }
303 }
304
305
306 }
307
308 }
309
310
311
312
313 }
314 catch (System.ArgumentException)
315 {
316 if (!terraincorruptedwarningsaid)
317 {
318 m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", whichScene.RegionInfo.RegionName);
319 terraincorruptedwarningsaid = true;
320 }
321 Color black = Color.Black;
322 mapbmp.SetPixel(x, (256 - y) - 1, black);
323 }
324 }
325 else
326 {
327 // Y flip the cordinates
328 heightvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight - heightvalue;
329 if (heightvalue > 19)
330 heightvalue = 19;
331 if (heightvalue < 0)
332 heightvalue = 0;
333
334 heightvalue = 100 - (heightvalue * 100) / 19;
335
336 if (heightvalue > 255)
337 heightvalue = 255;
338
339 if (heightvalue < 0)
340 heightvalue = 0;
341
342 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
343 heightvalue = 0;
344
345 try
346 {
347 Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
348 mapbmp.SetPixel(x, (256 - y) - 1, water);
349 }
350 catch (System.ArgumentException)
351 {
352 if (!terraincorruptedwarningsaid)
353 {
354 m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", whichScene.RegionInfo.RegionName);
355 terraincorruptedwarningsaid = true;
356 }
357 Color black = Color.Black;
358 mapbmp.SetPixel(x, (256 - y) - 1, black);
359 }
360 }
361 }
362 //}
363
364 //tc = System.Environment.TickCount - tc;
365 //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
366 }
367 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
368
369 return mapbmp;
370 }
371
372
373 private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
374 {
375 int tc = 0;
376 double[,] hm = whichScene.Heightmap.GetDoubles();
377 tc = System.Environment.TickCount;
378 m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
379 List<EntityBase> objs = whichScene.GetEntities();
380
381 lock (objs)
382 {
383 foreach (EntityBase obj in objs)
384 {
385 // Only draw the contents of SceneObjectGroup
386 if (obj is SceneObjectGroup)
387 {
388 SceneObjectGroup mapdot = (SceneObjectGroup)obj;
389 Color mapdotspot = Color.Gray; // Default color when prim color is white
390 // Loop over prim in group
391 foreach (SceneObjectPart part in mapdot.Children.Values)
392 {
393 if (part == null)
394 continue;
395
396
397 // Draw if the object is at least 1 meter wide in any direction
398 if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
399 {
400 // Try to get the RGBA of the default texture entry..
401 //
402 try
403 {
404 if (part == null)
405 continue;
406
407 if (part.Shape == null)
408 continue;
409
410 if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
411 continue; // eliminates trees from this since we don't really have a good tree representation
412 // if you want tree blocks on the map comment the above line and uncomment the below line
413 //mapdotspot = Color.PaleGreen;
414
415 if (part.Shape.Textures == null)
416 continue;
417
418 if (part.Shape.Textures.DefaultTexture == null)
419 continue;
420
421 LLColor texcolor = part.Shape.Textures.DefaultTexture.RGBA;
422
423 // Not sure why some of these are null, oh well.
424
425 int colorr = 255 - (int)(texcolor.R * 255f);
426 int colorg = 255 - (int)(texcolor.G * 255f);
427 int colorb = 255 - (int)(texcolor.B * 255f);
428
429 if (!(colorr == 255 && colorg == 255 && colorb == 255))
430 {
431 //Try to set the map spot color
432 try
433 {
434 // If the color gets goofy somehow, skip it *shakes fist at LLColor
435 mapdotspot = Color.FromArgb(colorr, colorg, colorb);
436 }
437 catch (ArgumentException)
438 {
439 }
440 }
441 }
442 catch (IndexOutOfRangeException)
443 {
444 // Windows Array
445 }
446 catch (ArgumentOutOfRangeException)
447 {
448 // Mono Array
449 }
450
451 LLVector3 pos = part.GetWorldPosition();
452
453 // skip prim outside of retion
454 if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
455 continue;
456
457 // skip prim in non-finite position
458 if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X)
459 || Single.IsInfinity(pos.Y))
460 continue;
461
462 // Figure out if object is under 256m above the height of the terrain
463 bool isBelow256AboveTerrain = false;
464
465 try
466 {
467 isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
468 }
469 catch (Exception)
470 {
471 }
472
473 if (isBelow256AboveTerrain)
474 {
475 // Translate scale by rotation so scale is represented properly when object is rotated
476 Vector3 scale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
477 LLQuaternion llrot = part.GetWorldRotation();
478 Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
479 scale = rot * scale;
480
481 // negative scales don't work in this situation
482 scale.x = Math.Abs(scale.x);
483 scale.y = Math.Abs(scale.y);
484 scale.z = Math.Abs(scale.z);
485
486 // This scaling isn't very accurate and doesn't take into account the face rotation :P
487 int mapdrawstartX = (int)(pos.X - scale.x);
488 int mapdrawstartY = (int)(pos.Y - scale.y);
489 int mapdrawendX = (int)(pos.X + scale.x);
490 int mapdrawendY = (int)(pos.Y + scale.y);
491
492 // If object is beyond the edge of the map, don't draw it to avoid errors
493 if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255
494 || mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
495 || mapdrawendY > 255)
496 continue;
497
498 int wy = 0;
499
500 bool breakYN = false; // If we run into an error drawing, break out of the
501 // loop so we don't lag to death on error handling
502 for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
503 {
504 for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
505 {
506 //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
507 try
508 {
509 // Remember, flip the y!
510 mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
511 }
512 catch (ArgumentException)
513 {
514 breakYN = true;
515 }
516
517 if (breakYN)
518 break;
519 }
520
521 if (breakYN)
522 break;
523 }
524 } // Object is within 256m Z of terrain
525 } // object is at least a meter wide
526 } // loop over group children
527 } // entitybase is sceneobject group
528 } // foreach loop over entities
529 } // lock entities objs
530
531 m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
532 return mapbmp;
533 }
534
535 # region Depreciated Maptile Generation. Adam may update this
131 private Bitmap TerrainToBitmap(string gradientmap) 536 private Bitmap TerrainToBitmap(string gradientmap)
132 { 537 {
133 Bitmap gradientmapLd = new Bitmap(gradientmap); 538 Bitmap gradientmapLd = new Bitmap(gradientmap);
@@ -163,5 +568,6 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
163 return bmp; 568 return bmp;
164 } 569 }
165 } 570 }
571 #endregion
166 } 572 }
167} \ No newline at end of file 573} \ No newline at end of file