From 1178eddffcfb5e34a82fb9dc8e2feb9f909e56f1 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Thu, 10 Apr 2008 13:37:39 +0000 Subject: * Brings back map tile generation based on the terrain. The algorithm produces a graphic that is a bit Dazzle-ish. A Dazzle-ish map tile is better then a grey map tile IMHO. --- OpenSim/Region/Environment/Scenes/Scene.cs | 108 +++++++++++++++++++++++++++++ 1 file changed, 108 insertions(+) (limited to 'OpenSim') diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 4a57c5d..eb5fe56 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs @@ -988,6 +988,114 @@ namespace OpenSim.Region.Environment.Scenes //create a texture asset of the terrain ITerrainTemp terrain = RequestModuleInterface(); + + if (Heightmap != null) + { + Bitmap mapbmp = new Bitmap(256, 256); + double[,] hm = Heightmap.GetDoubles(); + + float heightvalue = 0; + + Color water = Color.FromArgb(0, 0, 255); + Color prim = Color.FromArgb(120, 120, 120); + LLVector3 RayEnd = new LLVector3(0, 0, 0); + LLVector3 RayStart = new LLVector3(0, 0, 0); + LLVector3 direction = new LLVector3(0, 0, -1); + Vector3 AXOrigin = new Vector3(); + Vector3 AXdirection = new Vector3(); + Ray testRay = new Ray(); + EntityIntersection rt = new EntityIntersection(); + + float low = 255; + float high = 0; + for (int x = 0; x < 256; x++) + { + for (int y = 0; y < 256; y++) + { + float hmval = (float)hm[x, y]; + if (hmval < low) + low = hmval; + if (hmval > high) + high = hmval; + } + } + + float mid = (high + low) * 0.5f; + for (int x = 0; x < 256; x++) + { + //int tc = System.Environment.TickCount; + for (int y = 0; y < 256; y++) + { + //RayEnd = new LLVector3(x, y, 0); + //RayStart = new LLVector3(x, y, 255); + + //direction = LLVector3.Norm(RayEnd - RayStart); + //AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z); + //AXdirection = new Vector3(direction.X, direction.Y, direction.Z); + + //testRay = new Ray(AXOrigin, AXdirection); + //rt = m_innerScene.GetClosestIntersectingPrim(testRay); + + //if (rt.HitTF) + //{ + //mapbmp.SetPixel(x, y, prim); + //} + //else + //{ + //float tmpval = (float)hm[x, y]; + heightvalue = (float)hm[x, y]; + + if ((float)heightvalue > m_regInfo.EstateSettings.waterHeight) + { + // scale height value + heightvalue = low + mid * (heightvalue - low) / mid; + + if (heightvalue > 255) + heightvalue = 255; + + if (heightvalue < 0) + heightvalue = 0; + + + Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue); + + // Y flip the cordinates + mapbmp.SetPixel(x, (256 - y) - 1, green); + } + else + { + // Y flip the cordinates + mapbmp.SetPixel(x, (256 - y) - 1, water); + } + //} + + + } + //tc = System.Environment.TickCount - tc; + //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms"); + } + byte[] data; + try + { + data = OpenJPEGNet.OpenJPEG.EncodeFromImage(mapbmp, false); + } + catch (Exception) + { + return; + } + + m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); + AssetBase asset = new AssetBase(); + asset.FullID = m_regInfo.EstateSettings.terrainImageID; + asset.Data = data; + asset.Name = "terrainImage"; + asset.Description = RegionInfo.RegionName; + asset.Type = 0; + asset.Temporary = temporary; + AssetCache.AddAsset(asset); + + } + if (terrain != null) { byte[] data = terrain.WriteJpegImage("defaultstripe.png"); -- cgit v1.1