using System; using System.Collections.Generic; using System.Drawing; using libsecondlife; using Nini.Config; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Environment.Modules.ModuleFramework; namespace OpenSim.Region.Environment.Modules.Terrain { class MapImageModule : ITerrainTemp, IRegionModule { private Scene m_scene; #region IRegionModule Members public void Initialise(Scene scene, IConfigSource source) { m_scene = scene; m_scene.RegisterModuleInterface(this); } public void PostInitialise() { } public void Close() { } public string Name { get { return "MapImageModule"; } } public bool IsSharedModule { get { return false; } } public byte[] WriteJpegImage(string gradientmap) { byte[] imageData = null; try { Bitmap bmp = TerrainToBitmap(gradientmap); imageData = OpenJPEGNet.OpenJPEG.EncodeFromImage(bmp, true); } catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke { Console.WriteLine("Failed generating terrain map: " + e.ToString()); } return imageData; } private void ShadeBuildings(ref Bitmap map) { lock (map) { lock (m_scene.Entities) { foreach (EntityBase entity in m_scene.Entities.Values) { if (entity is SceneObjectGroup) { SceneObjectGroup sog = (SceneObjectGroup)entity; foreach (SceneObjectPart primitive in sog.Children.Values) { int x, y, w, h, dx, dy; x = (int)(primitive.AbsolutePosition.X - (primitive.Scale.X / 2)); y = (int)(primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2)); w = (int)primitive.Scale.X; h = (int)primitive.Scale.Y; for (dx = x; dx < x + w; dx++) { for (dy = y; dy < y + h; dy++) { if (x < 0 || y < 0) continue; if (x >= map.Width || y >= map.Height) continue; map.SetPixel(dx, dy, Color.DarkGray); } } } } } } } } private Bitmap TerrainToBitmap(string gradientmap) { Bitmap gradientmapLd = new Bitmap(gradientmap); int pallete = gradientmapLd.Height; Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height); Color[] colours = new Color[pallete]; for (int i = 0; i < pallete; i++) { colours[i] = gradientmapLd.GetPixel(0, i); } lock (m_scene.Heightmap) { ITerrainChannel copy = m_scene.Heightmap; for (int y = 0; y < copy.Height; y++) { for (int x = 0; x < copy.Width; x++) { // 512 is the largest possible height before colours clamp int colorindex = (int)(Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1)); bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]); } } ShadeBuildings(ref bmp); return bmp; } } #endregion } }