/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Drawing; using Nini.Config; using OpenJPEGNet; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Modules.World.Terrain { internal class MapImageModule : IMapImageGenerator, IRegionModule { private Scene m_scene; #region IMapImageGenerator Members public byte[] WriteJpeg2000Image(string gradientmap) { byte[] imageData = null; Bitmap bmp = TerrainToBitmap(gradientmap); try { imageData = OpenJPEG.EncodeFromImage(bmp, true); } catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke { Console.WriteLine("Failed generating terrain map: " + e); } return imageData; } #endregion #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; } } #endregion 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; 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; int dx; for (dx = x; dx < x + w; dx++) { int dy; 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)); // Handle error conditions if (colorindex > pallete - 1 || colorindex < 0) bmp.SetPixel(x, copy.Height - y - 1, Color.Red); else bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]); } } ShadeBuildings(ref bmp); return bmp; } } } }