/* * 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.Collections.Generic; using System.Drawing; using System.Reflection; using Axiom.Math; using Nini.Config; using log4net; using OpenJPEGNet; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; using libsecondlife; namespace OpenSim.Region.Environment.Modules.World.WorldMap { public class MapImageModule : IMapImageGenerator, IRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; private IConfigSource m_config; #region IMapImageGenerator Members public byte[] WriteJpeg2000Image(string gradientmap) { byte[] imageData = null; Bitmap mapbmp = new Bitmap(256, 256); //Bitmap bmp = TerrainToBitmap(gradientmap); mapbmp = TerrainToBitmap2(m_scene,mapbmp); bool drawPrimVolume = true; try { IConfig startupConfig = m_config.Configs["Startup"]; drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true); } catch (Exception) { m_log.Warn("Failed to load StartupConfig"); } if (drawPrimVolume) { DrawObjectVolume(m_scene, mapbmp); } try { imageData = OpenJPEG.EncodeFromImage(mapbmp, 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_config = source; m_scene.RegisterModuleInterface(this); } public void PostInitialise() { } public void Close() { } public string Name { get { return "MapImageModule"; } } public bool IsSharedModule { get { return false; } } #endregion // TODO: unused: // private void ShadeBuildings(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 = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2)); // int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2)); // int w = (int) primitive.Scale.X; // int 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 TerrainToBitmap2(Scene whichScene, Bitmap mapbmp) { int tc = System.Environment.TickCount; m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); double[,] hm = whichScene.Heightmap.GetDoubles(); bool ShadowDebugContinue = true; bool terraincorruptedwarningsaid = false; 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; // temporary initializer float hfvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight; float hfvaluecompare = hfvalue; float hfdiff = hfvalue; int hfdiffi = 0; for (int x = 0; x < 256; x++) { //int tc = System.Environment.TickCount; for (int y = 0; y < 256; y++) { float heightvalue = (float)hm[x, y]; if (heightvalue > (float)whichScene.RegionInfo.RegionSettings.WaterHeight) { // scale height value heightvalue = low + mid * (heightvalue - low) / mid; if (heightvalue > 255) heightvalue = 255; if (heightvalue < 0) heightvalue = 0; if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) heightvalue = 0; try { Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue); // Y flip the cordinates mapbmp.SetPixel(x, (256 - y) - 1, green); //X // . // // Shade the terrain for shadows if ((x - 1 > 0) && (y - 1 > 0)) { hfvalue = (float)hm[x, y]; hfvaluecompare = (float)hm[x - 1, y - 1]; if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue)) hfvalue = 0; if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare)) hfvaluecompare = 0; hfdiff = hfvaluecompare - hfvalue; if (hfdiff > 0.3f) { } else if (hfdiff < -0.3f) { // We have to desaturate and blacken the land at the same time // we use floats, colors use bytes, so shrink are space down to // 0-255 try { hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1; if (hfdiff % 1 != 0) { hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1); } } catch (System.OverflowException) { m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString()); ShadowDebugContinue = false; } if (ShadowDebugContinue) { if ((256 - y) - 1 > 0) { Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1); int r = Shade.R; int g = Shade.G; int b = Shade.B; Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0); mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade); } } } } } catch (System.ArgumentException) { if (!terraincorruptedwarningsaid) { 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); terraincorruptedwarningsaid = true; } Color black = Color.Black; mapbmp.SetPixel(x, (256 - y) - 1, black); } } else { // We're under the water level with the terrain, so paint water instead of land // Y flip the cordinates heightvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight - heightvalue; if (heightvalue > 19) heightvalue = 19; if (heightvalue < 0) heightvalue = 0; heightvalue = 100 - (heightvalue * 100) / 19; if (heightvalue > 255) heightvalue = 255; if (heightvalue < 0) heightvalue = 0; if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) heightvalue = 0; try { Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255); mapbmp.SetPixel(x, (256 - y) - 1, water); } catch (System.ArgumentException) { if (!terraincorruptedwarningsaid) { 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); terraincorruptedwarningsaid = true; } Color black = Color.Black; mapbmp.SetPixel(x, (256 - y) - 1, black); } } } } m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms"); return mapbmp; } private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp) { int tc = 0; double[,] hm = whichScene.Heightmap.GetDoubles(); tc = System.Environment.TickCount; m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); List objs = whichScene.GetEntities(); lock (objs) { foreach (EntityBase obj in objs) { // Only draw the contents of SceneObjectGroup if (obj is SceneObjectGroup) { SceneObjectGroup mapdot = (SceneObjectGroup)obj; Color mapdotspot = Color.Gray; // Default color when prim color is white // Loop over prim in group foreach (SceneObjectPart part in mapdot.Children.Values) { if (part == null) continue; // Draw if the object is at least 1 meter wide in any direction if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) { // Try to get the RGBA of the default texture entry.. // try { // get the null checks out of the way // skip the ones that break if (part == null) continue; if (part.Shape == null) continue; if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree) continue; // eliminates trees from this since we don't really have a good tree representation // if you want tree blocks on the map comment the above line and uncomment the below line //mapdotspot = Color.PaleGreen; if (part.Shape.Textures == null) continue; if (part.Shape.Textures.DefaultTexture == null) continue; LLColor texcolor = part.Shape.Textures.DefaultTexture.RGBA; // Not sure why some of these are null, oh well. int colorr = 255 - (int)(texcolor.R * 255f); int colorg = 255 - (int)(texcolor.G * 255f); int colorb = 255 - (int)(texcolor.B * 255f); if (!(colorr == 255 && colorg == 255 && colorb == 255)) { //Try to set the map spot color try { // If the color gets goofy somehow, skip it *shakes fist at LLColor mapdotspot = Color.FromArgb(colorr, colorg, colorb); } catch (ArgumentException) { } } } catch (IndexOutOfRangeException) { // Windows Array } catch (ArgumentOutOfRangeException) { // Mono Array } LLVector3 pos = part.GetWorldPosition(); // skip prim outside of retion if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) continue; // skip prim in non-finite position if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) continue; // Figure out if object is under 256m above the height of the terrain bool isBelow256AboveTerrain = false; try { isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f)); } catch (Exception) { } if (isBelow256AboveTerrain) { // Translate scale by rotation so scale is represented properly when object is rotated Vector3 scale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); LLQuaternion llrot = part.GetWorldRotation(); Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z); scale = rot * scale; // negative scales don't work in this situation scale.x = Math.Abs(scale.x); scale.y = Math.Abs(scale.y); scale.z = Math.Abs(scale.z); // This scaling isn't very accurate and doesn't take into account the face rotation :P int mapdrawstartX = (int)(pos.X - scale.x); int mapdrawstartY = (int)(pos.Y - scale.y); int mapdrawendX = (int)(pos.X + scale.x); int mapdrawendY = (int)(pos.Y + scale.y); // If object is beyond the edge of the map, don't draw it to avoid errors if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255 || mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0 || mapdrawendY > 255) continue; int wy = 0; bool breakYN = false; // If we run into an error drawing, break out of the // loop so we don't lag to death on error handling for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) { for (wy = mapdrawstartY; wy < mapdrawendY; wy++) { //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); try { // Remember, flip the y! mapbmp.SetPixel(wx, (255 - wy), mapdotspot); } catch (ArgumentException) { breakYN = true; } if (breakYN) break; } if (breakYN) break; } } // Object is within 256m Z of terrain } // object is at least a meter wide } // loop over group children } // entitybase is sceneobject group } // foreach loop over entities } // lock entities objs m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms"); return mapbmp; } // TODO: unused: // #region Deprecated Maptile Generation. Adam may update this // 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(bmp); // return bmp; // } // } // #endregion } }