aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
blob: ac6d9b5383ae19f08b4ef9bc2bfb8af5f5e79d11 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
/*
 * 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<IMapImageGenerator>(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<EntityBase> 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
    }
}