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@@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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public struct DrawStruct
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{
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public DrawRoutine dr;
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- public Rectangle rect;
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+// public Rectangle rect;
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public SolidBrush brush;
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public face[] trns;
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}
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@@ -119,6 +119,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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{
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mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
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}
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+
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return mapbmp;
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}
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@@ -280,321 +281,331 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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tc = Environment.TickCount;
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m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
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EntityBase[] objs = whichScene.GetEntities();
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- Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
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- //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
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List<float> z_sortheights = new List<float>();
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List<uint> z_localIDs = new List<uint>();
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+ Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
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- lock (objs)
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+ try
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{
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- foreach (EntityBase obj in objs)
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+ //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
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+
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+ lock (objs)
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{
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- // Only draw the contents of SceneObjectGroup
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- if (obj is SceneObjectGroup)
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+ foreach (EntityBase obj in objs)
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{
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- SceneObjectGroup mapdot = (SceneObjectGroup)obj;
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- Color mapdotspot = Color.Gray; // Default color when prim color is white
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-
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- // Loop over prim in group
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- foreach (SceneObjectPart part in mapdot.Parts)
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+ // Only draw the contents of SceneObjectGroup
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+ if (obj is SceneObjectGroup)
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{
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- if (part == null)
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- continue;
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-
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- // Draw if the object is at least 1 meter wide in any direction
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- if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
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+ SceneObjectGroup mapdot = (SceneObjectGroup)obj;
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+ Color mapdotspot = Color.Gray; // Default color when prim color is white
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+
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+ // Loop over prim in group
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+ foreach (SceneObjectPart part in mapdot.Parts)
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{
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- // Try to get the RGBA of the default texture entry..
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- //
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- try
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+ if (part == null)
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+ continue;
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+
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+ // Draw if the object is at least 1 meter wide in any direction
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+ if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
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{
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- // get the null checks out of the way
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- // skip the ones that break
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- if (part == null)
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- continue;
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+ // Try to get the RGBA of the default texture entry..
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+ //
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+ try
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+ {
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+ // get the null checks out of the way
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+ // skip the ones that break
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+ if (part == null)
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+ continue;
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- if (part.Shape == null)
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- continue;
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+ if (part.Shape == null)
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+ continue;
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- if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
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- continue; // eliminates trees from this since we don't really have a good tree representation
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- // if you want tree blocks on the map comment the above line and uncomment the below line
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- //mapdotspot = Color.PaleGreen;
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+ if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
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+ continue; // eliminates trees from this since we don't really have a good tree representation
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+ // if you want tree blocks on the map comment the above line and uncomment the below line
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+ //mapdotspot = Color.PaleGreen;
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- Primitive.TextureEntry textureEntry = part.Shape.Textures;
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+ Primitive.TextureEntry textureEntry = part.Shape.Textures;
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- if (textureEntry == null || textureEntry.DefaultTexture == null)
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- continue;
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+ if (textureEntry == null || textureEntry.DefaultTexture == null)
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+ continue;
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- Color4 texcolor = textureEntry.DefaultTexture.RGBA;
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+ Color4 texcolor = textureEntry.DefaultTexture.RGBA;
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- // Not sure why some of these are null, oh well.
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+ // Not sure why some of these are null, oh well.
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- int colorr = 255 - (int)(texcolor.R * 255f);
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- int colorg = 255 - (int)(texcolor.G * 255f);
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- int colorb = 255 - (int)(texcolor.B * 255f);
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+ int colorr = 255 - (int)(texcolor.R * 255f);
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+ int colorg = 255 - (int)(texcolor.G * 255f);
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+ int colorb = 255 - (int)(texcolor.B * 255f);
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- if (!(colorr == 255 && colorg == 255 && colorb == 255))
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- {
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- //Try to set the map spot color
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- try
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- {
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- // If the color gets goofy somehow, skip it *shakes fist at Color4
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- mapdotspot = Color.FromArgb(colorr, colorg, colorb);
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- }
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- catch (ArgumentException)
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+ if (!(colorr == 255 && colorg == 255 && colorb == 255))
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{
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+ //Try to set the map spot color
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+ try
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+ {
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+ // If the color gets goofy somehow, skip it *shakes fist at Color4
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+ mapdotspot = Color.FromArgb(colorr, colorg, colorb);
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+ }
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+ catch (ArgumentException)
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+ {
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+ }
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}
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}
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- }
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- catch (IndexOutOfRangeException)
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- {
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- // Windows Array
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- }
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- catch (ArgumentOutOfRangeException)
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- {
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- // Mono Array
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- }
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-
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- Vector3 pos = part.GetWorldPosition();
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-
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- // skip prim outside of retion
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- if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
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- continue;
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-
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- // skip prim in non-finite position
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- if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
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- Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
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- continue;
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+ catch (IndexOutOfRangeException)
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+ {
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+ // Windows Array
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+ }
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+ catch (ArgumentOutOfRangeException)
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+ {
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+ // Mono Array
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+ }
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- // Figure out if object is under 256m above the height of the terrain
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- bool isBelow256AboveTerrain = false;
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+ Vector3 pos = part.GetWorldPosition();
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- try
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- {
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- isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
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- }
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- catch (Exception)
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- {
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- }
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-
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- if (isBelow256AboveTerrain)
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- {
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- // Translate scale by rotation so scale is represented properly when object is rotated
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- Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
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- Vector3 scale = new Vector3();
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- Vector3 tScale = new Vector3();
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- Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
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-
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- Quaternion llrot = part.GetWorldRotation();
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- Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
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- scale = lscale * rot;
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-
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- // negative scales don't work in this situation
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- scale.X = Math.Abs(scale.X);
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- scale.Y = Math.Abs(scale.Y);
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- scale.Z = Math.Abs(scale.Z);
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-
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- // This scaling isn't very accurate and doesn't take into account the face rotation :P
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- int mapdrawstartX = (int)(pos.X - scale.X);
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- int mapdrawstartY = (int)(pos.Y - scale.Y);
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- int mapdrawendX = (int)(pos.X + scale.X);
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- int mapdrawendY = (int)(pos.Y + scale.Y);
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-
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- // If object is beyond the edge of the map, don't draw it to avoid errors
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- if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
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- || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
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- || mapdrawendY > ((int)Constants.RegionSize - 1))
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+ // skip prim outside of retion
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+ if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
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continue;
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-#region obb face reconstruction part duex
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- Vector3[] vertexes = new Vector3[8];
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-
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- // float[] distance = new float[6];
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- Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
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- Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
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- Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
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- Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
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-
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- tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
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- scale = ((tScale * rot));
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- vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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- // vertexes[0].x = pos.X + vertexes[0].x;
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- //vertexes[0].y = pos.Y + vertexes[0].y;
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- //vertexes[0].z = pos.Z + vertexes[0].z;
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-
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- FaceA[0] = vertexes[0];
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- FaceB[3] = vertexes[0];
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- FaceA[4] = vertexes[0];
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-
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- tScale = lscale;
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- scale = ((tScale * rot));
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- vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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-
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- // vertexes[1].x = pos.X + vertexes[1].x;
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- // vertexes[1].y = pos.Y + vertexes[1].y;
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- //vertexes[1].z = pos.Z + vertexes[1].z;
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-
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- FaceB[0] = vertexes[1];
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- FaceA[1] = vertexes[1];
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- FaceC[4] = vertexes[1];
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-
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- tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
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- scale = ((tScale * rot));
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-
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- vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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-
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- //vertexes[2].x = pos.X + vertexes[2].x;
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- //vertexes[2].y = pos.Y + vertexes[2].y;
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- //vertexes[2].z = pos.Z + vertexes[2].z;
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-
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- FaceC[0] = vertexes[2];
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- FaceD[3] = vertexes[2];
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- FaceC[5] = vertexes[2];
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-
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- tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
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- scale = ((tScale * rot));
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- vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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-
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- //vertexes[3].x = pos.X + vertexes[3].x;
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- // vertexes[3].y = pos.Y + vertexes[3].y;
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- // vertexes[3].z = pos.Z + vertexes[3].z;
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-
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- FaceD[0] = vertexes[3];
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- FaceC[1] = vertexes[3];
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- FaceA[5] = vertexes[3];
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-
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- tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
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- scale = ((tScale * rot));
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- vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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-
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- // vertexes[4].x = pos.X + vertexes[4].x;
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- // vertexes[4].y = pos.Y + vertexes[4].y;
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- // vertexes[4].z = pos.Z + vertexes[4].z;
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-
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- FaceB[1] = vertexes[4];
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- FaceA[2] = vertexes[4];
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- FaceD[4] = vertexes[4];
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-
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- tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
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- scale = ((tScale * rot));
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- vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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-
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- // vertexes[5].x = pos.X + vertexes[5].x;
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- // vertexes[5].y = pos.Y + vertexes[5].y;
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- // vertexes[5].z = pos.Z + vertexes[5].z;
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-
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- FaceD[1] = vertexes[5];
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- FaceC[2] = vertexes[5];
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- FaceB[5] = vertexes[5];
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+ // skip prim in non-finite position
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+ if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
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+ Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
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+ continue;
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- tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
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- scale = ((tScale * rot));
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- vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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+ // Figure out if object is under 256m above the height of the terrain
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+ bool isBelow256AboveTerrain = false;
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- // vertexes[6].x = pos.X + vertexes[6].x;
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- // vertexes[6].y = pos.Y + vertexes[6].y;
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- // vertexes[6].z = pos.Z + vertexes[6].z;
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+ try
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+ {
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+ isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
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+ }
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+ catch (Exception)
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+ {
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+ }
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- FaceB[2] = vertexes[6];
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- FaceA[3] = vertexes[6];
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- FaceB[4] = vertexes[6];
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+ if (isBelow256AboveTerrain)
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+ {
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+ // Translate scale by rotation so scale is represented properly when object is rotated
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+ Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
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+ Vector3 scale = new Vector3();
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+ Vector3 tScale = new Vector3();
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+ Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
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+
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+ Quaternion llrot = part.GetWorldRotation();
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+ Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
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+ scale = lscale * rot;
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+
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+ // negative scales don't work in this situation
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+ scale.X = Math.Abs(scale.X);
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+ scale.Y = Math.Abs(scale.Y);
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+ scale.Z = Math.Abs(scale.Z);
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+
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+ // This scaling isn't very accurate and doesn't take into account the face rotation :P
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+ int mapdrawstartX = (int)(pos.X - scale.X);
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+ int mapdrawstartY = (int)(pos.Y - scale.Y);
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+ int mapdrawendX = (int)(pos.X + scale.X);
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+ int mapdrawendY = (int)(pos.Y + scale.Y);
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+
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+ // If object is beyond the edge of the map, don't draw it to avoid errors
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+ if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
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+ || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
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+ || mapdrawendY > ((int)Constants.RegionSize - 1))
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+ continue;
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+
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+ #region obb face reconstruction part duex
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+ Vector3[] vertexes = new Vector3[8];
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+
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+ // float[] distance = new float[6];
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+ Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
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+ Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
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+ Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
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+ Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
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+
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+ tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
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+ scale = ((tScale * rot));
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+ vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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+ // vertexes[0].x = pos.X + vertexes[0].x;
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+ //vertexes[0].y = pos.Y + vertexes[0].y;
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+ //vertexes[0].z = pos.Z + vertexes[0].z;
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+
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+ FaceA[0] = vertexes[0];
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+ FaceB[3] = vertexes[0];
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+ FaceA[4] = vertexes[0];
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+
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+ tScale = lscale;
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+ scale = ((tScale * rot));
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+ vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
|
+
|
|
|
+ // vertexes[1].x = pos.X + vertexes[1].x;
|
|
|
+ // vertexes[1].y = pos.Y + vertexes[1].y;
|
|
|
+ //vertexes[1].z = pos.Z + vertexes[1].z;
|
|
|
+
|
|
|
+ FaceB[0] = vertexes[1];
|
|
|
+ FaceA[1] = vertexes[1];
|
|
|
+ FaceC[4] = vertexes[1];
|
|
|
+
|
|
|
+ tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
|
|
|
+ scale = ((tScale * rot));
|
|
|
+
|
|
|
+ vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
|
+
|
|
|
+ //vertexes[2].x = pos.X + vertexes[2].x;
|
|
|
+ //vertexes[2].y = pos.Y + vertexes[2].y;
|
|
|
+ //vertexes[2].z = pos.Z + vertexes[2].z;
|
|
|
+
|
|
|
+ FaceC[0] = vertexes[2];
|
|
|
+ FaceD[3] = vertexes[2];
|
|
|
+ FaceC[5] = vertexes[2];
|
|
|
+
|
|
|
+ tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
|
|
|
+ scale = ((tScale * rot));
|
|
|
+ vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
|
+
|
|
|
+ //vertexes[3].x = pos.X + vertexes[3].x;
|
|
|
+ // vertexes[3].y = pos.Y + vertexes[3].y;
|
|
|
+ // vertexes[3].z = pos.Z + vertexes[3].z;
|
|
|
+
|
|
|
+ FaceD[0] = vertexes[3];
|
|
|
+ FaceC[1] = vertexes[3];
|
|
|
+ FaceA[5] = vertexes[3];
|
|
|
+
|
|
|
+ tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
|
|
|
+ scale = ((tScale * rot));
|
|
|
+ vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
|
+
|
|
|
+ // vertexes[4].x = pos.X + vertexes[4].x;
|
|
|
+ // vertexes[4].y = pos.Y + vertexes[4].y;
|
|
|
+ // vertexes[4].z = pos.Z + vertexes[4].z;
|
|
|
+
|
|
|
+ FaceB[1] = vertexes[4];
|
|
|
+ FaceA[2] = vertexes[4];
|
|
|
+ FaceD[4] = vertexes[4];
|
|
|
+
|
|
|
+ tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
|
|
|
+ scale = ((tScale * rot));
|
|
|
+ vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
|
+
|
|
|
+ // vertexes[5].x = pos.X + vertexes[5].x;
|
|
|
+ // vertexes[5].y = pos.Y + vertexes[5].y;
|
|
|
+ // vertexes[5].z = pos.Z + vertexes[5].z;
|
|
|
+
|
|
|
+ FaceD[1] = vertexes[5];
|
|
|
+ FaceC[2] = vertexes[5];
|
|
|
+ FaceB[5] = vertexes[5];
|
|
|
+
|
|
|
+ tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
|
|
|
+ scale = ((tScale * rot));
|
|
|
+ vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
|
+
|
|
|
+ // vertexes[6].x = pos.X + vertexes[6].x;
|
|
|
+ // vertexes[6].y = pos.Y + vertexes[6].y;
|
|
|
+ // vertexes[6].z = pos.Z + vertexes[6].z;
|
|
|
+
|
|
|
+ FaceB[2] = vertexes[6];
|
|
|
+ FaceA[3] = vertexes[6];
|
|
|
+ FaceB[4] = vertexes[6];
|
|
|
|
|
|
- tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
|
|
|
- scale = ((tScale * rot));
|
|
|
- vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
|
+ tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
|
|
|
+ scale = ((tScale * rot));
|
|
|
+ vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
|
|
|
|
|
- // vertexes[7].x = pos.X + vertexes[7].x;
|
|
|
- // vertexes[7].y = pos.Y + vertexes[7].y;
|
|
|
- // vertexes[7].z = pos.Z + vertexes[7].z;
|
|
|
+ // vertexes[7].x = pos.X + vertexes[7].x;
|
|
|
+ // vertexes[7].y = pos.Y + vertexes[7].y;
|
|
|
+ // vertexes[7].z = pos.Z + vertexes[7].z;
|
|
|
|
|
|
- FaceD[2] = vertexes[7];
|
|
|
- FaceC[3] = vertexes[7];
|
|
|
- FaceD[5] = vertexes[7];
|
|
|
-#endregion
|
|
|
+ FaceD[2] = vertexes[7];
|
|
|
+ FaceC[3] = vertexes[7];
|
|
|
+ FaceD[5] = vertexes[7];
|
|
|
+ #endregion
|
|
|
|
|
|
- //int wy = 0;
|
|
|
+ //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
|
|
|
- DrawStruct ds = new DrawStruct();
|
|
|
- ds.brush = new SolidBrush(mapdotspot);
|
|
|
- //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
|
|
|
+ //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
|
|
|
+ DrawStruct ds = new DrawStruct();
|
|
|
+ ds.brush = new SolidBrush(mapdotspot);
|
|
|
+ //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
|
|
|
|
|
|
- ds.trns = new face[FaceA.Length];
|
|
|
+ ds.trns = new face[FaceA.Length];
|
|
|
|
|
|
- for (int i = 0; i < FaceA.Length; i++)
|
|
|
- {
|
|
|
- Point[] working = new Point[5];
|
|
|
- working[0] = project(FaceA[i], axPos);
|
|
|
- working[1] = project(FaceB[i], axPos);
|
|
|
- working[2] = project(FaceD[i], axPos);
|
|
|
- working[3] = project(FaceC[i], axPos);
|
|
|
- working[4] = project(FaceA[i], axPos);
|
|
|
+ for (int i = 0; i < FaceA.Length; i++)
|
|
|
+ {
|
|
|
+ Point[] working = new Point[5];
|
|
|
+ working[0] = project(FaceA[i], axPos);
|
|
|
+ working[1] = project(FaceB[i], axPos);
|
|
|
+ working[2] = project(FaceD[i], axPos);
|
|
|
+ working[3] = project(FaceC[i], axPos);
|
|
|
+ working[4] = project(FaceA[i], axPos);
|
|
|
|
|
|
- face workingface = new face();
|
|
|
- workingface.pts = working;
|
|
|
+ face workingface = new face();
|
|
|
+ workingface.pts = working;
|
|
|
|
|
|
- ds.trns[i] = workingface;
|
|
|
- }
|
|
|
+ ds.trns[i] = workingface;
|
|
|
+ }
|
|
|
|
|
|
- z_sort.Add(part.LocalId, ds);
|
|
|
- z_localIDs.Add(part.LocalId);
|
|
|
- z_sortheights.Add(pos.Z);
|
|
|
+ z_sort.Add(part.LocalId, ds);
|
|
|
+ z_localIDs.Add(part.LocalId);
|
|
|
+ z_sortheights.Add(pos.Z);
|
|
|
|
|
|
- //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
|
|
|
- //{
|
|
|
- //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
|
|
|
+ //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
|
|
|
//{
|
|
|
- //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
|
|
|
- //try
|
|
|
- //{
|
|
|
- // Remember, flip the y!
|
|
|
- // mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
|
|
|
- //}
|
|
|
- //catch (ArgumentException)
|
|
|
+ //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
|
|
|
//{
|
|
|
- // breakYN = true;
|
|
|
+ //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
|
|
|
|
|
|
- //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
|
|
|
-
|
|
|
- float[] sortedZHeights = z_sortheights.ToArray();
|
|
|
- uint[] sortedlocalIds = z_localIDs.ToArray();
|
|
|
-
|
|
|
- // Sort prim by Z position
|
|
|
- Array.Sort(sortedZHeights, sortedlocalIds);
|
|
|
+ float[] sortedZHeights = z_sortheights.ToArray();
|
|
|
+ uint[] sortedlocalIds = z_localIDs.ToArray();
|
|
|
|
|
|
- Graphics g = Graphics.FromImage(mapbmp);
|
|
|
+ // Sort prim by Z position
|
|
|
+ Array.Sort(sortedZHeights, sortedlocalIds);
|
|
|
|
|
|
- for (int s = 0; s < sortedZHeights.Length; s++)
|
|
|
- {
|
|
|
- if (z_sort.ContainsKey(sortedlocalIds[s]))
|
|
|
+ using (Graphics g = Graphics.FromImage(mapbmp))
|
|
|
{
|
|
|
- DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
|
|
|
- for (int r = 0; r < rectDrawStruct.trns.Length; r++)
|
|
|
+ for (int s = 0; s < sortedZHeights.Length; s++)
|
|
|
{
|
|
|
- g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
|
|
|
+ if (z_sort.ContainsKey(sortedlocalIds[s]))
|
|
|
+ {
|
|
|
+ DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
|
|
|
+ for (int r = 0; r < rectDrawStruct.trns.Length; r++)
|
|
|
+ {
|
|
|
+ g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
|
|
|
+ }
|
|
|
+ //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
|
|
|
+ }
|
|
|
}
|
|
|
- //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
|
|
|
}
|
|
|
- }
|
|
|
+ } // lock entities objs
|
|
|
|
|
|
- g.Dispose();
|
|
|
- } // lock entities objs
|
|
|
+ }
|
|
|
+ finally
|
|
|
+ {
|
|
|
+ foreach (DrawStruct ds in z_sort.Values)
|
|
|
+ ds.brush.Dispose();
|
|
|
+ }
|
|
|
|
|
|
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
|
|
|
+
|
|
|
return mapbmp;
|
|
|
}
|
|
|
|