MapImageModule.cs 25 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Drawing;
  30. using System.Reflection;
  31. using log4net;
  32. using Nini.Config;
  33. using OpenMetaverse;
  34. using OpenMetaverse.Imaging;
  35. using OpenSim.Framework;
  36. using OpenSim.Region.Framework.Interfaces;
  37. using OpenSim.Region.Framework.Scenes;
  38. namespace OpenSim.Region.CoreModules.World.LegacyMap
  39. {
  40. public enum DrawRoutine
  41. {
  42. Rectangle,
  43. Polygon,
  44. Ellipse
  45. }
  46. public struct face
  47. {
  48. public Point[] pts;
  49. }
  50. public struct DrawStruct
  51. {
  52. public DrawRoutine dr;
  53. public Rectangle rect;
  54. public SolidBrush brush;
  55. public face[] trns;
  56. }
  57. public class MapImageModule : IMapImageGenerator, INonSharedRegionModule
  58. {
  59. private static readonly ILog m_log =
  60. LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  61. private Scene m_scene;
  62. private IConfigSource m_config;
  63. private IMapTileTerrainRenderer terrainRenderer;
  64. private bool m_Enabled = false;
  65. #region IMapImageGenerator Members
  66. public Bitmap CreateMapTile()
  67. {
  68. bool drawPrimVolume = true;
  69. bool textureTerrain = false;
  70. try
  71. {
  72. IConfig startupConfig = m_config.Configs["Startup"];
  73. drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
  74. textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
  75. }
  76. catch
  77. {
  78. m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
  79. }
  80. if (textureTerrain)
  81. {
  82. terrainRenderer = new TexturedMapTileRenderer();
  83. }
  84. else
  85. {
  86. terrainRenderer = new ShadedMapTileRenderer();
  87. }
  88. terrainRenderer.Initialise(m_scene, m_config);
  89. Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
  90. //long t = System.Environment.TickCount;
  91. //for (int i = 0; i < 10; ++i) {
  92. terrainRenderer.TerrainToBitmap(mapbmp);
  93. //}
  94. //t = System.Environment.TickCount - t;
  95. //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
  96. if (drawPrimVolume)
  97. {
  98. DrawObjectVolume(m_scene, mapbmp);
  99. }
  100. return mapbmp;
  101. }
  102. public byte[] WriteJpeg2000Image()
  103. {
  104. try
  105. {
  106. using (Bitmap mapbmp = CreateMapTile())
  107. return OpenJPEG.EncodeFromImage(mapbmp, true);
  108. }
  109. catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
  110. {
  111. m_log.Error("Failed generating terrain map: " + e);
  112. }
  113. return null;
  114. }
  115. #endregion
  116. #region IRegionModule Members
  117. public void Initialise(IConfigSource source)
  118. {
  119. m_config = source;
  120. IConfig startupConfig = m_config.Configs["Startup"];
  121. if (startupConfig.GetString("MapImageModule", "MapImageModule") !=
  122. "MapImageModule")
  123. return;
  124. m_Enabled = true;
  125. }
  126. public void AddRegion(Scene scene)
  127. {
  128. if (!m_Enabled)
  129. return;
  130. m_scene = scene;
  131. m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
  132. }
  133. public void RegionLoaded(Scene scene)
  134. {
  135. }
  136. public void RemoveRegion(Scene scene)
  137. {
  138. }
  139. public void Close()
  140. {
  141. }
  142. public string Name
  143. {
  144. get { return "MapImageModule"; }
  145. }
  146. public Type ReplaceableInterface
  147. {
  148. get { return null; }
  149. }
  150. #endregion
  151. // TODO: unused:
  152. // private void ShadeBuildings(Bitmap map)
  153. // {
  154. // lock (map)
  155. // {
  156. // lock (m_scene.Entities)
  157. // {
  158. // foreach (EntityBase entity in m_scene.Entities.Values)
  159. // {
  160. // if (entity is SceneObjectGroup)
  161. // {
  162. // SceneObjectGroup sog = (SceneObjectGroup) entity;
  163. //
  164. // foreach (SceneObjectPart primitive in sog.Children.Values)
  165. // {
  166. // int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
  167. // int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
  168. // int w = (int) primitive.Scale.X;
  169. // int h = (int) primitive.Scale.Y;
  170. //
  171. // int dx;
  172. // for (dx = x; dx < x + w; dx++)
  173. // {
  174. // int dy;
  175. // for (dy = y; dy < y + h; dy++)
  176. // {
  177. // if (x < 0 || y < 0)
  178. // continue;
  179. // if (x >= map.Width || y >= map.Height)
  180. // continue;
  181. //
  182. // map.SetPixel(dx, dy, Color.DarkGray);
  183. // }
  184. // }
  185. // }
  186. // }
  187. // }
  188. // }
  189. // }
  190. // }
  191. private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
  192. {
  193. int tc = 0;
  194. double[,] hm = whichScene.Heightmap.GetDoubles();
  195. tc = Environment.TickCount;
  196. m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
  197. EntityBase[] objs = whichScene.GetEntities();
  198. Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
  199. //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
  200. List<float> z_sortheights = new List<float>();
  201. List<uint> z_localIDs = new List<uint>();
  202. lock (objs)
  203. {
  204. foreach (EntityBase obj in objs)
  205. {
  206. // Only draw the contents of SceneObjectGroup
  207. if (obj is SceneObjectGroup)
  208. {
  209. SceneObjectGroup mapdot = (SceneObjectGroup)obj;
  210. Color mapdotspot = Color.Gray; // Default color when prim color is white
  211. // Loop over prim in group
  212. foreach (SceneObjectPart part in mapdot.Parts)
  213. {
  214. if (part == null)
  215. continue;
  216. // Draw if the object is at least 1 meter wide in any direction
  217. if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
  218. {
  219. // Try to get the RGBA of the default texture entry..
  220. //
  221. try
  222. {
  223. // get the null checks out of the way
  224. // skip the ones that break
  225. if (part == null)
  226. continue;
  227. if (part.Shape == null)
  228. continue;
  229. if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
  230. continue; // eliminates trees from this since we don't really have a good tree representation
  231. // if you want tree blocks on the map comment the above line and uncomment the below line
  232. //mapdotspot = Color.PaleGreen;
  233. Primitive.TextureEntry textureEntry = part.Shape.Textures;
  234. if (textureEntry == null || textureEntry.DefaultTexture == null)
  235. continue;
  236. Color4 texcolor = textureEntry.DefaultTexture.RGBA;
  237. // Not sure why some of these are null, oh well.
  238. int colorr = 255 - (int)(texcolor.R * 255f);
  239. int colorg = 255 - (int)(texcolor.G * 255f);
  240. int colorb = 255 - (int)(texcolor.B * 255f);
  241. if (!(colorr == 255 && colorg == 255 && colorb == 255))
  242. {
  243. //Try to set the map spot color
  244. try
  245. {
  246. // If the color gets goofy somehow, skip it *shakes fist at Color4
  247. mapdotspot = Color.FromArgb(colorr, colorg, colorb);
  248. }
  249. catch (ArgumentException)
  250. {
  251. }
  252. }
  253. }
  254. catch (IndexOutOfRangeException)
  255. {
  256. // Windows Array
  257. }
  258. catch (ArgumentOutOfRangeException)
  259. {
  260. // Mono Array
  261. }
  262. Vector3 pos = part.GetWorldPosition();
  263. // skip prim outside of retion
  264. if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
  265. continue;
  266. // skip prim in non-finite position
  267. if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
  268. Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
  269. continue;
  270. // Figure out if object is under 256m above the height of the terrain
  271. bool isBelow256AboveTerrain = false;
  272. try
  273. {
  274. isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
  275. }
  276. catch (Exception)
  277. {
  278. }
  279. if (isBelow256AboveTerrain)
  280. {
  281. // Translate scale by rotation so scale is represented properly when object is rotated
  282. Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
  283. Vector3 scale = new Vector3();
  284. Vector3 tScale = new Vector3();
  285. Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
  286. Quaternion llrot = part.GetWorldRotation();
  287. Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
  288. scale = lscale * rot;
  289. // negative scales don't work in this situation
  290. scale.X = Math.Abs(scale.X);
  291. scale.Y = Math.Abs(scale.Y);
  292. scale.Z = Math.Abs(scale.Z);
  293. // This scaling isn't very accurate and doesn't take into account the face rotation :P
  294. int mapdrawstartX = (int)(pos.X - scale.X);
  295. int mapdrawstartY = (int)(pos.Y - scale.Y);
  296. int mapdrawendX = (int)(pos.X + scale.X);
  297. int mapdrawendY = (int)(pos.Y + scale.Y);
  298. // If object is beyond the edge of the map, don't draw it to avoid errors
  299. if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
  300. || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
  301. || mapdrawendY > ((int)Constants.RegionSize - 1))
  302. continue;
  303. #region obb face reconstruction part duex
  304. Vector3[] vertexes = new Vector3[8];
  305. // float[] distance = new float[6];
  306. Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
  307. Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
  308. Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
  309. Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
  310. tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
  311. scale = ((tScale * rot));
  312. vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  313. // vertexes[0].x = pos.X + vertexes[0].x;
  314. //vertexes[0].y = pos.Y + vertexes[0].y;
  315. //vertexes[0].z = pos.Z + vertexes[0].z;
  316. FaceA[0] = vertexes[0];
  317. FaceB[3] = vertexes[0];
  318. FaceA[4] = vertexes[0];
  319. tScale = lscale;
  320. scale = ((tScale * rot));
  321. vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  322. // vertexes[1].x = pos.X + vertexes[1].x;
  323. // vertexes[1].y = pos.Y + vertexes[1].y;
  324. //vertexes[1].z = pos.Z + vertexes[1].z;
  325. FaceB[0] = vertexes[1];
  326. FaceA[1] = vertexes[1];
  327. FaceC[4] = vertexes[1];
  328. tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
  329. scale = ((tScale * rot));
  330. vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  331. //vertexes[2].x = pos.X + vertexes[2].x;
  332. //vertexes[2].y = pos.Y + vertexes[2].y;
  333. //vertexes[2].z = pos.Z + vertexes[2].z;
  334. FaceC[0] = vertexes[2];
  335. FaceD[3] = vertexes[2];
  336. FaceC[5] = vertexes[2];
  337. tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
  338. scale = ((tScale * rot));
  339. vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  340. //vertexes[3].x = pos.X + vertexes[3].x;
  341. // vertexes[3].y = pos.Y + vertexes[3].y;
  342. // vertexes[3].z = pos.Z + vertexes[3].z;
  343. FaceD[0] = vertexes[3];
  344. FaceC[1] = vertexes[3];
  345. FaceA[5] = vertexes[3];
  346. tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
  347. scale = ((tScale * rot));
  348. vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  349. // vertexes[4].x = pos.X + vertexes[4].x;
  350. // vertexes[4].y = pos.Y + vertexes[4].y;
  351. // vertexes[4].z = pos.Z + vertexes[4].z;
  352. FaceB[1] = vertexes[4];
  353. FaceA[2] = vertexes[4];
  354. FaceD[4] = vertexes[4];
  355. tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
  356. scale = ((tScale * rot));
  357. vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  358. // vertexes[5].x = pos.X + vertexes[5].x;
  359. // vertexes[5].y = pos.Y + vertexes[5].y;
  360. // vertexes[5].z = pos.Z + vertexes[5].z;
  361. FaceD[1] = vertexes[5];
  362. FaceC[2] = vertexes[5];
  363. FaceB[5] = vertexes[5];
  364. tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
  365. scale = ((tScale * rot));
  366. vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  367. // vertexes[6].x = pos.X + vertexes[6].x;
  368. // vertexes[6].y = pos.Y + vertexes[6].y;
  369. // vertexes[6].z = pos.Z + vertexes[6].z;
  370. FaceB[2] = vertexes[6];
  371. FaceA[3] = vertexes[6];
  372. FaceB[4] = vertexes[6];
  373. tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
  374. scale = ((tScale * rot));
  375. vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  376. // vertexes[7].x = pos.X + vertexes[7].x;
  377. // vertexes[7].y = pos.Y + vertexes[7].y;
  378. // vertexes[7].z = pos.Z + vertexes[7].z;
  379. FaceD[2] = vertexes[7];
  380. FaceC[3] = vertexes[7];
  381. FaceD[5] = vertexes[7];
  382. #endregion
  383. //int wy = 0;
  384. //bool breakYN = false; // If we run into an error drawing, break out of the
  385. // loop so we don't lag to death on error handling
  386. DrawStruct ds = new DrawStruct();
  387. ds.brush = new SolidBrush(mapdotspot);
  388. //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
  389. ds.trns = new face[FaceA.Length];
  390. for (int i = 0; i < FaceA.Length; i++)
  391. {
  392. Point[] working = new Point[5];
  393. working[0] = project(FaceA[i], axPos);
  394. working[1] = project(FaceB[i], axPos);
  395. working[2] = project(FaceD[i], axPos);
  396. working[3] = project(FaceC[i], axPos);
  397. working[4] = project(FaceA[i], axPos);
  398. face workingface = new face();
  399. workingface.pts = working;
  400. ds.trns[i] = workingface;
  401. }
  402. z_sort.Add(part.LocalId, ds);
  403. z_localIDs.Add(part.LocalId);
  404. z_sortheights.Add(pos.Z);
  405. //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
  406. //{
  407. //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
  408. //{
  409. //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
  410. //try
  411. //{
  412. // Remember, flip the y!
  413. // mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
  414. //}
  415. //catch (ArgumentException)
  416. //{
  417. // breakYN = true;
  418. //}
  419. //if (breakYN)
  420. // break;
  421. //}
  422. //if (breakYN)
  423. // break;
  424. //}
  425. } // Object is within 256m Z of terrain
  426. } // object is at least a meter wide
  427. } // loop over group children
  428. } // entitybase is sceneobject group
  429. } // foreach loop over entities
  430. float[] sortedZHeights = z_sortheights.ToArray();
  431. uint[] sortedlocalIds = z_localIDs.ToArray();
  432. // Sort prim by Z position
  433. Array.Sort(sortedZHeights, sortedlocalIds);
  434. Graphics g = Graphics.FromImage(mapbmp);
  435. for (int s = 0; s < sortedZHeights.Length; s++)
  436. {
  437. if (z_sort.ContainsKey(sortedlocalIds[s]))
  438. {
  439. DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
  440. for (int r = 0; r < rectDrawStruct.trns.Length; r++)
  441. {
  442. g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
  443. }
  444. //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
  445. }
  446. }
  447. g.Dispose();
  448. } // lock entities objs
  449. m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
  450. return mapbmp;
  451. }
  452. private Point project(Vector3 point3d, Vector3 originpos)
  453. {
  454. Point returnpt = new Point();
  455. //originpos = point3d;
  456. //int d = (int)(256f / 1.5f);
  457. //Vector3 topos = new Vector3(0, 0, 0);
  458. // float z = -point3d.z - topos.z;
  459. returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
  460. returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
  461. return returnpt;
  462. }
  463. public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
  464. {
  465. return null;
  466. }
  467. }
  468. }