MapImageModule.cs 28 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 Mono.Addins;
  33. using Nini.Config;
  34. using OpenMetaverse;
  35. using OpenMetaverse.Imaging;
  36. using OpenSim.Framework;
  37. using OpenSim.Region.Framework.Interfaces;
  38. using OpenSim.Region.Framework.Scenes;
  39. namespace OpenSim.Region.CoreModules.World.LegacyMap
  40. {
  41. public enum DrawRoutine
  42. {
  43. Rectangle,
  44. Polygon,
  45. Ellipse
  46. }
  47. public struct face
  48. {
  49. public Point[] pts;
  50. }
  51. public struct DrawStruct
  52. {
  53. public DrawRoutine dr;
  54. public Rectangle rect;
  55. public SolidBrush brush;
  56. public face[] trns;
  57. }
  58. [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MapImageModule")]
  59. public class MapImageModule : IMapImageGenerator, INonSharedRegionModule
  60. {
  61. private static readonly ILog m_log =
  62. LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  63. private Scene m_scene;
  64. private IConfigSource m_config;
  65. private IMapTileTerrainRenderer terrainRenderer;
  66. private bool m_Enabled = false;
  67. #region IMapImageGenerator Members
  68. public Bitmap CreateMapTile()
  69. {
  70. bool drawPrimVolume = true;
  71. bool textureTerrain = false;
  72. bool generateMaptiles = true;
  73. Bitmap mapbmp;
  74. string[] configSections = new string[] { "Map", "Startup" };
  75. drawPrimVolume
  76. = Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, drawPrimVolume);
  77. textureTerrain
  78. = Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, textureTerrain);
  79. generateMaptiles
  80. = Util.GetConfigVarFromSections<bool>(m_config, "GenerateMaptiles", configSections, generateMaptiles);
  81. if (generateMaptiles)
  82. {
  83. if (textureTerrain)
  84. {
  85. terrainRenderer = new TexturedMapTileRenderer();
  86. }
  87. else
  88. {
  89. terrainRenderer = new ShadedMapTileRenderer();
  90. }
  91. terrainRenderer.Initialise(m_scene, m_config);
  92. mapbmp = new Bitmap((int)m_scene.Heightmap.Width, (int)m_scene.Heightmap.Height,
  93. System.Drawing.Imaging.PixelFormat.Format24bppRgb);
  94. //long t = System.Environment.TickCount;
  95. //for (int i = 0; i < 10; ++i) {
  96. terrainRenderer.TerrainToBitmap(mapbmp);
  97. //}
  98. //t = System.Environment.TickCount - t;
  99. //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
  100. if (drawPrimVolume)
  101. {
  102. DrawObjectVolume(m_scene, mapbmp);
  103. }
  104. }
  105. else
  106. {
  107. mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
  108. }
  109. return mapbmp;
  110. }
  111. public byte[] WriteJpeg2000Image()
  112. {
  113. try
  114. {
  115. using (Bitmap mapbmp = CreateMapTile())
  116. return OpenJPEG.EncodeFromImage(mapbmp, true);
  117. }
  118. catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
  119. {
  120. m_log.Error("Failed generating terrain map: " + e);
  121. }
  122. return null;
  123. }
  124. #endregion
  125. #region Region Module interface
  126. public void Initialise(IConfigSource source)
  127. {
  128. m_config = source;
  129. if (Util.GetConfigVarFromSections<string>(
  130. m_config, "MapImageModule", new string[] { "Startup", "Map" }, "MapImageModule") != "MapImageModule")
  131. return;
  132. m_Enabled = true;
  133. }
  134. public void AddRegion(Scene scene)
  135. {
  136. if (!m_Enabled)
  137. return;
  138. m_scene = scene;
  139. m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
  140. }
  141. public void RegionLoaded(Scene scene)
  142. {
  143. }
  144. public void RemoveRegion(Scene scene)
  145. {
  146. }
  147. public void Close()
  148. {
  149. }
  150. public string Name
  151. {
  152. get { return "MapImageModule"; }
  153. }
  154. public Type ReplaceableInterface
  155. {
  156. get { return null; }
  157. }
  158. #endregion
  159. // TODO: unused:
  160. // private void ShadeBuildings(Bitmap map)
  161. // {
  162. // lock (map)
  163. // {
  164. // lock (m_scene.Entities)
  165. // {
  166. // foreach (EntityBase entity in m_scene.Entities.Values)
  167. // {
  168. // if (entity is SceneObjectGroup)
  169. // {
  170. // SceneObjectGroup sog = (SceneObjectGroup) entity;
  171. //
  172. // foreach (SceneObjectPart primitive in sog.Children.Values)
  173. // {
  174. // int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
  175. // int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
  176. // int w = (int) primitive.Scale.X;
  177. // int h = (int) primitive.Scale.Y;
  178. //
  179. // int dx;
  180. // for (dx = x; dx < x + w; dx++)
  181. // {
  182. // int dy;
  183. // for (dy = y; dy < y + h; dy++)
  184. // {
  185. // if (x < 0 || y < 0)
  186. // continue;
  187. // if (x >= map.Width || y >= map.Height)
  188. // continue;
  189. //
  190. // map.SetPixel(dx, dy, Color.DarkGray);
  191. // }
  192. // }
  193. // }
  194. // }
  195. // }
  196. // }
  197. // }
  198. // }
  199. private Bitmap FetchTexture(UUID id)
  200. {
  201. AssetBase asset = m_scene.AssetService.Get(id.ToString());
  202. if (asset != null)
  203. {
  204. m_log.DebugFormat("[MAPTILE]: Static map image texture {0} found for {1}", id, m_scene.Name);
  205. }
  206. else
  207. {
  208. m_log.WarnFormat("[MAPTILE]: Static map image texture {0} not found for {1}", id, m_scene.Name);
  209. return null;
  210. }
  211. ManagedImage managedImage;
  212. Image image;
  213. try
  214. {
  215. if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
  216. return new Bitmap(image);
  217. else
  218. return null;
  219. }
  220. catch (DllNotFoundException)
  221. {
  222. m_log.ErrorFormat("[MAPTILE]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
  223. }
  224. catch (IndexOutOfRangeException)
  225. {
  226. m_log.ErrorFormat("[MAPTILE]: OpenJpeg was unable to decode this. Asset Data is empty for {0}", id);
  227. }
  228. catch (Exception)
  229. {
  230. m_log.ErrorFormat("[MAPTILE]: OpenJpeg was unable to decode this. Asset Data is empty for {0}", id);
  231. }
  232. return null;
  233. }
  234. private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
  235. {
  236. int tc = 0;
  237. ITerrainChannel hm = whichScene.Heightmap;
  238. tc = Environment.TickCount;
  239. m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
  240. EntityBase[] objs = whichScene.GetEntities();
  241. Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
  242. //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
  243. List<float> z_sortheights = new List<float>();
  244. List<uint> z_localIDs = new List<uint>();
  245. lock (objs)
  246. {
  247. foreach (EntityBase obj in objs)
  248. {
  249. // Only draw the contents of SceneObjectGroup
  250. if (obj is SceneObjectGroup)
  251. {
  252. SceneObjectGroup mapdot = (SceneObjectGroup)obj;
  253. Color mapdotspot = Color.Gray; // Default color when prim color is white
  254. // Loop over prim in group
  255. foreach (SceneObjectPart part in mapdot.Parts)
  256. {
  257. if (part == null)
  258. continue;
  259. // Draw if the object is at least 1 meter wide in any direction
  260. if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
  261. {
  262. // Try to get the RGBA of the default texture entry..
  263. //
  264. try
  265. {
  266. // get the null checks out of the way
  267. // skip the ones that break
  268. if (part == null)
  269. continue;
  270. if (part.Shape == null)
  271. continue;
  272. if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
  273. continue; // eliminates trees from this since we don't really have a good tree representation
  274. // if you want tree blocks on the map comment the above line and uncomment the below line
  275. //mapdotspot = Color.PaleGreen;
  276. Primitive.TextureEntry textureEntry = part.Shape.Textures;
  277. if (textureEntry == null || textureEntry.DefaultTexture == null)
  278. continue;
  279. Color4 texcolor = textureEntry.DefaultTexture.RGBA;
  280. // Not sure why some of these are null, oh well.
  281. int colorr = 255 - (int)(texcolor.R * 255f);
  282. int colorg = 255 - (int)(texcolor.G * 255f);
  283. int colorb = 255 - (int)(texcolor.B * 255f);
  284. if (!(colorr == 255 && colorg == 255 && colorb == 255))
  285. {
  286. //Try to set the map spot color
  287. try
  288. {
  289. // If the color gets goofy somehow, skip it *shakes fist at Color4
  290. mapdotspot = Color.FromArgb(colorr, colorg, colorb);
  291. }
  292. catch (ArgumentException)
  293. {
  294. }
  295. }
  296. }
  297. catch (IndexOutOfRangeException)
  298. {
  299. // Windows Array
  300. }
  301. catch (ArgumentOutOfRangeException)
  302. {
  303. // Mono Array
  304. }
  305. Vector3 pos = part.GetWorldPosition();
  306. // skip prim outside of retion
  307. if (!m_scene.PositionIsInCurrentRegion(pos))
  308. continue;
  309. // skip prim in non-finite position
  310. if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
  311. Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
  312. continue;
  313. // Figure out if object is under 256m above the height of the terrain
  314. bool isBelow256AboveTerrain = false;
  315. try
  316. {
  317. isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
  318. }
  319. catch (Exception)
  320. {
  321. }
  322. if (isBelow256AboveTerrain)
  323. {
  324. // Translate scale by rotation so scale is represented properly when object is rotated
  325. Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
  326. Vector3 scale = new Vector3();
  327. Vector3 tScale = new Vector3();
  328. Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
  329. Quaternion llrot = part.GetWorldRotation();
  330. Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
  331. scale = lscale * rot;
  332. // negative scales don't work in this situation
  333. scale.X = Math.Abs(scale.X);
  334. scale.Y = Math.Abs(scale.Y);
  335. scale.Z = Math.Abs(scale.Z);
  336. // This scaling isn't very accurate and doesn't take into account the face rotation :P
  337. int mapdrawstartX = (int)(pos.X - scale.X);
  338. int mapdrawstartY = (int)(pos.Y - scale.Y);
  339. int mapdrawendX = (int)(pos.X + scale.X);
  340. int mapdrawendY = (int)(pos.Y + scale.Y);
  341. // If object is beyond the edge of the map, don't draw it to avoid errors
  342. if (mapdrawstartX < 0
  343. || mapdrawstartX > (hm.Width - 1)
  344. || mapdrawendX < 0
  345. || mapdrawendX > (hm.Width - 1)
  346. || mapdrawstartY < 0
  347. || mapdrawstartY > (hm.Height - 1)
  348. || mapdrawendY < 0
  349. || mapdrawendY > (hm.Height - 1))
  350. continue;
  351. #region obb face reconstruction part duex
  352. Vector3[] vertexes = new Vector3[8];
  353. // float[] distance = new float[6];
  354. Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
  355. Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
  356. Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
  357. Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
  358. tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
  359. scale = ((tScale * rot));
  360. vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  361. // vertexes[0].x = pos.X + vertexes[0].x;
  362. //vertexes[0].y = pos.Y + vertexes[0].y;
  363. //vertexes[0].z = pos.Z + vertexes[0].z;
  364. FaceA[0] = vertexes[0];
  365. FaceB[3] = vertexes[0];
  366. FaceA[4] = vertexes[0];
  367. tScale = lscale;
  368. scale = ((tScale * rot));
  369. vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  370. // vertexes[1].x = pos.X + vertexes[1].x;
  371. // vertexes[1].y = pos.Y + vertexes[1].y;
  372. //vertexes[1].z = pos.Z + vertexes[1].z;
  373. FaceB[0] = vertexes[1];
  374. FaceA[1] = vertexes[1];
  375. FaceC[4] = vertexes[1];
  376. tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
  377. scale = ((tScale * rot));
  378. vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  379. //vertexes[2].x = pos.X + vertexes[2].x;
  380. //vertexes[2].y = pos.Y + vertexes[2].y;
  381. //vertexes[2].z = pos.Z + vertexes[2].z;
  382. FaceC[0] = vertexes[2];
  383. FaceD[3] = vertexes[2];
  384. FaceC[5] = vertexes[2];
  385. tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
  386. scale = ((tScale * rot));
  387. vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  388. //vertexes[3].x = pos.X + vertexes[3].x;
  389. // vertexes[3].y = pos.Y + vertexes[3].y;
  390. // vertexes[3].z = pos.Z + vertexes[3].z;
  391. FaceD[0] = vertexes[3];
  392. FaceC[1] = vertexes[3];
  393. FaceA[5] = vertexes[3];
  394. tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
  395. scale = ((tScale * rot));
  396. vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  397. // vertexes[4].x = pos.X + vertexes[4].x;
  398. // vertexes[4].y = pos.Y + vertexes[4].y;
  399. // vertexes[4].z = pos.Z + vertexes[4].z;
  400. FaceB[1] = vertexes[4];
  401. FaceA[2] = vertexes[4];
  402. FaceD[4] = vertexes[4];
  403. tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
  404. scale = ((tScale * rot));
  405. vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  406. // vertexes[5].x = pos.X + vertexes[5].x;
  407. // vertexes[5].y = pos.Y + vertexes[5].y;
  408. // vertexes[5].z = pos.Z + vertexes[5].z;
  409. FaceD[1] = vertexes[5];
  410. FaceC[2] = vertexes[5];
  411. FaceB[5] = vertexes[5];
  412. tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
  413. scale = ((tScale * rot));
  414. vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  415. // vertexes[6].x = pos.X + vertexes[6].x;
  416. // vertexes[6].y = pos.Y + vertexes[6].y;
  417. // vertexes[6].z = pos.Z + vertexes[6].z;
  418. FaceB[2] = vertexes[6];
  419. FaceA[3] = vertexes[6];
  420. FaceB[4] = vertexes[6];
  421. tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
  422. scale = ((tScale * rot));
  423. vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  424. // vertexes[7].x = pos.X + vertexes[7].x;
  425. // vertexes[7].y = pos.Y + vertexes[7].y;
  426. // vertexes[7].z = pos.Z + vertexes[7].z;
  427. FaceD[2] = vertexes[7];
  428. FaceC[3] = vertexes[7];
  429. FaceD[5] = vertexes[7];
  430. #endregion
  431. //int wy = 0;
  432. //bool breakYN = false; // If we run into an error drawing, break out of the
  433. // loop so we don't lag to death on error handling
  434. DrawStruct ds = new DrawStruct();
  435. ds.brush = new SolidBrush(mapdotspot);
  436. //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
  437. ds.trns = new face[FaceA.Length];
  438. for (int i = 0; i < FaceA.Length; i++)
  439. {
  440. Point[] working = new Point[5];
  441. working[0] = project(hm, FaceA[i], axPos);
  442. working[1] = project(hm, FaceB[i], axPos);
  443. working[2] = project(hm, FaceD[i], axPos);
  444. working[3] = project(hm, FaceC[i], axPos);
  445. working[4] = project(hm, FaceA[i], axPos);
  446. face workingface = new face();
  447. workingface.pts = working;
  448. ds.trns[i] = workingface;
  449. }
  450. z_sort.Add(part.LocalId, ds);
  451. z_localIDs.Add(part.LocalId);
  452. z_sortheights.Add(pos.Z);
  453. //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
  454. //{
  455. //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
  456. //{
  457. //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
  458. //try
  459. //{
  460. // Remember, flip the y!
  461. // mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
  462. //}
  463. //catch (ArgumentException)
  464. //{
  465. // breakYN = true;
  466. //}
  467. //if (breakYN)
  468. // break;
  469. //}
  470. //if (breakYN)
  471. // break;
  472. //}
  473. } // Object is within 256m Z of terrain
  474. } // object is at least a meter wide
  475. } // loop over group children
  476. } // entitybase is sceneobject group
  477. } // foreach loop over entities
  478. float[] sortedZHeights = z_sortheights.ToArray();
  479. uint[] sortedlocalIds = z_localIDs.ToArray();
  480. // Sort prim by Z position
  481. Array.Sort(sortedZHeights, sortedlocalIds);
  482. Graphics g = Graphics.FromImage(mapbmp);
  483. for (int s = 0; s < sortedZHeights.Length; s++)
  484. {
  485. if (z_sort.ContainsKey(sortedlocalIds[s]))
  486. {
  487. DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
  488. for (int r = 0; r < rectDrawStruct.trns.Length; r++)
  489. {
  490. g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
  491. }
  492. //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
  493. }
  494. }
  495. g.Dispose();
  496. } // lock entities objs
  497. m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
  498. return mapbmp;
  499. }
  500. private Point project(ITerrainChannel hm, Vector3 point3d, Vector3 originpos)
  501. {
  502. Point returnpt = new Point();
  503. //originpos = point3d;
  504. //int d = (int)(256f / 1.5f);
  505. //Vector3 topos = new Vector3(0, 0, 0);
  506. // float z = -point3d.z - topos.z;
  507. returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
  508. returnpt.Y = (int)((hm.Width - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
  509. return returnpt;
  510. }
  511. public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
  512. {
  513. return null;
  514. }
  515. }
  516. }