MapImageModule.cs 26 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. try
  73. {
  74. IConfig startupConfig = m_config.Configs["Startup"];
  75. drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
  76. textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
  77. }
  78. catch
  79. {
  80. m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
  81. }
  82. if (textureTerrain)
  83. {
  84. terrainRenderer = new TexturedMapTileRenderer();
  85. }
  86. else
  87. {
  88. terrainRenderer = new ShadedMapTileRenderer();
  89. }
  90. terrainRenderer.Initialise(m_scene, m_config);
  91. Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
  92. //long t = System.Environment.TickCount;
  93. //for (int i = 0; i < 10; ++i) {
  94. terrainRenderer.TerrainToBitmap(mapbmp);
  95. //}
  96. //t = System.Environment.TickCount - t;
  97. //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
  98. if (drawPrimVolume)
  99. {
  100. DrawObjectVolume(m_scene, mapbmp);
  101. }
  102. return mapbmp;
  103. }
  104. public byte[] WriteJpeg2000Image()
  105. {
  106. try
  107. {
  108. using (Bitmap mapbmp = CreateMapTile())
  109. return OpenJPEG.EncodeFromImage(mapbmp, true);
  110. }
  111. catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
  112. {
  113. m_log.Error("Failed generating terrain map: " + e);
  114. }
  115. return null;
  116. }
  117. #endregion
  118. #region Region Module interface
  119. public void Initialise(IConfigSource source)
  120. {
  121. m_config = source;
  122. IConfig startupConfig = m_config.Configs["Startup"];
  123. if (startupConfig.GetString("MapImageModule", "MapImageModule") !=
  124. "MapImageModule")
  125. return;
  126. m_Enabled = true;
  127. }
  128. public void AddRegion(Scene scene)
  129. {
  130. if (!m_Enabled)
  131. return;
  132. m_scene = scene;
  133. m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
  134. }
  135. public void RegionLoaded(Scene scene)
  136. {
  137. }
  138. public void RemoveRegion(Scene scene)
  139. {
  140. }
  141. public void Close()
  142. {
  143. }
  144. public string Name
  145. {
  146. get { return "MapImageModule"; }
  147. }
  148. public Type ReplaceableInterface
  149. {
  150. get { return null; }
  151. }
  152. #endregion
  153. // TODO: unused:
  154. // private void ShadeBuildings(Bitmap map)
  155. // {
  156. // lock (map)
  157. // {
  158. // lock (m_scene.Entities)
  159. // {
  160. // foreach (EntityBase entity in m_scene.Entities.Values)
  161. // {
  162. // if (entity is SceneObjectGroup)
  163. // {
  164. // SceneObjectGroup sog = (SceneObjectGroup) entity;
  165. //
  166. // foreach (SceneObjectPart primitive in sog.Children.Values)
  167. // {
  168. // int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
  169. // int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
  170. // int w = (int) primitive.Scale.X;
  171. // int h = (int) primitive.Scale.Y;
  172. //
  173. // int dx;
  174. // for (dx = x; dx < x + w; dx++)
  175. // {
  176. // int dy;
  177. // for (dy = y; dy < y + h; dy++)
  178. // {
  179. // if (x < 0 || y < 0)
  180. // continue;
  181. // if (x >= map.Width || y >= map.Height)
  182. // continue;
  183. //
  184. // map.SetPixel(dx, dy, Color.DarkGray);
  185. // }
  186. // }
  187. // }
  188. // }
  189. // }
  190. // }
  191. // }
  192. // }
  193. private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
  194. {
  195. int tc = 0;
  196. double[,] hm = whichScene.Heightmap.GetDoubles();
  197. tc = Environment.TickCount;
  198. m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
  199. EntityBase[] objs = whichScene.GetEntities();
  200. Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
  201. //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
  202. List<float> z_sortheights = new List<float>();
  203. List<uint> z_localIDs = new List<uint>();
  204. lock (objs)
  205. {
  206. foreach (EntityBase obj in objs)
  207. {
  208. // Only draw the contents of SceneObjectGroup
  209. if (obj is SceneObjectGroup)
  210. {
  211. SceneObjectGroup mapdot = (SceneObjectGroup)obj;
  212. Color mapdotspot = Color.Gray; // Default color when prim color is white
  213. // Loop over prim in group
  214. foreach (SceneObjectPart part in mapdot.Parts)
  215. {
  216. if (part == null)
  217. continue;
  218. // Draw if the object is at least 1 meter wide in any direction
  219. if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
  220. {
  221. // Try to get the RGBA of the default texture entry..
  222. //
  223. try
  224. {
  225. // get the null checks out of the way
  226. // skip the ones that break
  227. if (part == null)
  228. continue;
  229. if (part.Shape == null)
  230. continue;
  231. if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
  232. continue; // eliminates trees from this since we don't really have a good tree representation
  233. // if you want tree blocks on the map comment the above line and uncomment the below line
  234. //mapdotspot = Color.PaleGreen;
  235. Primitive.TextureEntry textureEntry = part.Shape.Textures;
  236. if (textureEntry == null || textureEntry.DefaultTexture == null)
  237. continue;
  238. Color4 texcolor = textureEntry.DefaultTexture.RGBA;
  239. // Not sure why some of these are null, oh well.
  240. int colorr = 255 - (int)(texcolor.R * 255f);
  241. int colorg = 255 - (int)(texcolor.G * 255f);
  242. int colorb = 255 - (int)(texcolor.B * 255f);
  243. if (!(colorr == 255 && colorg == 255 && colorb == 255))
  244. {
  245. //Try to set the map spot color
  246. try
  247. {
  248. // If the color gets goofy somehow, skip it *shakes fist at Color4
  249. mapdotspot = Color.FromArgb(colorr, colorg, colorb);
  250. }
  251. catch (ArgumentException)
  252. {
  253. }
  254. }
  255. }
  256. catch (IndexOutOfRangeException)
  257. {
  258. // Windows Array
  259. }
  260. catch (ArgumentOutOfRangeException)
  261. {
  262. // Mono Array
  263. }
  264. Vector3 pos = part.GetWorldPosition();
  265. // skip prim outside of retion
  266. if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
  267. continue;
  268. // skip prim in non-finite position
  269. if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
  270. Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
  271. continue;
  272. // Figure out if object is under 256m above the height of the terrain
  273. bool isBelow256AboveTerrain = false;
  274. try
  275. {
  276. isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
  277. }
  278. catch (Exception)
  279. {
  280. }
  281. if (isBelow256AboveTerrain)
  282. {
  283. // Translate scale by rotation so scale is represented properly when object is rotated
  284. Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
  285. Vector3 scale = new Vector3();
  286. Vector3 tScale = new Vector3();
  287. Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
  288. Quaternion llrot = part.GetWorldRotation();
  289. Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
  290. scale = lscale * rot;
  291. // negative scales don't work in this situation
  292. scale.X = Math.Abs(scale.X);
  293. scale.Y = Math.Abs(scale.Y);
  294. scale.Z = Math.Abs(scale.Z);
  295. // This scaling isn't very accurate and doesn't take into account the face rotation :P
  296. int mapdrawstartX = (int)(pos.X - scale.X);
  297. int mapdrawstartY = (int)(pos.Y - scale.Y);
  298. int mapdrawendX = (int)(pos.X + scale.X);
  299. int mapdrawendY = (int)(pos.Y + scale.Y);
  300. // If object is beyond the edge of the map, don't draw it to avoid errors
  301. if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
  302. || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
  303. || mapdrawendY > ((int)Constants.RegionSize - 1))
  304. continue;
  305. #region obb face reconstruction part duex
  306. Vector3[] vertexes = new Vector3[8];
  307. // float[] distance = new float[6];
  308. Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
  309. Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
  310. Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
  311. Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
  312. tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
  313. scale = ((tScale * rot));
  314. vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  315. // vertexes[0].x = pos.X + vertexes[0].x;
  316. //vertexes[0].y = pos.Y + vertexes[0].y;
  317. //vertexes[0].z = pos.Z + vertexes[0].z;
  318. FaceA[0] = vertexes[0];
  319. FaceB[3] = vertexes[0];
  320. FaceA[4] = vertexes[0];
  321. tScale = lscale;
  322. scale = ((tScale * rot));
  323. vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  324. // vertexes[1].x = pos.X + vertexes[1].x;
  325. // vertexes[1].y = pos.Y + vertexes[1].y;
  326. //vertexes[1].z = pos.Z + vertexes[1].z;
  327. FaceB[0] = vertexes[1];
  328. FaceA[1] = vertexes[1];
  329. FaceC[4] = vertexes[1];
  330. tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
  331. scale = ((tScale * rot));
  332. vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  333. //vertexes[2].x = pos.X + vertexes[2].x;
  334. //vertexes[2].y = pos.Y + vertexes[2].y;
  335. //vertexes[2].z = pos.Z + vertexes[2].z;
  336. FaceC[0] = vertexes[2];
  337. FaceD[3] = vertexes[2];
  338. FaceC[5] = vertexes[2];
  339. tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
  340. scale = ((tScale * rot));
  341. vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  342. //vertexes[3].x = pos.X + vertexes[3].x;
  343. // vertexes[3].y = pos.Y + vertexes[3].y;
  344. // vertexes[3].z = pos.Z + vertexes[3].z;
  345. FaceD[0] = vertexes[3];
  346. FaceC[1] = vertexes[3];
  347. FaceA[5] = vertexes[3];
  348. tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
  349. scale = ((tScale * rot));
  350. vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  351. // vertexes[4].x = pos.X + vertexes[4].x;
  352. // vertexes[4].y = pos.Y + vertexes[4].y;
  353. // vertexes[4].z = pos.Z + vertexes[4].z;
  354. FaceB[1] = vertexes[4];
  355. FaceA[2] = vertexes[4];
  356. FaceD[4] = vertexes[4];
  357. tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
  358. scale = ((tScale * rot));
  359. vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  360. // vertexes[5].x = pos.X + vertexes[5].x;
  361. // vertexes[5].y = pos.Y + vertexes[5].y;
  362. // vertexes[5].z = pos.Z + vertexes[5].z;
  363. FaceD[1] = vertexes[5];
  364. FaceC[2] = vertexes[5];
  365. FaceB[5] = vertexes[5];
  366. tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
  367. scale = ((tScale * rot));
  368. vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  369. // vertexes[6].x = pos.X + vertexes[6].x;
  370. // vertexes[6].y = pos.Y + vertexes[6].y;
  371. // vertexes[6].z = pos.Z + vertexes[6].z;
  372. FaceB[2] = vertexes[6];
  373. FaceA[3] = vertexes[6];
  374. FaceB[4] = vertexes[6];
  375. tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
  376. scale = ((tScale * rot));
  377. vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
  378. // vertexes[7].x = pos.X + vertexes[7].x;
  379. // vertexes[7].y = pos.Y + vertexes[7].y;
  380. // vertexes[7].z = pos.Z + vertexes[7].z;
  381. FaceD[2] = vertexes[7];
  382. FaceC[3] = vertexes[7];
  383. FaceD[5] = vertexes[7];
  384. #endregion
  385. //int wy = 0;
  386. //bool breakYN = false; // If we run into an error drawing, break out of the
  387. // loop so we don't lag to death on error handling
  388. DrawStruct ds = new DrawStruct();
  389. ds.brush = new SolidBrush(mapdotspot);
  390. //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
  391. ds.trns = new face[FaceA.Length];
  392. for (int i = 0; i < FaceA.Length; i++)
  393. {
  394. Point[] working = new Point[5];
  395. working[0] = project(FaceA[i], axPos);
  396. working[1] = project(FaceB[i], axPos);
  397. working[2] = project(FaceD[i], axPos);
  398. working[3] = project(FaceC[i], axPos);
  399. working[4] = project(FaceA[i], axPos);
  400. face workingface = new face();
  401. workingface.pts = working;
  402. ds.trns[i] = workingface;
  403. }
  404. z_sort.Add(part.LocalId, ds);
  405. z_localIDs.Add(part.LocalId);
  406. z_sortheights.Add(pos.Z);
  407. //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
  408. //{
  409. //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
  410. //{
  411. //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
  412. //try
  413. //{
  414. // Remember, flip the y!
  415. // mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
  416. //}
  417. //catch (ArgumentException)
  418. //{
  419. // breakYN = true;
  420. //}
  421. //if (breakYN)
  422. // break;
  423. //}
  424. //if (breakYN)
  425. // break;
  426. //}
  427. } // Object is within 256m Z of terrain
  428. } // object is at least a meter wide
  429. } // loop over group children
  430. } // entitybase is sceneobject group
  431. } // foreach loop over entities
  432. float[] sortedZHeights = z_sortheights.ToArray();
  433. uint[] sortedlocalIds = z_localIDs.ToArray();
  434. // Sort prim by Z position
  435. Array.Sort(sortedZHeights, sortedlocalIds);
  436. Graphics g = Graphics.FromImage(mapbmp);
  437. for (int s = 0; s < sortedZHeights.Length; s++)
  438. {
  439. if (z_sort.ContainsKey(sortedlocalIds[s]))
  440. {
  441. DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
  442. for (int r = 0; r < rectDrawStruct.trns.Length; r++)
  443. {
  444. g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
  445. }
  446. //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
  447. }
  448. }
  449. g.Dispose();
  450. } // lock entities objs
  451. m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
  452. return mapbmp;
  453. }
  454. private Point project(Vector3 point3d, Vector3 originpos)
  455. {
  456. Point returnpt = new Point();
  457. //originpos = point3d;
  458. //int d = (int)(256f / 1.5f);
  459. //Vector3 topos = new Vector3(0, 0, 0);
  460. // float z = -point3d.z - topos.z;
  461. returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
  462. returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
  463. return returnpt;
  464. }
  465. public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
  466. {
  467. return null;
  468. }
  469. }
  470. }