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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Drawing;
- using System.Drawing.Drawing2D;
- using System.Drawing.Imaging;
- using System.Reflection;
- using Nini.Config;
- using OpenMetaverse.Imaging;
- using log4net;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Environment.Scenes;
- using OpenMetaverse;
- namespace OpenSim.Region.Environment.Modules.World.WorldMap
- {
- public enum DrawRoutine
- {
- Rectangle,
- Polygon,
- Ellipse
- }
- public struct face
- {
- public Point[] pts;
- }
- public struct DrawStruct
- {
- public DrawRoutine dr;
- public Rectangle rect;
- public SolidBrush brush;
- public face[] trns;
- }
- public class MapImageModule : IMapImageGenerator, IRegionModule
- {
- private static readonly ILog m_log =
- LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private Scene m_scene;
- private IConfigSource m_config;
- private IMapTileTerrainRenderer terrainRenderer;
- #region IMapImageGenerator Members
- public byte[] WriteJpeg2000Image(string gradientmap)
- {
- byte[] imageData = null;
- bool drawPrimVolume = true;
- bool textureTerrain = true;
- try
- {
- IConfig startupConfig = m_config.Configs["Startup"];
- drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
- textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
- }
- catch
- {
- m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
- }
- if (textureTerrain)
- {
- terrainRenderer = new TexturedMapTileRenderer();
- }
- else
- {
- terrainRenderer = new ShadedMapTileRenderer();
- }
- terrainRenderer.Initialise(m_scene, m_config);
- Bitmap mapbmp = new Bitmap(256, 256);
- //long t = System.Environment.TickCount;
- //for (int i = 0; i < 10; ++i) {
- terrainRenderer.TerrainToBitmap(mapbmp);
- //}
- //t = System.Environment.TickCount - t;
- //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
- if (drawPrimVolume)
- {
- DrawObjectVolume(m_scene, mapbmp);
- }
- try
- {
- imageData = OpenJPEG.EncodeFromImage(mapbmp, true);
- }
- catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
- {
- Console.WriteLine("Failed generating terrain map: " + e);
- }
- return imageData;
- }
- #endregion
- #region IRegionModule Members
- public void Initialise(Scene scene, IConfigSource source)
- {
- m_scene = scene;
- m_config = source;
- IConfig startupConfig = m_config.Configs["Startup"];
- if (startupConfig.GetString("MapImageModule", "MapImageModule") !=
- "MapImageModule")
- return;
- m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
- }
- public void PostInitialise()
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "MapImageModule"; }
- }
- public bool IsSharedModule
- {
- get { return false; }
- }
- #endregion
- // TODO: unused:
- // private void ShadeBuildings(Bitmap map)
- // {
- // lock (map)
- // {
- // lock (m_scene.Entities)
- // {
- // foreach (EntityBase entity in m_scene.Entities.Values)
- // {
- // if (entity is SceneObjectGroup)
- // {
- // SceneObjectGroup sog = (SceneObjectGroup) entity;
- //
- // foreach (SceneObjectPart primitive in sog.Children.Values)
- // {
- // int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
- // int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
- // int w = (int) primitive.Scale.X;
- // int h = (int) primitive.Scale.Y;
- //
- // int dx;
- // for (dx = x; dx < x + w; dx++)
- // {
- // int dy;
- // for (dy = y; dy < y + h; dy++)
- // {
- // if (x < 0 || y < 0)
- // continue;
- // if (x >= map.Width || y >= map.Height)
- // continue;
- //
- // map.SetPixel(dx, dy, Color.DarkGray);
- // }
- // }
- // }
- // }
- // }
- // }
- // }
- // }
- private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
- {
- int tc = 0;
- double[,] hm = whichScene.Heightmap.GetDoubles();
- tc = System.Environment.TickCount;
- m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
- List<EntityBase> objs = whichScene.GetEntities();
- Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
- //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
- List<float> z_sortheights = new List<float>();
- List<uint> z_localIDs = new List<uint>();
- lock (objs)
- {
- foreach (EntityBase obj in objs)
- {
- // Only draw the contents of SceneObjectGroup
- if (obj is SceneObjectGroup)
- {
- SceneObjectGroup mapdot = (SceneObjectGroup)obj;
- Color mapdotspot = Color.Gray; // Default color when prim color is white
- // Loop over prim in group
- foreach (SceneObjectPart part in mapdot.Children.Values)
- {
- if (part == null)
- continue;
- // Draw if the object is at least 1 meter wide in any direction
- if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
- {
- // Try to get the RGBA of the default texture entry..
- //
- try
- {
- // get the null checks out of the way
- // skip the ones that break
- if (part == null)
- continue;
- if (part.Shape == null)
- continue;
- if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
- continue; // eliminates trees from this since we don't really have a good tree representation
- // if you want tree blocks on the map comment the above line and uncomment the below line
- //mapdotspot = Color.PaleGreen;
- if (part.Shape.Textures == null)
- continue;
- if (part.Shape.Textures.DefaultTexture == null)
- continue;
- Color4 texcolor = part.Shape.Textures.DefaultTexture.RGBA;
- // Not sure why some of these are null, oh well.
- int colorr = 255 - (int)(texcolor.R * 255f);
- int colorg = 255 - (int)(texcolor.G * 255f);
- int colorb = 255 - (int)(texcolor.B * 255f);
- if (!(colorr == 255 && colorg == 255 && colorb == 255))
- {
- //Try to set the map spot color
- try
- {
- // If the color gets goofy somehow, skip it *shakes fist at Color4
- mapdotspot = Color.FromArgb(colorr, colorg, colorb);
- }
- catch (ArgumentException)
- {
- }
- }
- }
- catch (IndexOutOfRangeException)
- {
- // Windows Array
- }
- catch (ArgumentOutOfRangeException)
- {
- // Mono Array
- }
- Vector3 pos = part.GetWorldPosition();
- // skip prim outside of retion
- if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
- continue;
- // skip prim in non-finite position
- if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
- Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
- continue;
- // Figure out if object is under 256m above the height of the terrain
- bool isBelow256AboveTerrain = false;
- try
- {
- isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
- }
- catch (Exception)
- {
- }
- if (isBelow256AboveTerrain)
- {
- // Translate scale by rotation so scale is represented properly when object is rotated
- Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
- Vector3 scale = new Vector3();
- Vector3 tScale = new Vector3();
- Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
- Quaternion llrot = part.GetWorldRotation();
- Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
- scale = lscale * rot;
- // negative scales don't work in this situation
- scale.X = Math.Abs(scale.X);
- scale.Y = Math.Abs(scale.Y);
- scale.Z = Math.Abs(scale.Z);
- // This scaling isn't very accurate and doesn't take into account the face rotation :P
- int mapdrawstartX = (int)(pos.X - scale.X);
- int mapdrawstartY = (int)(pos.Y - scale.Y);
- int mapdrawendX = (int)(pos.X + scale.X);
- int mapdrawendY = (int)(pos.Y + scale.Y);
- // If object is beyond the edge of the map, don't draw it to avoid errors
- if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255
- || mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
- || mapdrawendY > 255)
- continue;
- #region obb face reconstruction part duex
- Vector3[] vertexes = new Vector3[8];
- // float[] distance = new float[6];
- Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
- Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
- Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
- Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
- tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
- scale = ((tScale * rot));
- vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
- // vertexes[0].x = pos.X + vertexes[0].x;
- //vertexes[0].y = pos.Y + vertexes[0].y;
- //vertexes[0].z = pos.Z + vertexes[0].z;
- FaceA[0] = vertexes[0];
- FaceB[3] = vertexes[0];
- FaceA[4] = vertexes[0];
- tScale = lscale;
- scale = ((tScale * rot));
- 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)));
- // 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
- //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);
- 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);
- face workingface = new face();
- workingface.pts = working;
- ds.trns[i] = workingface;
- }
- 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++)
- //{
- //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
- float[] sortedZHeights = z_sortheights.ToArray();
- uint[] sortedlocalIds = z_localIDs.ToArray();
- // Sort prim by Z position
- Array.Sort(sortedZHeights, sortedlocalIds);
- Graphics g = Graphics.FromImage(mapbmp);
- for (int s = 0; s < sortedZHeights.Length; s++)
- {
- 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.Dispose();
- } // lock entities objs
- m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
- return mapbmp;
- }
- private Point project(Vector3 point3d, Vector3 originpos)
- {
- Point returnpt = new Point();
- //originpos = point3d;
- //int d = (int)(256f / 1.5f);
- //Vector3 topos = new Vector3(0, 0, 0);
- // float z = -point3d.z - topos.z;
- returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
- returnpt.Y = (int)(255 - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
- return returnpt;
- }
- // TODO: unused:
- // #region Deprecated Maptile Generation. Adam may update this
- // private Bitmap TerrainToBitmap(string gradientmap)
- // {
- // Bitmap gradientmapLd = new Bitmap(gradientmap);
- //
- // int pallete = gradientmapLd.Height;
- //
- // Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
- // Color[] colours = new Color[pallete];
- //
- // for (int i = 0; i < pallete; i++)
- // {
- // colours[i] = gradientmapLd.GetPixel(0, i);
- // }
- //
- // lock (m_scene.Heightmap)
- // {
- // ITerrainChannel copy = m_scene.Heightmap;
- // for (int y = 0; y < copy.Height; y++)
- // {
- // for (int x = 0; x < copy.Width; x++)
- // {
- // // 512 is the largest possible height before colours clamp
- // int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
- //
- // // Handle error conditions
- // if (colorindex > pallete - 1 || colorindex < 0)
- // bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
- // else
- // bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
- // }
- // }
- // ShadeBuildings(bmp);
- // return bmp;
- // }
- // }
- // #endregion
- }
- }
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