From bc15406d8fe4207e5722ba39efc57bbcd6724bc3 Mon Sep 17 00:00:00 2001 From: Christopher Latza Date: Wed, 10 Jun 2020 20:15:00 +0200 Subject: [PATCH] use the mapImageModule to generate the scene. --- prebuild.xml | 2 + src/BasicPathFinding.cs | 15 +- src/PathFindingSceneGenerator.cs | 363 +++++++++++++++++++++++++++++++ 3 files changed, 376 insertions(+), 4 deletions(-) create mode 100644 src/PathFindingSceneGenerator.cs diff --git a/prebuild.xml b/prebuild.xml index 0a8007a..a49a048 100644 --- a/prebuild.xml +++ b/prebuild.xml @@ -19,7 +19,9 @@ + + diff --git a/src/BasicPathFinding.cs b/src/BasicPathFinding.cs index 3fa08c0..28b7779 100644 --- a/src/BasicPathFinding.cs +++ b/src/BasicPathFinding.cs @@ -2,6 +2,7 @@ using Mono.Addins; using Nini.Config; using OpenMetaverse; +using OpenSim.Region.CoreModules.World.LegacyMap; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using System; @@ -183,6 +184,12 @@ namespace OpenSim.Modules.PathFinding { Bitmap _map = new Bitmap((int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY); + PathFindingSceneGenerator.DrawObjectVolume(m_scene, ref _map); + + _map.Save(imageName + ".png", ImageFormat.Png); + + + return; for (int X = 0; X < m_scene.RegionInfo.RegionSizeX; X++) { for (int Y = 0; Y < m_scene.RegionInfo.RegionSizeY; Y++) @@ -195,18 +202,18 @@ namespace OpenSim.Modules.PathFinding if (baseheight > m_scene.RegionInfo.RegionSettings.WaterHeight) _map.SetPixel(Y, X, Color.Yellow); - drawAllBlocketPositions(ref _map); + //drawAllBlocketPositions(ref _map); - drawAllAllowedPaths(ref _map); + //drawAllAllowedPaths(ref _map); } } - - _map.Save(imageName + ".png", ImageFormat.Png); } [ScriptInvocation] public string osCreateNewPathFindingScene(UUID hostID, UUID scriptID) { + MapImageModule _mapModule = new MapImageModule(); + String imageName = UUID.Random().ToString(); (new Thread(delegate () { createPathFindingScene(imageName); })).Start(); diff --git a/src/PathFindingSceneGenerator.cs b/src/PathFindingSceneGenerator.cs new file mode 100644 index 0000000..90bfee6 --- /dev/null +++ b/src/PathFindingSceneGenerator.cs @@ -0,0 +1,363 @@ +using OpenMetaverse; +using OpenSim.Region.CoreModules.World.LegacyMap; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using System; +using System.Collections.Generic; +using System.Drawing; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +namespace OpenSim.Modules.PathFinding +{ + class PathFindingSceneGenerator + { + public static Bitmap DrawObjectVolume(Scene whichScene, ref Bitmap mapbmp) + { + int tc = 0; + ITerrainChannel hm = whichScene.Heightmap; + tc = Environment.TickCount; + EntityBase[] objs = whichScene.GetEntities(); + List z_sortheights = new List(); + List z_localIDs = new List(); + Dictionary z_sort = new Dictionary(); + + try + { + 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.Parts) + { + 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; + + Primitive.TextureEntry textureEntry = part.Shape.Textures; + + if (textureEntry == null || textureEntry.DefaultTexture == null) + continue; + + Color4 texcolor = textureEntry.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 region + if (!whichScene.PositionIsInCurrentRegion(pos)) + 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); + lscale *= 0.5f; + + Vector3 scale = new Vector3(); + Vector3 tScale = new Vector3(); + Vector3 axPos = new Vector3(pos.X, pos.Y, pos.Z); + + Quaternion rot = part.GetWorldRotation(); + 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 > (hm.Width - 1) + || mapdrawendX < 0 + || mapdrawendX > (hm.Width - 1) + || mapdrawstartY < 0 + || mapdrawstartY > (hm.Height - 1) + || mapdrawendY < 0 + || mapdrawendY > (hm.Height - 1)) + 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(hm, FaceA[i], axPos); + working[1] = project(hm, FaceB[i], axPos); + working[2] = project(hm, FaceD[i], axPos); + working[3] = project(hm, FaceC[i], axPos); + working[4] = project(hm, 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; + // } + // } + //} + } // 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); + + using (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); + } + } + } + } // lock entities objs + + } + finally + { + foreach (DrawStruct ds in z_sort.Values) + ds.brush.Dispose(); + } + + return mapbmp; + } + + private static Point project(ITerrainChannel hm, 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)((hm.Width - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d))); + + return returnpt; + } + } +}