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; if (mapdot.IsPhantom == true) continue; Color mapdotspot = Color.Black; // Default color when prim color is white // Loop over prim in group foreach (SceneObjectPart part in mapdot.Parts) { if (part == null) continue; if (part.Description.Contains("allowedpath")) mapdotspot = Color.White; // 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; } } }