* Slightly better implementation of prim volume drawing on the maptile using projection of an oriented bounding box. This isn't quite right yet. Experimental. It takes about 3 times longer then the previous version, however produces better results.

0.6.0-stable
Teravus Ovares 2008-08-18 08:25:58 +00:00
parent f842ad4192
commit 2ef4ccf89e
1 changed files with 177 additions and 10 deletions

View File

@ -42,10 +42,24 @@ using libsecondlife;
namespace OpenSim.Region.Environment.Modules.World.WorldMap namespace OpenSim.Region.Environment.Modules.World.WorldMap
{ {
public struct RectangleDrawStruct public enum DrawRoutine
{ {
Rectangle,
Polygon,
Ellipse
}
public struct face
{
public Point[] pts;
}
public struct DrawStruct
{
public DrawRoutine dr;
public Rectangle rect; public Rectangle rect;
public SolidBrush brush; public SolidBrush brush;
public face[] trns;
} }
public class MapImageModule : IMapImageGenerator, IRegionModule public class MapImageModule : IMapImageGenerator, IRegionModule
@ -361,7 +375,7 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
tc = System.Environment.TickCount; tc = System.Environment.TickCount;
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
List<EntityBase> objs = whichScene.GetEntities(); List<EntityBase> objs = whichScene.GetEntities();
Dictionary<uint, RectangleDrawStruct> z_sort = new Dictionary<uint, RectangleDrawStruct>(); Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>(); //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
List<float> z_sortheights = new List<float>(); List<float> z_sortheights = new List<float>();
List<uint> z_localIDs = new List<uint>(); List<uint> z_localIDs = new List<uint>();
@ -463,10 +477,15 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
if (isBelow256AboveTerrain) if (isBelow256AboveTerrain)
{ {
// Translate scale by rotation so scale is represented properly when object is rotated // Translate scale by rotation so scale is represented properly when object is rotated
Vector3 scale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); 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);
LLQuaternion llrot = part.GetWorldRotation(); LLQuaternion llrot = part.GetWorldRotation();
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z); Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
scale = rot * scale; scale = rot * lscale;
// negative scales don't work in this situation // negative scales don't work in this situation
scale.x = Math.Abs(scale.x); scale.x = Math.Abs(scale.x);
@ -485,13 +504,145 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
|| mapdrawendY > 255) || mapdrawendY > 255)
continue; continue;
int wy = 0; #region obb face reconstruction part duex
Vector3[] vertexes = new Vector3[8];
bool breakYN = false; // If we run into an error drawing, break out of the // 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 = ((rot * tScale));
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 = ((rot * tScale));
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 = ((rot * tScale));
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 = ((rot * tScale));
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 = ((rot * tScale));
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 = ((rot * tScale));
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 = ((rot * tScale));
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 = ((rot * tScale));
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 // loop so we don't lag to death on error handling
RectangleDrawStruct ds = new RectangleDrawStruct(); DrawStruct ds = new DrawStruct();
ds.brush = new SolidBrush(mapdotspot); ds.brush = new SolidBrush(mapdotspot);
ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY); //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_sort.Add(part.LocalId, ds);
z_localIDs.Add(part.LocalId); z_localIDs.Add(part.LocalId);
z_sortheights.Add(pos.Z); z_sortheights.Add(pos.Z);
@ -541,8 +692,12 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
if (z_sort.ContainsKey(sortedlocalIds[s])) if (z_sort.ContainsKey(sortedlocalIds[s]))
{ {
RectangleDrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]]; DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect); for (int r = 0; r < rectDrawStruct.trns.Length; r++ )
{
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
}
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
} }
} }
@ -553,6 +708,18 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms"); m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
return mapbmp; return mapbmp;
} }
private Point project(Vector3 point3d, Vector3 originpos)
{
Point returnpt = new Point();
//originpos = point3d;
Vector3 topos = new Vector3(255, 255, 255);//(originpos.x * 256) / originpos.x);
float z = -point3d.z - topos.z;
returnpt.X = (int)((topos.x - point3d.x) / z * 255) + 255;
returnpt.Y = (int)(255 - (((topos.y - point3d.y) / z * 255) + 255));
return returnpt;
}
// TODO: unused: // TODO: unused:
// #region Deprecated Maptile Generation. Adam may update this // #region Deprecated Maptile Generation. Adam may update this