* Remove old Scene.CreateTerrainTexture code that is now handled by the world map module
parent
42bd38960c
commit
3b147f814f
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@ -1113,7 +1113,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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///
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/// Create a terrain texture for this scene
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/// </summary>
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public void CreateTerrainTexture(bool temporary)
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{
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@ -1125,398 +1125,11 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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if (terrain == null)
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{
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#region Fallback default maptile generation
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return;
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int tc = Environment.TickCount;
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m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
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Bitmap mapbmp = new Bitmap(256, 256);
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double[,] hm = Heightmap.GetDoubles();
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bool ShadowDebugContinue = true;
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//Color prim = Color.FromArgb(120, 120, 120);
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//Vector3 RayEnd = new Vector3(0, 0, 0);
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//Vector3 RayStart = new Vector3(0, 0, 0);
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//Vector3 direction = new Vector3(0, 0, -1);
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//Vector3 AXOrigin = new Vector3();
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//Vector3 AXdirection = new Vector3();
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//Ray testRay = new Ray();
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//EntityIntersection rt = new EntityIntersection();
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bool terraincorruptedwarningsaid = false;
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float low = 255;
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float high = 0;
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for (int x = 0; x < 256; x++)
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{
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for (int y = 0; y < 256; y++)
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{
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float hmval = (float)hm[x, y];
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if (hmval < low)
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low = hmval;
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if (hmval > high)
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high = hmval;
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}
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}
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float mid = (high + low) * 0.5f;
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// temporary initializer
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float hfvalue = (float)m_regInfo.RegionSettings.WaterHeight;
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float hfvaluecompare = hfvalue;
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float hfdiff = hfvalue;
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int hfdiffi = 0;
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for (int x = 0; x < 256; x++)
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{
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//int tc = System.Environment.TickCount;
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for (int y = 0; y < 256; y++)
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{
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//RayEnd = new Vector3(x, y, 0);
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//RayStart = new Vector3(x, y, 255);
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//direction = Vector3.Norm(RayEnd - RayStart);
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//AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
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//AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
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//testRay = new Ray(AXOrigin, AXdirection);
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//rt = m_sceneGraph.GetClosestIntersectingPrim(testRay);
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//if (rt.HitTF)
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//{
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//mapbmp.SetPixel(x, y, prim);
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//}
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//else
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//{
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//float tmpval = (float)hm[x, y];
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float heightvalue = (float)hm[x, y];
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if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight)
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{
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// scale height value
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heightvalue = low + mid * (heightvalue - low) / mid;
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if (heightvalue > 255)
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heightvalue = 255;
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if (heightvalue < 0)
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heightvalue = 0;
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if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
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heightvalue = 0;
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try
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{
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Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
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// Y flip the cordinates
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mapbmp.SetPixel(x, (256 - y) - 1, green);
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//X
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// .
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//
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// Shade the terrain for shadows
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if ((x - 1 > 0) && (y - 1 > 0))
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{
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hfvalue = (float)hm[x, y];
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hfvaluecompare = (float)hm[x - 1, y - 1];
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if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
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hfvalue = 0;
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if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
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hfvaluecompare = 0;
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hfdiff = hfvaluecompare - hfvalue;
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if (hfdiff > 0.3f)
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{
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}
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else if (hfdiff < -0.3f)
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{
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// We have to desaturate and blacken the land at the same time
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// we use floats, colors use bytes, so shrink are space down to
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// 0-255
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try
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{
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hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
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if (hfdiff % 1 != 0)
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{
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hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
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}
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}
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catch (OverflowException)
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{
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m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
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ShadowDebugContinue = false;
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}
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if (ShadowDebugContinue)
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{
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if ((256 - y) - 1 > 0)
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{
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Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1);
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int r = Shade.R;
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int g = Shade.G;
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int b = Shade.B;
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Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0);
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//Console.WriteLine("d:" + hfdiff.ToString() + ", i:" + hfdiffi + ", pos: " + x + "," + y + " - R:" + Shade.R.ToString() + ", G:" + Shade.G.ToString() + ", B:" + Shade.G.ToString());
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mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
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}
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}
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}
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}
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}
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catch (ArgumentException)
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{
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if (!terraincorruptedwarningsaid)
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{
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m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName);
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terraincorruptedwarningsaid = true;
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}
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Color black = Color.Black;
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mapbmp.SetPixel(x, (256 - y) - 1, black);
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}
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}
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else
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{
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// Y flip the cordinates
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heightvalue = (float)m_regInfo.RegionSettings.WaterHeight - heightvalue;
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if (heightvalue > 19)
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heightvalue = 19;
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if (heightvalue < 0)
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heightvalue = 0;
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heightvalue = 100 - (heightvalue * 100) / 19;
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if (heightvalue > 255)
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heightvalue = 255;
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if (heightvalue < 0)
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heightvalue = 0;
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if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
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heightvalue = 0;
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try
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{
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Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
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mapbmp.SetPixel(x, (256 - y) - 1, water);
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}
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catch (ArgumentException)
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{
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if (!terraincorruptedwarningsaid)
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{
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m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", RegionInfo.RegionName);
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terraincorruptedwarningsaid = true;
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}
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Color black = Color.Black;
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mapbmp.SetPixel(x, (256 - y) - 1, black);
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}
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}
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}
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//}
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//tc = System.Environment.TickCount - tc;
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//m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
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}
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m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
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bool drawPrimVolume = true;
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try
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{
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IConfig startupConfig = m_config.Configs["Startup"];
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drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true);
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}
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catch
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{
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m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
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}
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if (drawPrimVolume)
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{
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tc = Environment.TickCount;
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m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
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List<EntityBase> objs = GetEntities();
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lock (objs)
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{
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foreach (EntityBase obj in objs)
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{
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// Only draw the contents of SceneObjectGroup
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if (obj is SceneObjectGroup)
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{
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SceneObjectGroup mapdot = (SceneObjectGroup)obj;
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Color mapdotspot = Color.Gray; // Default color when prim color is white
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// Loop over prim in group
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foreach (SceneObjectPart part in mapdot.Children.Values)
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{
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if (part == null)
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continue;
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// Draw if the object is at least 1 meter wide in any direction
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if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
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{
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// Try to get the RGBA of the default texture entry..
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//
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try
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{
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if (part == null)
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continue;
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if (part.Shape == null)
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continue;
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if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
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continue; // eliminates trees from this since we don't really have a good tree representation
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// if you want tree blocks on the map comment the above line and uncomment the below line
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//mapdotspot = Color.PaleGreen;
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if (part.Shape.Textures == null)
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continue;
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if (part.Shape.Textures.DefaultTexture == null)
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continue;
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Color4 texcolor = part.Shape.Textures.DefaultTexture.RGBA;
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// Not sure why some of these are null, oh well.
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int colorr = 255 - (int)(texcolor.R * 255f);
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int colorg = 255 - (int)(texcolor.G * 255f);
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int colorb = 255 - (int)(texcolor.B * 255f);
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if (!(colorr == 255 && colorg == 255 && colorb == 255))
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{
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//Try to set the map spot color
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try
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{
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// If the color gets goofy somehow, skip it *shakes fist at Color4
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mapdotspot = Color.FromArgb(colorr, colorg, colorb);
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}
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catch (ArgumentException)
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{
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}
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}
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}
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catch (IndexOutOfRangeException)
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{
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// Windows Array
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}
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catch (ArgumentOutOfRangeException)
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{
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// Mono Array
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}
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Vector3 pos = part.GetWorldPosition();
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// skip prim outside of retion
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if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
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continue;
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// skip prim in non-finite position
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if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X)
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|| Single.IsInfinity(pos.Y))
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continue;
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// Figure out if object is under 256m above the height of the terrain
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bool isBelow256AboveTerrain = false;
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try
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{
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isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
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}
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catch (Exception)
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{
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}
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if (isBelow256AboveTerrain)
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{
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// Translate scale by rotation so scale is represented properly when object is rotated
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Vector3 scale = part.Shape.Scale;
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Quaternion rot = part.GetWorldRotation();
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scale *= rot;
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// negative scales don't work in this situation
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scale.X = Math.Abs(scale.X);
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scale.Y = Math.Abs(scale.Y);
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scale.Z = Math.Abs(scale.Z);
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// This scaling isn't very accurate and doesn't take into account the face rotation :P
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int mapdrawstartX = (int)(pos.X - scale.X);
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int mapdrawstartY = (int)(pos.Y - scale.Y);
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int mapdrawendX = (int)(pos.X + scale.X);
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int mapdrawendY = (int)(pos.Y + scale.Y);
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// If object is beyond the edge of the map, don't draw it to avoid errors
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if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255
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|| mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
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|| mapdrawendY > 255)
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continue;
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int wy = 0;
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bool breakYN = false; // If we run into an error drawing, break out of the
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// loop so we don't lag to death on error handling
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for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
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{
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for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
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{
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//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
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try
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{
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// Remember, flip the y!
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mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
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}
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catch (ArgumentException)
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{
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breakYN = true;
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}
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if (breakYN)
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break;
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}
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if (breakYN)
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break;
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}
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} // Object is within 256m Z of terrain
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} // object is at least a meter wide
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} // loop over group children
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} // entitybase is sceneobject group
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} // foreach loop over entities
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} // lock entities objs
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m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
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} // end if drawPrimOnMaptle
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byte[] data;
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try
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{
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data = OpenJPEG.EncodeFromImage(mapbmp, false);
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}
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catch (Exception)
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{
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return;
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}
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LazySaveGeneratedMaptile(data,temporary);
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#endregion
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}
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else
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{
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// Use the module to generate the maptile.
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byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
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if (data != null)
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{
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LazySaveGeneratedMaptile(data,temporary);
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}
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}
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byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
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if (data != null)
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LazySaveGeneratedMaptile(data, temporary);
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}
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public void LazySaveGeneratedMaptile(byte[] data, bool temporary)
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