* Remove old Scene.CreateTerrainTexture code that is now handled by the world map module

0.6.3-post-fixes
Justin Clarke Casey 2009-02-13 17:15:49 +00:00
parent 42bd38960c
commit 3b147f814f
1 changed files with 5 additions and 392 deletions

View File

@ -1113,7 +1113,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
///
/// Create a terrain texture for this scene
/// </summary>
public void CreateTerrainTexture(bool temporary)
{
@ -1125,399 +1125,12 @@ namespace OpenSim.Region.Framework.Scenes
return;
if (terrain == null)
{
#region Fallback default maptile generation
int tc = Environment.TickCount;
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
Bitmap mapbmp = new Bitmap(256, 256);
double[,] hm = Heightmap.GetDoubles();
bool ShadowDebugContinue = true;
//Color prim = Color.FromArgb(120, 120, 120);
//Vector3 RayEnd = new Vector3(0, 0, 0);
//Vector3 RayStart = new Vector3(0, 0, 0);
//Vector3 direction = new Vector3(0, 0, -1);
//Vector3 AXOrigin = new Vector3();
//Vector3 AXdirection = new Vector3();
//Ray testRay = new Ray();
//EntityIntersection rt = new EntityIntersection();
bool terraincorruptedwarningsaid = false;
float low = 255;
float high = 0;
for (int x = 0; x < 256; x++)
{
for (int y = 0; y < 256; y++)
{
float hmval = (float)hm[x, y];
if (hmval < low)
low = hmval;
if (hmval > high)
high = hmval;
}
}
float mid = (high + low) * 0.5f;
// temporary initializer
float hfvalue = (float)m_regInfo.RegionSettings.WaterHeight;
float hfvaluecompare = hfvalue;
float hfdiff = hfvalue;
int hfdiffi = 0;
for (int x = 0; x < 256; x++)
{
//int tc = System.Environment.TickCount;
for (int y = 0; y < 256; y++)
{
//RayEnd = new Vector3(x, y, 0);
//RayStart = new Vector3(x, y, 255);
//direction = Vector3.Norm(RayEnd - RayStart);
//AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
//AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
//testRay = new Ray(AXOrigin, AXdirection);
//rt = m_sceneGraph.GetClosestIntersectingPrim(testRay);
//if (rt.HitTF)
//{
//mapbmp.SetPixel(x, y, prim);
//}
//else
//{
//float tmpval = (float)hm[x, y];
float heightvalue = (float)hm[x, y];
if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight)
{
// scale height value
heightvalue = low + mid * (heightvalue - low) / mid;
if (heightvalue > 255)
heightvalue = 255;
if (heightvalue < 0)
heightvalue = 0;
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
heightvalue = 0;
try
{
Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
// Y flip the cordinates
mapbmp.SetPixel(x, (256 - y) - 1, green);
//X
// .
//
// Shade the terrain for shadows
if ((x - 1 > 0) && (y - 1 > 0))
{
hfvalue = (float)hm[x, y];
hfvaluecompare = (float)hm[x - 1, y - 1];
if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
hfvalue = 0;
if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
hfvaluecompare = 0;
hfdiff = hfvaluecompare - hfvalue;
if (hfdiff > 0.3f)
{
}
else if (hfdiff < -0.3f)
{
// We have to desaturate and blacken the land at the same time
// we use floats, colors use bytes, so shrink are space down to
// 0-255
try
{
hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
if (hfdiff % 1 != 0)
{
hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
}
}
catch (OverflowException)
{
m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
ShadowDebugContinue = false;
}
if (ShadowDebugContinue)
{
if ((256 - y) - 1 > 0)
{
Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1);
int r = Shade.R;
int g = Shade.G;
int b = Shade.B;
Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0);
//Console.WriteLine("d:" + hfdiff.ToString() + ", i:" + hfdiffi + ", pos: " + x + "," + y + " - R:" + Shade.R.ToString() + ", G:" + Shade.G.ToString() + ", B:" + Shade.G.ToString());
mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
}
}
}
}
}
catch (ArgumentException)
{
if (!terraincorruptedwarningsaid)
{
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);
terraincorruptedwarningsaid = true;
}
Color black = Color.Black;
mapbmp.SetPixel(x, (256 - y) - 1, black);
}
}
else
{
// Y flip the cordinates
heightvalue = (float)m_regInfo.RegionSettings.WaterHeight - heightvalue;
if (heightvalue > 19)
heightvalue = 19;
if (heightvalue < 0)
heightvalue = 0;
heightvalue = 100 - (heightvalue * 100) / 19;
if (heightvalue > 255)
heightvalue = 255;
if (heightvalue < 0)
heightvalue = 0;
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
heightvalue = 0;
try
{
Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
mapbmp.SetPixel(x, (256 - y) - 1, water);
}
catch (ArgumentException)
{
if (!terraincorruptedwarningsaid)
{
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);
terraincorruptedwarningsaid = true;
}
Color black = Color.Black;
mapbmp.SetPixel(x, (256 - y) - 1, black);
}
}
}
//}
//tc = System.Environment.TickCount - tc;
//m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
}
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
bool drawPrimVolume = true;
try
{
IConfig startupConfig = m_config.Configs["Startup"];
drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true);
}
catch
{
m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
}
if (drawPrimVolume)
{
tc = Environment.TickCount;
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
List<EntityBase> objs = GetEntities();
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
{
if (part == null)
continue;
if (part.Shape == null)
continue;
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
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 scale = part.Shape.Scale;
Quaternion rot = part.GetWorldRotation();
scale *= 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;
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
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
} // lock entities objs
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
} // end if drawPrimOnMaptle
byte[] data;
try
{
data = OpenJPEG.EncodeFromImage(mapbmp, false);
}
catch (Exception)
{
return;
}
LazySaveGeneratedMaptile(data,temporary);
#endregion
}
else
{
// Use the module to generate the maptile.
byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
if (data != null)
{
LazySaveGeneratedMaptile(data, temporary);
}
}
}
public void LazySaveGeneratedMaptile(byte[] data, bool temporary)
{