varregion: modify MapImageModule structure so it will better merge
with changes made in master.varregion
parent
afb2e07111
commit
6831e58616
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@ -283,319 +283,327 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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List<float> z_sortheights = new List<float>();
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List<uint> z_localIDs = new List<uint>();
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lock (objs)
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try
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{
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foreach (EntityBase obj in objs)
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lock (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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foreach (EntityBase obj in objs)
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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.Parts)
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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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if (part == null)
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continue;
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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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// 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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// Loop over prim in group
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foreach (SceneObjectPart part in mapdot.Parts)
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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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// get the null checks out of the way
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// skip the ones that break
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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 || part.Shape.PCode == (byte)PCode.Grass)
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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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Primitive.TextureEntry textureEntry = part.Shape.Textures;
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if (textureEntry == null || textureEntry.DefaultTexture == null)
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continue;
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Color4 texcolor = textureEntry.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 (!m_scene.PositionIsInCurrentRegion(pos))
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if (part == null)
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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) ||
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Single.IsInfinity(pos.X) || 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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// 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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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 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
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Vector3 scale = new Vector3();
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Vector3 tScale = new Vector3();
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Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
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Quaternion llrot = part.GetWorldRotation();
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Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
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scale = lscale * 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
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|| mapdrawstartX > (hm.Width - 1)
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|| mapdrawendX < 0
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|| mapdrawendX > (hm.Width - 1)
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|| mapdrawstartY < 0
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|| mapdrawstartY > (hm.Height - 1)
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|| mapdrawendY < 0
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|| mapdrawendY > (hm.Height - 1))
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continue;
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#region obb face reconstruction part duex
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Vector3[] vertexes = new Vector3[8];
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// float[] distance = new float[6];
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Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
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Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
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Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
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Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
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tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
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scale = ((tScale * rot));
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vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[0].x = pos.X + vertexes[0].x;
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//vertexes[0].y = pos.Y + vertexes[0].y;
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//vertexes[0].z = pos.Z + vertexes[0].z;
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FaceA[0] = vertexes[0];
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FaceB[3] = vertexes[0];
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FaceA[4] = vertexes[0];
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tScale = lscale;
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scale = ((tScale * rot));
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vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[1].x = pos.X + vertexes[1].x;
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// vertexes[1].y = pos.Y + vertexes[1].y;
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//vertexes[1].z = pos.Z + vertexes[1].z;
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FaceB[0] = vertexes[1];
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FaceA[1] = vertexes[1];
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FaceC[4] = vertexes[1];
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tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
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scale = ((tScale * rot));
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vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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//vertexes[2].x = pos.X + vertexes[2].x;
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//vertexes[2].y = pos.Y + vertexes[2].y;
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//vertexes[2].z = pos.Z + vertexes[2].z;
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FaceC[0] = vertexes[2];
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FaceD[3] = vertexes[2];
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FaceC[5] = vertexes[2];
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tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
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scale = ((tScale * rot));
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vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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//vertexes[3].x = pos.X + vertexes[3].x;
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// vertexes[3].y = pos.Y + vertexes[3].y;
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// vertexes[3].z = pos.Z + vertexes[3].z;
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FaceD[0] = vertexes[3];
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FaceC[1] = vertexes[3];
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FaceA[5] = vertexes[3];
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tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
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scale = ((tScale * rot));
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vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[4].x = pos.X + vertexes[4].x;
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// vertexes[4].y = pos.Y + vertexes[4].y;
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// vertexes[4].z = pos.Z + vertexes[4].z;
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FaceB[1] = vertexes[4];
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FaceA[2] = vertexes[4];
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FaceD[4] = vertexes[4];
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tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
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scale = ((tScale * rot));
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vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[5].x = pos.X + vertexes[5].x;
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// vertexes[5].y = pos.Y + vertexes[5].y;
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// vertexes[5].z = pos.Z + vertexes[5].z;
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FaceD[1] = vertexes[5];
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FaceC[2] = vertexes[5];
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FaceB[5] = vertexes[5];
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tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
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scale = ((tScale * rot));
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vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[6].x = pos.X + vertexes[6].x;
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// vertexes[6].y = pos.Y + vertexes[6].y;
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// vertexes[6].z = pos.Z + vertexes[6].z;
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FaceB[2] = vertexes[6];
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FaceA[3] = vertexes[6];
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FaceB[4] = vertexes[6];
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tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
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scale = ((tScale * rot));
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vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[7].x = pos.X + vertexes[7].x;
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// vertexes[7].y = pos.Y + vertexes[7].y;
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// vertexes[7].z = pos.Z + vertexes[7].z;
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FaceD[2] = vertexes[7];
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FaceC[3] = vertexes[7];
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FaceD[5] = vertexes[7];
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#endregion
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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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DrawStruct ds = new DrawStruct();
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ds.brush = new SolidBrush(mapdotspot);
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//ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
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ds.trns = new face[FaceA.Length];
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for (int i = 0; i < FaceA.Length; i++)
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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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Point[] working = new Point[5];
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working[0] = project(hm, FaceA[i], axPos);
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working[1] = project(hm, FaceB[i], axPos);
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working[2] = project(hm, FaceD[i], axPos);
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working[3] = project(hm, FaceC[i], axPos);
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working[4] = project(hm, FaceA[i], axPos);
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// get the null checks out of the way
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// skip the ones that break
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if (part == null)
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continue;
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face workingface = new face();
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workingface.pts = working;
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if (part.Shape == null)
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continue;
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ds.trns[i] = workingface;
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if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
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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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Primitive.TextureEntry textureEntry = part.Shape.Textures;
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if (textureEntry == null || textureEntry.DefaultTexture == null)
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continue;
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Color4 texcolor = textureEntry.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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z_sort.Add(part.LocalId, ds);
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z_localIDs.Add(part.LocalId);
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z_sortheights.Add(pos.Z);
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Vector3 pos = part.GetWorldPosition();
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//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
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//{
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// skip prim outside of retion
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if (!m_scene.PositionIsInCurrentRegion(pos))
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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) ||
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Single.IsInfinity(pos.X) || 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 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
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Vector3 scale = new Vector3();
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Vector3 tScale = new Vector3();
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Vector3 axPos = new Vector3(pos.X, pos.Y, pos.Z);
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Quaternion llrot = part.GetWorldRotation();
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Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
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scale = lscale * 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
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|| mapdrawstartX > (hm.Width - 1)
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|| mapdrawendX < 0
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|| mapdrawendX > (hm.Width - 1)
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|| mapdrawstartY < 0
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|| mapdrawstartY > (hm.Height - 1)
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|| mapdrawendY < 0
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|| mapdrawendY > (hm.Height - 1))
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continue;
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#region obb face reconstruction part duex
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Vector3[] vertexes = new Vector3[8];
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// float[] distance = new float[6];
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Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
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Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
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Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
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Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
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tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
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scale = ((tScale * rot));
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vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[0].x = pos.X + vertexes[0].x;
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//vertexes[0].y = pos.Y + vertexes[0].y;
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//vertexes[0].z = pos.Z + vertexes[0].z;
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FaceA[0] = vertexes[0];
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FaceB[3] = vertexes[0];
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FaceA[4] = vertexes[0];
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tScale = lscale;
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scale = ((tScale * rot));
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vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[1].x = pos.X + vertexes[1].x;
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// vertexes[1].y = pos.Y + vertexes[1].y;
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//vertexes[1].z = pos.Z + vertexes[1].z;
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FaceB[0] = vertexes[1];
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FaceA[1] = vertexes[1];
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FaceC[4] = vertexes[1];
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tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
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scale = ((tScale * rot));
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vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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//vertexes[2].x = pos.X + vertexes[2].x;
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//vertexes[2].y = pos.Y + vertexes[2].y;
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//vertexes[2].z = pos.Z + vertexes[2].z;
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FaceC[0] = vertexes[2];
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FaceD[3] = vertexes[2];
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FaceC[5] = vertexes[2];
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tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
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scale = ((tScale * rot));
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vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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//vertexes[3].x = pos.X + vertexes[3].x;
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// 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;
|
||||
//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();
|
||||
//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
|
||||
|
||||
// Sort prim by Z position
|
||||
Array.Sort(sortedZHeights, sortedlocalIds);
|
||||
float[] sortedZHeights = z_sortheights.ToArray();
|
||||
uint[] sortedlocalIds = z_localIDs.ToArray();
|
||||
|
||||
Graphics g = Graphics.FromImage(mapbmp);
|
||||
// Sort prim by Z position
|
||||
Array.Sort(sortedZHeights, sortedlocalIds);
|
||||
|
||||
for (int s = 0; s < sortedZHeights.Length; s++)
|
||||
{
|
||||
if (z_sort.ContainsKey(sortedlocalIds[s]))
|
||||
Graphics g = Graphics.FromImage(mapbmp);
|
||||
|
||||
for (int s = 0; s < sortedZHeights.Length; s++)
|
||||
{
|
||||
DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
|
||||
for (int r = 0; r < rectDrawStruct.trns.Length; r++)
|
||||
if (z_sort.ContainsKey(sortedlocalIds[s]))
|
||||
{
|
||||
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
|
||||
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);
|
||||
}
|
||||
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
|
||||
}
|
||||
}
|
||||
} // lock(objs)
|
||||
}
|
||||
finally
|
||||
{
|
||||
foreach (DrawStruct ds in z_sort.Values)
|
||||
ds.brush.Dispose();
|
||||
}
|
||||
|
||||
g.Dispose();
|
||||
} // lock entities objs
|
||||
g.Dispose();
|
||||
|
||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
return mapbmp;
|
||||
|
|
Loading…
Reference in New Issue