Merge branch 'justincc-master'
commit
966ab21839
|
@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
public struct DrawStruct
|
public struct DrawStruct
|
||||||
{
|
{
|
||||||
public DrawRoutine dr;
|
public DrawRoutine dr;
|
||||||
public Rectangle rect;
|
// public Rectangle rect;
|
||||||
public SolidBrush brush;
|
public SolidBrush brush;
|
||||||
public face[] trns;
|
public face[] trns;
|
||||||
}
|
}
|
||||||
|
@ -119,6 +119,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
{
|
{
|
||||||
mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
|
mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
|
||||||
}
|
}
|
||||||
|
|
||||||
return mapbmp;
|
return mapbmp;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -127,7 +128,10 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
using (Bitmap mapbmp = CreateMapTile())
|
using (Bitmap mapbmp = CreateMapTile())
|
||||||
return OpenJPEG.EncodeFromImage(mapbmp, true);
|
{
|
||||||
|
if (mapbmp != null)
|
||||||
|
return OpenJPEG.EncodeFromImage(mapbmp, true);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
|
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
|
||||||
{
|
{
|
||||||
|
@ -277,321 +281,331 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
tc = Environment.TickCount;
|
tc = Environment.TickCount;
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
|
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
|
||||||
EntityBase[] objs = whichScene.GetEntities();
|
EntityBase[] objs = whichScene.GetEntities();
|
||||||
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
|
|
||||||
//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>();
|
||||||
|
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
|
||||||
|
|
||||||
lock (objs)
|
try
|
||||||
{
|
{
|
||||||
foreach (EntityBase obj in objs)
|
//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
|
||||||
|
|
||||||
|
lock (objs)
|
||||||
{
|
{
|
||||||
// Only draw the contents of SceneObjectGroup
|
foreach (EntityBase obj in objs)
|
||||||
if (obj is SceneObjectGroup)
|
|
||||||
{
|
{
|
||||||
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
|
// Only draw the contents of SceneObjectGroup
|
||||||
Color mapdotspot = Color.Gray; // Default color when prim color is white
|
if (obj is SceneObjectGroup)
|
||||||
|
|
||||||
// Loop over prim in group
|
|
||||||
foreach (SceneObjectPart part in mapdot.Parts)
|
|
||||||
{
|
{
|
||||||
if (part == null)
|
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
|
||||||
continue;
|
Color mapdotspot = Color.Gray; // Default color when prim color is white
|
||||||
|
|
||||||
// Draw if the object is at least 1 meter wide in any direction
|
// Loop over prim in group
|
||||||
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
|
foreach (SceneObjectPart part in mapdot.Parts)
|
||||||
{
|
{
|
||||||
// Try to get the RGBA of the default texture entry..
|
if (part == null)
|
||||||
//
|
|
||||||
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 retion
|
|
||||||
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
|
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
// skip prim in non-finite position
|
// Draw if the object is at least 1 meter wide in any direction
|
||||||
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
|
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
|
||||||
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));
|
// Try to get the RGBA of the default texture entry..
|
||||||
}
|
//
|
||||||
catch (Exception)
|
try
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
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);
|
|
||||||
Vector3 scale = new Vector3();
|
|
||||||
Vector3 tScale = new Vector3();
|
|
||||||
Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
|
|
||||||
|
|
||||||
Quaternion llrot = part.GetWorldRotation();
|
|
||||||
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
|
|
||||||
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 > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
|
|
||||||
|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
|
|
||||||
|| mapdrawendY > ((int)Constants.RegionSize - 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];
|
// get the null checks out of the way
|
||||||
working[0] = project(FaceA[i], axPos);
|
// skip the ones that break
|
||||||
working[1] = project(FaceB[i], axPos);
|
if (part == null)
|
||||||
working[2] = project(FaceD[i], axPos);
|
continue;
|
||||||
working[3] = project(FaceC[i], axPos);
|
|
||||||
working[4] = project(FaceA[i], axPos);
|
|
||||||
|
|
||||||
face workingface = new face();
|
if (part.Shape == null)
|
||||||
workingface.pts = working;
|
continue;
|
||||||
|
|
||||||
ds.trns[i] = workingface;
|
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
|
||||||
}
|
}
|
||||||
|
|
||||||
z_sort.Add(part.LocalId, ds);
|
Vector3 pos = part.GetWorldPosition();
|
||||||
z_localIDs.Add(part.LocalId);
|
|
||||||
z_sortheights.Add(pos.Z);
|
|
||||||
|
|
||||||
//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
|
// skip prim outside of retion
|
||||||
//{
|
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
|
||||||
//for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
|
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);
|
||||||
|
Vector3 scale = new Vector3();
|
||||||
|
Vector3 tScale = new Vector3();
|
||||||
|
Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
|
||||||
|
|
||||||
|
Quaternion llrot = part.GetWorldRotation();
|
||||||
|
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
|
||||||
|
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 > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
|
||||||
|
|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
|
||||||
|
|| mapdrawendY > ((int)Constants.RegionSize - 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(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_localIDs.Add(part.LocalId);
|
||||||
|
z_sortheights.Add(pos.Z);
|
||||||
|
|
||||||
|
//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
|
||||||
//{
|
//{
|
||||||
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
|
//for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
|
||||||
//try
|
|
||||||
//{
|
//{
|
||||||
// Remember, flip the y!
|
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
|
||||||
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
|
//try
|
||||||
//}
|
//{
|
||||||
//catch (ArgumentException)
|
// Remember, flip the y!
|
||||||
//{
|
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
|
||||||
// breakYN = true;
|
//}
|
||||||
|
//catch (ArgumentException)
|
||||||
|
//{
|
||||||
|
// breakYN = true;
|
||||||
|
//}
|
||||||
|
|
||||||
|
//if (breakYN)
|
||||||
|
// break;
|
||||||
//}
|
//}
|
||||||
|
|
||||||
//if (breakYN)
|
//if (breakYN)
|
||||||
// break;
|
// 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
|
||||||
|
|
||||||
//if (breakYN)
|
float[] sortedZHeights = z_sortheights.ToArray();
|
||||||
// break;
|
uint[] sortedlocalIds = z_localIDs.ToArray();
|
||||||
//}
|
|
||||||
} // 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();
|
// Sort prim by Z position
|
||||||
uint[] sortedlocalIds = z_localIDs.ToArray();
|
Array.Sort(sortedZHeights, sortedlocalIds);
|
||||||
|
|
||||||
// Sort prim by Z position
|
using (Graphics g = Graphics.FromImage(mapbmp))
|
||||||
Array.Sort(sortedZHeights, sortedlocalIds);
|
|
||||||
|
|
||||||
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 s = 0; s < sortedZHeights.Length; s++)
|
||||||
for (int r = 0; r < rectDrawStruct.trns.Length; r++)
|
|
||||||
{
|
{
|
||||||
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
|
|
||||||
}
|
}
|
||||||
}
|
} // lock entities objs
|
||||||
|
|
||||||
g.Dispose();
|
}
|
||||||
} // lock entities objs
|
finally
|
||||||
|
{
|
||||||
|
foreach (DrawStruct ds in z_sort.Values)
|
||||||
|
ds.brush.Dispose();
|
||||||
|
}
|
||||||
|
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
|
m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
|
||||||
|
|
||||||
return mapbmp;
|
return mapbmp;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
public void TerrainToBitmap(Bitmap mapbmp)
|
public void TerrainToBitmap(Bitmap mapbmp)
|
||||||
{
|
{
|
||||||
int tc = Environment.TickCount;
|
int tc = Environment.TickCount;
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
|
||||||
|
|
||||||
double[,] hm = m_scene.Heightmap.GetDoubles();
|
double[,] hm = m_scene.Heightmap.GetDoubles();
|
||||||
bool ShadowDebugContinue = true;
|
bool ShadowDebugContinue = true;
|
||||||
|
@ -199,7 +199,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
{
|
{
|
||||||
if (!terraincorruptedwarningsaid)
|
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", m_scene.RegionInfo.RegionName);
|
m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
||||||
terraincorruptedwarningsaid = true;
|
terraincorruptedwarningsaid = true;
|
||||||
}
|
}
|
||||||
color = Color.Black;
|
color = Color.Black;
|
||||||
|
@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
{
|
{
|
||||||
if (!terraincorruptedwarningsaid)
|
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", m_scene.RegionInfo.RegionName);
|
m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
||||||
terraincorruptedwarningsaid = true;
|
terraincorruptedwarningsaid = true;
|
||||||
}
|
}
|
||||||
Color black = Color.Black;
|
Color black = Color.Black;
|
||||||
|
@ -238,7 +238,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
|
||||||
|
m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -173,7 +173,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
private Bitmap fetchTexture(UUID id)
|
private Bitmap fetchTexture(UUID id)
|
||||||
{
|
{
|
||||||
AssetBase asset = m_scene.AssetService.Get(id.ToString());
|
AssetBase asset = m_scene.AssetService.Get(id.ToString());
|
||||||
m_log.DebugFormat("[TexturedMapTileRenderer]: Fetched texture {0}, found: {1}", id, asset != null);
|
m_log.DebugFormat("[TEXTURED MAP TILE RENDERER]: Fetched texture {0}, found: {1}", id, asset != null);
|
||||||
if (asset == null) return null;
|
if (asset == null) return null;
|
||||||
|
|
||||||
ManagedImage managedImage;
|
ManagedImage managedImage;
|
||||||
|
@ -188,17 +188,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
}
|
}
|
||||||
catch (DllNotFoundException)
|
catch (DllNotFoundException)
|
||||||
{
|
{
|
||||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
|
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
|
||||||
|
|
||||||
}
|
}
|
||||||
catch (IndexOutOfRangeException)
|
catch (IndexOutOfRangeException)
|
||||||
{
|
{
|
||||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
||||||
|
|
||||||
}
|
}
|
||||||
catch (Exception)
|
catch (Exception)
|
||||||
{
|
{
|
||||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
|
||||||
|
|
||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
|
@ -233,10 +233,14 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
if (textureID == UUID.Zero) return defaultColor; // not set
|
if (textureID == UUID.Zero) return defaultColor; // not set
|
||||||
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
|
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
|
||||||
|
|
||||||
Bitmap bmp = fetchTexture(textureID);
|
Color color;
|
||||||
Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
|
|
||||||
// store it for future reference
|
using (Bitmap bmp = fetchTexture(textureID))
|
||||||
m_mapping[textureID] = color;
|
{
|
||||||
|
color = bmp == null ? defaultColor : computeAverageColor(bmp);
|
||||||
|
// store it for future reference
|
||||||
|
m_mapping[textureID] = color;
|
||||||
|
}
|
||||||
|
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
@ -278,7 +282,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
public void TerrainToBitmap(Bitmap mapbmp)
|
public void TerrainToBitmap(Bitmap mapbmp)
|
||||||
{
|
{
|
||||||
int tc = Environment.TickCount;
|
int tc = Environment.TickCount;
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
|
||||||
|
|
||||||
// These textures should be in the AssetCache anyway, as every client conneting to this
|
// These textures should be in the AssetCache anyway, as every client conneting to this
|
||||||
// region needs them. Except on start, when the map is recreated (before anyone connected),
|
// region needs them. Except on start, when the map is recreated (before anyone connected),
|
||||||
|
@ -412,7 +416,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
|
||||||
|
m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -114,6 +114,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
||||||
"export-map [<path>]",
|
"export-map [<path>]",
|
||||||
"Save an image of the world map", HandleExportWorldMapConsoleCommand);
|
"Save an image of the world map", HandleExportWorldMapConsoleCommand);
|
||||||
|
|
||||||
|
m_scene.AddCommand(
|
||||||
|
"Regions", this, "generate map",
|
||||||
|
"generate map",
|
||||||
|
"Generates and stores a new maptile.", HandleGenerateMapConsoleCommand);
|
||||||
|
|
||||||
AddHandlers();
|
AddHandlers();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1274,6 +1279,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
||||||
m_scene.RegionInfo.RegionName, exportPath);
|
m_scene.RegionInfo.RegionName, exportPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void HandleGenerateMapConsoleCommand(string module, string[] cmdparams)
|
||||||
|
{
|
||||||
|
Scene consoleScene = m_scene.ConsoleScene();
|
||||||
|
|
||||||
|
if (consoleScene != null && consoleScene != m_scene)
|
||||||
|
return;
|
||||||
|
|
||||||
|
GenerateMaptile();
|
||||||
|
}
|
||||||
|
|
||||||
public OSD HandleRemoteMapItemRequest(string path, OSD request, string endpoint)
|
public OSD HandleRemoteMapItemRequest(string path, OSD request, string endpoint)
|
||||||
{
|
{
|
||||||
uint xstart = 0;
|
uint xstart = 0;
|
||||||
|
@ -1505,62 +1520,69 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
||||||
|
|
||||||
private Byte[] GenerateOverlay()
|
private Byte[] GenerateOverlay()
|
||||||
{
|
{
|
||||||
Bitmap overlay = new Bitmap(256, 256);
|
using (Bitmap overlay = new Bitmap(256, 256))
|
||||||
|
|
||||||
bool[,] saleBitmap = new bool[64, 64];
|
|
||||||
for (int x = 0 ; x < 64 ; x++)
|
|
||||||
{
|
{
|
||||||
for (int y = 0 ; y < 64 ; y++)
|
bool[,] saleBitmap = new bool[64, 64];
|
||||||
saleBitmap[x, y] = false;
|
for (int x = 0 ; x < 64 ; x++)
|
||||||
}
|
|
||||||
|
|
||||||
bool landForSale = false;
|
|
||||||
|
|
||||||
List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
|
|
||||||
|
|
||||||
Color background = Color.FromArgb(0, 0, 0, 0);
|
|
||||||
SolidBrush transparent = new SolidBrush(background);
|
|
||||||
Graphics g = Graphics.FromImage(overlay);
|
|
||||||
g.FillRectangle(transparent, 0, 0, 256, 256);
|
|
||||||
|
|
||||||
SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
|
|
||||||
|
|
||||||
foreach (ILandObject land in parcels)
|
|
||||||
{
|
|
||||||
// m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
|
|
||||||
if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
|
|
||||||
{
|
{
|
||||||
landForSale = true;
|
for (int y = 0 ; y < 64 ; y++)
|
||||||
|
saleBitmap[x, y] = false;
|
||||||
|
}
|
||||||
|
|
||||||
saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
|
bool landForSale = false;
|
||||||
|
|
||||||
|
List<ILandObject> parcels = m_scene.LandChannel.AllParcels();
|
||||||
|
|
||||||
|
Color background = Color.FromArgb(0, 0, 0, 0);
|
||||||
|
|
||||||
|
using (Graphics g = Graphics.FromImage(overlay))
|
||||||
|
{
|
||||||
|
using (SolidBrush transparent = new SolidBrush(background))
|
||||||
|
g.FillRectangle(transparent, 0, 0, 256, 256);
|
||||||
|
|
||||||
|
|
||||||
|
foreach (ILandObject land in parcels)
|
||||||
|
{
|
||||||
|
// m_log.DebugFormat("[WORLD MAP]: Parcel {0} flags {1}", land.LandData.Name, land.LandData.Flags);
|
||||||
|
if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
|
||||||
|
{
|
||||||
|
landForSale = true;
|
||||||
|
|
||||||
|
saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!landForSale)
|
||||||
|
{
|
||||||
|
m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
|
||||||
|
|
||||||
|
using (SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)))
|
||||||
|
{
|
||||||
|
for (int x = 0 ; x < 64 ; x++)
|
||||||
|
{
|
||||||
|
for (int y = 0 ; y < 64 ; y++)
|
||||||
|
{
|
||||||
|
if (saleBitmap[x, y])
|
||||||
|
g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
return OpenJPEG.EncodeFromImage(overlay, true);
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!landForSale)
|
|
||||||
{
|
|
||||||
m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName);
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
|
|
||||||
|
|
||||||
for (int x = 0 ; x < 64 ; x++)
|
|
||||||
{
|
|
||||||
for (int y = 0 ; y < 64 ; y++)
|
|
||||||
{
|
|
||||||
if (saleBitmap[x, y])
|
|
||||||
g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
return OpenJPEG.EncodeFromImage(overlay, true);
|
|
||||||
}
|
|
||||||
catch (Exception e)
|
|
||||||
{
|
|
||||||
m_log.DebugFormat("[WORLD MAP]: Error creating parcel overlay: " + e.ToString());
|
|
||||||
}
|
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue