change region console comand export-map: make it work with var regions, center target region and make the display area be the region size plus MaxMaxRegionViewDistance in all 4 directions. Add the region name and total area size text info. Some of this can be made options/comand arguments in future improvements

httptests
UbitUmarov 2018-05-01 16:01:11 +01:00
parent 26ecba48f0
commit 9ae3452e03
1 changed files with 68 additions and 36 deletions

View File

@ -1399,46 +1399,78 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
m_log.InfoFormat( m_log.InfoFormat(
"[WORLD MAP]: Exporting world map for {0} to {1}", m_scene.RegionInfo.RegionName, exportPath); "[WORLD MAP]: Exporting world map for {0} to {1}", m_scene.RegionInfo.RegionName, exportPath);
List<MapBlockData> mapBlocks = new List<MapBlockData>(); const int TEXTURESIZE = 2048;
Bitmap mapTexture = new Bitmap(TEXTURESIZE, TEXTURESIZE);
Graphics g = Graphics.FromImage(mapTexture);
SolidBrush sea = new SolidBrush(Color.DarkBlue);
g.FillRectangle(sea, 0, 0, TEXTURESIZE, TEXTURESIZE);
// assumed this is 1m less than next grid line
int regionsView = (int)m_scene.MaxRegionViewDistance;
int regionSizeX = (int)m_scene.RegionInfo.RegionSizeX;
int regionSizeY = (int)m_scene.RegionInfo.RegionSizeY;
int regionX = (int)m_scene.RegionInfo.WorldLocX;
int regionY = (int)m_scene.RegionInfo.WorldLocY;
int startX = regionX - regionsView;
int startY = regionY - regionsView;
int endX = regionX + regionSizeX + regionsView;
int endY = regionY + regionSizeY + regionsView;
List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID, List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
(int)Util.RegionToWorldLoc(m_scene.RegionInfo.RegionLocX - 9), startX, startY, endX, endY);
(int)Util.RegionToWorldLoc(m_scene.RegionInfo.RegionLocX + 9),
(int)Util.RegionToWorldLoc(m_scene.RegionInfo.RegionLocY - 9), if(regions.Count > 0)
(int)Util.RegionToWorldLoc(m_scene.RegionInfo.RegionLocY + 9)); {
List<AssetBase> textures = new List<AssetBase>(); Font drawFont = new Font("Arial", 32);
List<Image> bitImages = new List<Image>(); SolidBrush drawBrush = new SolidBrush(Color.White);
ManagedImage managedImage = null;
Image image = null;
startX--;
startY--;
int spanX = endX - startX + 1;
float scaleX = (float)TEXTURESIZE / (float)spanX;
int spanY = endY - startY + 1;
float scaleY = (float)TEXTURESIZE / (float)spanY;
foreach(GridRegion r in regions) foreach(GridRegion r in regions)
{ {
MapBlockData mapBlock = new MapBlockData(); if(r.TerrainImage == UUID.Zero)
MapBlockFromGridRegion(mapBlock, r, 0); continue;
AssetBase texAsset = m_scene.AssetService.Get(mapBlock.MapImageId.ToString());
if (texAsset != null) AssetBase texAsset = m_scene.AssetService.Get(r.TerrainImage.ToString());
if(texAsset == null)
continue;
if(OpenJPEG.DecodeToImage(texAsset.Data, out managedImage, out image))
{ {
textures.Add(texAsset); int x = (int)((r.RegionLocX - startX) * scaleX);
int y = (int)((r.RegionLocY - startY ) * scaleY);
int sx = (int)(r.RegionSizeX * scaleX);
int sy = (int)(r.RegionSizeY * scaleY);
g.DrawImage(image, x, TEXTURESIZE - y - sy, sx, sy); // y origin is top
if(r.RegionHandle == m_scene.RegionInfo.RegionHandle)
{
SizeF stringSize = g.MeasureString(r.RegionName, drawFont);
g.DrawString(r.RegionName, drawFont, drawBrush, x + 30, TEXTURESIZE - y - 30 - stringSize.Height);
}
} }
} }
foreach (AssetBase asset in textures) if(image != null)
{ image.Dispose();
ManagedImage managedImage;
Image image;
if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image)) String drawString = string.Format("{0}m x {1}m", spanX, spanY);
bitImages.Add(image); g.DrawString(drawString, drawFont, drawBrush, 30, 30);
}
Bitmap mapTexture = new Bitmap(2560, 2560); drawBrush.Dispose();
Graphics g = Graphics.FromImage(mapTexture); drawFont.Dispose();
SolidBrush sea = new SolidBrush(Color.DarkBlue);
g.FillRectangle(sea, 0, 0, 2560, 2560);
for (int i = 0; i < mapBlocks.Count; i++)
{
ushort x = (ushort)((mapBlocks[i].X - m_scene.RegionInfo.RegionLocX) + 10);
ushort y = (ushort)((mapBlocks[i].Y - m_scene.RegionInfo.RegionLocY) + 10);
g.DrawImage(bitImages[i], (x * 128), 2560 - (y * 128), 128, 128); // y origin is top
} }
mapTexture.Save(exportPath, ImageFormat.Jpeg); mapTexture.Save(exportPath, ImageFormat.Jpeg);