Initial port of the Warp3D map tile renderer
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@ -18,6 +18,7 @@
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<RegionModule id="CapabilitiesModule" type="OpenSim.Region.CoreModules.Agent.Capabilities.CapabilitiesModule" />
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<RegionModule id="TerrainModule" type="OpenSim.Region.CoreModules.World.Terrain.TerrainModule" />
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<RegionModule id="WorldMapModule" type="OpenSim.Region.CoreModules.World.WorldMap.WorldMapModule" />
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<RegionModule id="Warp3DImageModule" type="OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule" />
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<RegionModule id="HGWorldMapModule" type="OpenSim.Region.CoreModules.Hypergrid.HGWorldMapModule" />
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<RegionModule id="UrlModule" type="OpenSim.Region.CoreModules.Scripting.LSLHttp.UrlModule" />
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<RegionModule id="Chat" type="OpenSim.Region.CoreModules.Avatar.Chat.ChatModule" />
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@ -1,39 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Drawing;
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using Nini.Config;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.World.WorldMap
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{
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public interface IMapTileTerrainRenderer
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{
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void Initialise(Scene scene, IConfigSource config);
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void TerrainToBitmap(Bitmap mapbmp);
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}
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}
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@ -1,588 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.World.WorldMap
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{
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public enum DrawRoutine
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{
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Rectangle,
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Polygon,
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Ellipse
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}
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public struct face
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{
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public Point[] pts;
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}
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public struct DrawStruct
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{
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public DrawRoutine dr;
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public Rectangle rect;
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public SolidBrush brush;
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public face[] trns;
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}
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public class MapImageModule : IMapImageGenerator, IRegionModule
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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private IConfigSource m_config;
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private IMapTileTerrainRenderer terrainRenderer;
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#region IMapImageGenerator Members
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public Bitmap CreateMapTile(string gradientmap)
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{
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bool drawPrimVolume = true;
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bool textureTerrain = false;
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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", drawPrimVolume);
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textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
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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 (textureTerrain)
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{
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terrainRenderer = new TexturedMapTileRenderer();
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}
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else
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{
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terrainRenderer = new ShadedMapTileRenderer();
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}
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terrainRenderer.Initialise(m_scene, m_config);
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Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
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//long t = System.Environment.TickCount;
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//for (int i = 0; i < 10; ++i) {
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terrainRenderer.TerrainToBitmap(mapbmp);
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//}
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//t = System.Environment.TickCount - t;
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//m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
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if (drawPrimVolume)
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{
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DrawObjectVolume(m_scene, mapbmp);
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}
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return mapbmp;
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}
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public byte[] WriteJpeg2000Image(string gradientmap)
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{
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try
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{
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using (Bitmap mapbmp = CreateMapTile(gradientmap))
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return OpenJPEG.EncodeFromImage(mapbmp, true);
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}
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catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
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{
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m_log.Error("Failed generating terrain map: " + e);
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}
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return null;
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}
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#endregion
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#region IRegionModule Members
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public void Initialise(Scene scene, IConfigSource source)
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{
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m_scene = scene;
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m_config = source;
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IConfig startupConfig = m_config.Configs["Startup"];
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if (startupConfig.GetString("MapImageModule", "MapImageModule") !=
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"MapImageModule")
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return;
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m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "MapImageModule"; }
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}
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public bool IsSharedModule
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{
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get { return false; }
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}
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#endregion
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// TODO: unused:
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// private void ShadeBuildings(Bitmap map)
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// {
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// lock (map)
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// {
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// lock (m_scene.Entities)
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// {
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// foreach (EntityBase entity in m_scene.Entities.Values)
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// {
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// if (entity is SceneObjectGroup)
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// {
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// SceneObjectGroup sog = (SceneObjectGroup) entity;
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//
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// foreach (SceneObjectPart primitive in sog.Children.Values)
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// {
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// int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
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// int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
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// int w = (int) primitive.Scale.X;
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// int h = (int) primitive.Scale.Y;
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//
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// int dx;
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// for (dx = x; dx < x + w; dx++)
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// {
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// int dy;
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// for (dy = y; dy < y + h; dy++)
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// {
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// if (x < 0 || y < 0)
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// continue;
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// if (x >= map.Width || y >= map.Height)
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// continue;
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//
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// map.SetPixel(dx, dy, Color.DarkGray);
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// }
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// }
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// }
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// }
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// }
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// }
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// }
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// }
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private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
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{
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int tc = 0;
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double[,] hm = whichScene.Heightmap.GetDoubles();
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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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EntityBase[] objs = whichScene.GetEntities();
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Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
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//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
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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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{
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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.Parts)
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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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// 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 (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) ||
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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 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
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|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
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|| mapdrawendY > ((int)Constants.RegionSize - 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));
|
||||
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++)
|
||||
//{
|
||||
//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
|
||||
|
||||
float[] sortedZHeights = z_sortheights.ToArray();
|
||||
uint[] sortedlocalIds = z_localIDs.ToArray();
|
||||
|
||||
// Sort prim by Z position
|
||||
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 r = 0; r < rectDrawStruct.trns.Length; r++)
|
||||
{
|
||||
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
|
||||
}
|
||||
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
|
||||
}
|
||||
}
|
||||
|
||||
g.Dispose();
|
||||
} // lock entities objs
|
||||
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
return mapbmp;
|
||||
}
|
||||
|
||||
private Point project(Vector3 point3d, Vector3 originpos)
|
||||
{
|
||||
Point returnpt = new Point();
|
||||
//originpos = point3d;
|
||||
//int d = (int)(256f / 1.5f);
|
||||
|
||||
//Vector3 topos = new Vector3(0, 0, 0);
|
||||
// float z = -point3d.z - topos.z;
|
||||
|
||||
returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
|
||||
returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
|
||||
|
||||
return returnpt;
|
||||
}
|
||||
|
||||
// TODO: unused:
|
||||
// #region Deprecated Maptile Generation. Adam may update this
|
||||
// private Bitmap TerrainToBitmap(string gradientmap)
|
||||
// {
|
||||
// Bitmap gradientmapLd = new Bitmap(gradientmap);
|
||||
//
|
||||
// int pallete = gradientmapLd.Height;
|
||||
//
|
||||
// Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
|
||||
// Color[] colours = new Color[pallete];
|
||||
//
|
||||
// for (int i = 0; i < pallete; i++)
|
||||
// {
|
||||
// colours[i] = gradientmapLd.GetPixel(0, i);
|
||||
// }
|
||||
//
|
||||
// lock (m_scene.Heightmap)
|
||||
// {
|
||||
// ITerrainChannel copy = m_scene.Heightmap;
|
||||
// for (int y = 0; y < copy.Height; y++)
|
||||
// {
|
||||
// for (int x = 0; x < copy.Width; x++)
|
||||
// {
|
||||
// // 512 is the largest possible height before colours clamp
|
||||
// int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
|
||||
//
|
||||
// // Handle error conditions
|
||||
// if (colorindex > pallete - 1 || colorindex < 0)
|
||||
// bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
|
||||
// else
|
||||
// bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
|
||||
// }
|
||||
// }
|
||||
// ShadeBuildings(bmp);
|
||||
// return bmp;
|
||||
// }
|
||||
// }
|
||||
// #endregion
|
||||
}
|
||||
}
|
|
@ -1,244 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.WorldMap
|
||||
{
|
||||
public class ShadedMapTileRenderer : IMapTileTerrainRenderer
|
||||
{
|
||||
private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
|
||||
|
||||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private Scene m_scene;
|
||||
//private IConfigSource m_config; // not used currently
|
||||
|
||||
public void Initialise(Scene scene, IConfigSource config)
|
||||
{
|
||||
m_scene = scene;
|
||||
// m_config = config; // not used currently
|
||||
}
|
||||
|
||||
public void TerrainToBitmap(Bitmap mapbmp)
|
||||
{
|
||||
int tc = Environment.TickCount;
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
||||
|
||||
double[,] hm = m_scene.Heightmap.GetDoubles();
|
||||
bool ShadowDebugContinue = true;
|
||||
|
||||
bool terraincorruptedwarningsaid = false;
|
||||
|
||||
float low = 255;
|
||||
float high = 0;
|
||||
for (int x = 0; x < (int)Constants.RegionSize; x++)
|
||||
{
|
||||
for (int y = 0; y < (int)Constants.RegionSize; y++)
|
||||
{
|
||||
float hmval = (float)hm[x, y];
|
||||
if (hmval < low)
|
||||
low = hmval;
|
||||
if (hmval > high)
|
||||
high = hmval;
|
||||
}
|
||||
}
|
||||
|
||||
float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
|
||||
|
||||
for (int x = 0; x < (int)Constants.RegionSize; x++)
|
||||
{
|
||||
for (int y = 0; y < (int)Constants.RegionSize; y++)
|
||||
{
|
||||
// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
|
||||
int yr = ((int)Constants.RegionSize - 1) - y;
|
||||
|
||||
float heightvalue = (float)hm[x, y];
|
||||
|
||||
if (heightvalue > waterHeight)
|
||||
{
|
||||
// scale height value
|
||||
// No, that doesn't scale it:
|
||||
// heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
|
||||
|
||||
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
|
||||
heightvalue = 0;
|
||||
else if (heightvalue > 255f)
|
||||
heightvalue = 255f;
|
||||
else if (heightvalue < 0f)
|
||||
heightvalue = 0f;
|
||||
|
||||
Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
|
||||
|
||||
mapbmp.SetPixel(x, yr, color);
|
||||
|
||||
try
|
||||
{
|
||||
//X
|
||||
// .
|
||||
//
|
||||
// Shade the terrain for shadows
|
||||
if (x < ((int)Constants.RegionSize - 1) && yr < ((int)Constants.RegionSize - 1))
|
||||
{
|
||||
float hfvalue = (float)hm[x, y];
|
||||
float hfvaluecompare = 0f;
|
||||
|
||||
if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
|
||||
{
|
||||
hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
|
||||
}
|
||||
if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
|
||||
hfvalue = 0f;
|
||||
|
||||
if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
|
||||
hfvaluecompare = 0f;
|
||||
|
||||
float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
|
||||
|
||||
int hfdiffi = 0;
|
||||
int hfdiffihighlight = 0;
|
||||
float highlightfactor = 0.18f;
|
||||
|
||||
try
|
||||
{
|
||||
// hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
|
||||
hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
|
||||
if (hfdiff % 1f != 0)
|
||||
{
|
||||
// hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
|
||||
hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
|
||||
}
|
||||
|
||||
hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
|
||||
if (hfdiff % 1f != 0)
|
||||
{
|
||||
// hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
|
||||
hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
|
||||
}
|
||||
}
|
||||
catch (OverflowException)
|
||||
{
|
||||
m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
|
||||
ShadowDebugContinue = false;
|
||||
}
|
||||
|
||||
if (hfdiff > 0.3f)
|
||||
{
|
||||
// NE is lower than here
|
||||
// We have to desaturate and lighten the land at the same time
|
||||
// we use floats, colors use bytes, so shrink are space down to
|
||||
// 0-255
|
||||
|
||||
if (ShadowDebugContinue)
|
||||
{
|
||||
int r = color.R;
|
||||
int g = color.G;
|
||||
int b = color.B;
|
||||
color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
|
||||
(g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
|
||||
(b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
|
||||
}
|
||||
}
|
||||
else if (hfdiff < -0.3f)
|
||||
{
|
||||
// here is lower than NE:
|
||||
// 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
|
||||
|
||||
if (ShadowDebugContinue)
|
||||
{
|
||||
if ((x - 1 > 0) && (yr + 1 < (int)Constants.RegionSize))
|
||||
{
|
||||
color = mapbmp.GetPixel(x - 1, yr + 1);
|
||||
int r = color.R;
|
||||
int g = color.G;
|
||||
int b = color.B;
|
||||
color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
|
||||
(g - hfdiffi > 0) ? g - hfdiffi : 0,
|
||||
(b - hfdiffi > 0) ? b - hfdiffi : 0);
|
||||
|
||||
mapbmp.SetPixel(x-1, yr+1, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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", m_scene.RegionInfo.RegionName);
|
||||
terraincorruptedwarningsaid = true;
|
||||
}
|
||||
color = Color.Black;
|
||||
mapbmp.SetPixel(x, yr, color);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're under the water level with the terrain, so paint water instead of land
|
||||
|
||||
// Y flip the cordinates
|
||||
heightvalue = waterHeight - heightvalue;
|
||||
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
|
||||
heightvalue = 0f;
|
||||
else if (heightvalue > 19f)
|
||||
heightvalue = 19f;
|
||||
else if (heightvalue < 0f)
|
||||
heightvalue = 0f;
|
||||
|
||||
heightvalue = 100f - (heightvalue * 100f) / 19f;
|
||||
|
||||
try
|
||||
{
|
||||
mapbmp.SetPixel(x, yr, WATER_COLOR);
|
||||
}
|
||||
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", m_scene.RegionInfo.RegionName);
|
||||
terraincorruptedwarningsaid = true;
|
||||
}
|
||||
Color black = Color.Black;
|
||||
mapbmp.SetPixel(x, ((int)Constants.RegionSize - y) - 1, black);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,418 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Imaging;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.WorldMap
|
||||
{
|
||||
// Hue, Saturation, Value; used for color-interpolation
|
||||
struct HSV {
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
public float h;
|
||||
public float s;
|
||||
public float v;
|
||||
|
||||
public HSV(float h, float s, float v)
|
||||
{
|
||||
this.h = h;
|
||||
this.s = s;
|
||||
this.v = v;
|
||||
}
|
||||
|
||||
// (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
|
||||
public HSV(Color c)
|
||||
{
|
||||
float r = c.R / 255f;
|
||||
float g = c.G / 255f;
|
||||
float b = c.B / 255f;
|
||||
float max = Math.Max(Math.Max(r, g), b);
|
||||
float min = Math.Min(Math.Min(r, g), b);
|
||||
float diff = max - min;
|
||||
|
||||
if (max == min) h = 0f;
|
||||
else if (max == r) h = (g - b) / diff * 60f;
|
||||
else if (max == g) h = (b - r) / diff * 60f + 120f;
|
||||
else h = (r - g) / diff * 60f + 240f;
|
||||
if (h < 0f) h += 360f;
|
||||
|
||||
if (max == 0f) s = 0f;
|
||||
else s = diff / max;
|
||||
|
||||
v = max;
|
||||
}
|
||||
|
||||
// (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
|
||||
public Color toColor()
|
||||
{
|
||||
if (s < 0f) m_log.Debug("S < 0: " + s);
|
||||
else if (s > 1f) m_log.Debug("S > 1: " + s);
|
||||
if (v < 0f) m_log.Debug("V < 0: " + v);
|
||||
else if (v > 1f) m_log.Debug("V > 1: " + v);
|
||||
|
||||
float f = h / 60f;
|
||||
int sector = (int)f % 6;
|
||||
f = f - (int)f;
|
||||
int pi = (int)(v * (1f - s) * 255f);
|
||||
int qi = (int)(v * (1f - s * f) * 255f);
|
||||
int ti = (int)(v * (1f - (1f - f) * s) * 255f);
|
||||
int vi = (int)(v * 255f);
|
||||
|
||||
if (pi < 0) pi = 0;
|
||||
if (pi > 255) pi = 255;
|
||||
if (qi < 0) qi = 0;
|
||||
if (qi > 255) qi = 255;
|
||||
if (ti < 0) ti = 0;
|
||||
if (ti > 255) ti = 255;
|
||||
if (vi < 0) vi = 0;
|
||||
if (vi > 255) vi = 255;
|
||||
|
||||
switch (sector)
|
||||
{
|
||||
case 0:
|
||||
return Color.FromArgb(vi, ti, pi);
|
||||
case 1:
|
||||
return Color.FromArgb(qi, vi, pi);
|
||||
case 2:
|
||||
return Color.FromArgb(pi, vi, ti);
|
||||
case 3:
|
||||
return Color.FromArgb(pi, qi, vi);
|
||||
case 4:
|
||||
return Color.FromArgb(ti, pi, vi);
|
||||
default:
|
||||
return Color.FromArgb(vi, pi, qi);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class TexturedMapTileRenderer : IMapTileTerrainRenderer
|
||||
{
|
||||
#region Constants
|
||||
|
||||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
// some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
|
||||
// The color-values were choosen because they "look right" (at least to me) ;-)
|
||||
private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
|
||||
private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
|
||||
private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
|
||||
private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
|
||||
private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740");
|
||||
private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
|
||||
private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
|
||||
private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
|
||||
|
||||
private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
private Scene m_scene;
|
||||
// private IConfigSource m_config; // not used currently
|
||||
|
||||
// mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only
|
||||
// added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
|
||||
// that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one.
|
||||
// TODO does it make sense to use a "real" cache and regenerate missing entries on fetch?
|
||||
private Dictionary<UUID, Color> m_mapping;
|
||||
|
||||
|
||||
public void Initialise(Scene scene, IConfigSource source)
|
||||
{
|
||||
m_scene = scene;
|
||||
// m_config = source; // not used currently
|
||||
m_mapping = new Dictionary<UUID,Color>();
|
||||
m_mapping.Add(defaultTerrainTexture1, defaultColor1);
|
||||
m_mapping.Add(defaultTerrainTexture2, defaultColor2);
|
||||
m_mapping.Add(defaultTerrainTexture3, defaultColor3);
|
||||
m_mapping.Add(defaultTerrainTexture4, defaultColor4);
|
||||
m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White);
|
||||
}
|
||||
|
||||
#region Helpers
|
||||
// This fetches the texture from the asset server synchroneously. That should be ok, as we
|
||||
// call map-creation only in those places:
|
||||
// - on start: We can wait here until the asset server returns the texture
|
||||
// TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway)
|
||||
// TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and
|
||||
// will wait anyway)
|
||||
private Bitmap fetchTexture(UUID id)
|
||||
{
|
||||
AssetBase asset = m_scene.AssetService.Get(id.ToString());
|
||||
m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null);
|
||||
if (asset == null) return null;
|
||||
|
||||
ManagedImage managedImage;
|
||||
Image image;
|
||||
|
||||
try
|
||||
{
|
||||
if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
|
||||
return new Bitmap(image);
|
||||
else
|
||||
return null;
|
||||
}
|
||||
catch (DllNotFoundException)
|
||||
{
|
||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is emtpy for {0}", id);
|
||||
|
||||
}
|
||||
catch (IndexOutOfRangeException)
|
||||
{
|
||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id);
|
||||
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id);
|
||||
|
||||
}
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
// Compute the average color of a texture.
|
||||
private Color computeAverageColor(Bitmap bmp)
|
||||
{
|
||||
// we have 256 x 256 pixel, each with 256 possible color-values per
|
||||
// color-channel, so 2^24 is the maximum value we can get, adding everything.
|
||||
// int is be big enough for that.
|
||||
int r = 0, g = 0, b = 0;
|
||||
for (int y = 0; y < bmp.Height; ++y)
|
||||
{
|
||||
for (int x = 0; x < bmp.Width; ++x)
|
||||
{
|
||||
Color c = bmp.GetPixel(x, y);
|
||||
r += (int)c.R & 0xff;
|
||||
g += (int)c.G & 0xff;
|
||||
b += (int)c.B & 0xff;
|
||||
}
|
||||
}
|
||||
|
||||
int pixels = bmp.Width * bmp.Height;
|
||||
return Color.FromArgb(r / pixels, g / pixels, b / pixels);
|
||||
}
|
||||
|
||||
// return either the average color of the texture, or the defaultColor if the texturID is invalid
|
||||
// or the texture couldn't be found
|
||||
private Color computeAverageColor(UUID textureID, Color defaultColor) {
|
||||
if (textureID == UUID.Zero) return defaultColor; // not set
|
||||
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
|
||||
|
||||
Bitmap bmp = fetchTexture(textureID);
|
||||
Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
|
||||
// store it for future reference
|
||||
m_mapping[textureID] = color;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
// S-curve: f(x) = 3x² - 2x³:
|
||||
// f(0) = 0, f(0.5) = 0.5, f(1) = 1,
|
||||
// f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5,
|
||||
// f''(0.5) = 0, f''(x) != 0 for x != 0.5
|
||||
private float S(float v) {
|
||||
return (v * v * (3f - 2f * v));
|
||||
}
|
||||
|
||||
// interpolate two colors in HSV space and return the resulting color
|
||||
private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) {
|
||||
if (ratio <= 0f) return c1;
|
||||
if (ratio >= 1f) return c2;
|
||||
|
||||
// make sure we are on the same side on the hue-circle for interpolation
|
||||
// We change the hue of the parameters here, but we don't change the color
|
||||
// represented by that value
|
||||
if (c1.h - c2.h > 180f) c1.h -= 360f;
|
||||
else if (c2.h - c1.h > 180f) c1.h += 360f;
|
||||
|
||||
return new HSV(c1.h * (1f - ratio) + c2.h * ratio,
|
||||
c1.s * (1f - ratio) + c2.s * ratio,
|
||||
c1.v * (1f - ratio) + c2.v * ratio);
|
||||
}
|
||||
|
||||
// the heigthfield might have some jumps in values. Rendered land is smooth, though,
|
||||
// as a slope is rendered at that place. So average 4 neighbour values to emulate that.
|
||||
private float getHeight(double[,] hm, int x, int y) {
|
||||
if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
|
||||
return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
|
||||
else
|
||||
return (float)hm[x, y];
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void TerrainToBitmap(Bitmap mapbmp)
|
||||
{
|
||||
int tc = Environment.TickCount;
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
||||
|
||||
// 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),
|
||||
// and on change of the estate settings (textures and terrain values), when the map should
|
||||
// be recreated.
|
||||
RegionSettings settings = m_scene.RegionInfo.RegionSettings;
|
||||
|
||||
// the four terrain colors as HSVs for interpolation
|
||||
HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
|
||||
HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
|
||||
HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
|
||||
HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
|
||||
|
||||
float levelNElow = (float)settings.Elevation1NE;
|
||||
float levelNEhigh = (float)settings.Elevation2NE;
|
||||
|
||||
float levelNWlow = (float)settings.Elevation1NW;
|
||||
float levelNWhigh = (float)settings.Elevation2NW;
|
||||
|
||||
float levelSElow = (float)settings.Elevation1SE;
|
||||
float levelSEhigh = (float)settings.Elevation2SE;
|
||||
|
||||
float levelSWlow = (float)settings.Elevation1SW;
|
||||
float levelSWhigh = (float)settings.Elevation2SW;
|
||||
|
||||
float waterHeight = (float)settings.WaterHeight;
|
||||
|
||||
double[,] hm = m_scene.Heightmap.GetDoubles();
|
||||
|
||||
for (int x = 0; x < (int)Constants.RegionSize; x++)
|
||||
{
|
||||
float columnRatio = x / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
|
||||
for (int y = 0; y < (int)Constants.RegionSize; y++)
|
||||
{
|
||||
float rowRatio = y / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
|
||||
|
||||
// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
|
||||
int yr = ((int)Constants.RegionSize - 1) - y;
|
||||
|
||||
float heightvalue = getHeight(hm, x, y);
|
||||
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
|
||||
heightvalue = 0;
|
||||
|
||||
if (heightvalue > waterHeight)
|
||||
{
|
||||
// add a bit noise for breaking up those flat colors:
|
||||
// - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
|
||||
// - a small-scale noise, for bringing in some small scale variation
|
||||
//float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0
|
||||
//float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f;
|
||||
//float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f;
|
||||
float hmod =
|
||||
heightvalue +
|
||||
(float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3
|
||||
S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10
|
||||
|
||||
// find the low/high values for this point (interpolated bilinearily)
|
||||
// (and remember, x=0,y=0 is SW)
|
||||
float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) +
|
||||
levelSElow * (1f - rowRatio) * columnRatio +
|
||||
levelNWlow * rowRatio * (1f - columnRatio) +
|
||||
levelNElow * rowRatio * columnRatio;
|
||||
float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) +
|
||||
levelSEhigh * (1f - rowRatio) * columnRatio +
|
||||
levelNWhigh * rowRatio * (1f - columnRatio) +
|
||||
levelNEhigh * rowRatio * columnRatio;
|
||||
if (high < low)
|
||||
{
|
||||
// someone tried to fool us. High value should be higher than low every time
|
||||
float tmp = high;
|
||||
high = low;
|
||||
low = tmp;
|
||||
}
|
||||
|
||||
HSV hsv;
|
||||
if (hmod <= low) hsv = hsv1; // too low
|
||||
else if (hmod >= high) hsv = hsv4; // too high
|
||||
else
|
||||
{
|
||||
// HSV-interpolate along the colors
|
||||
// first, rescale h to 0.0 - 1.0
|
||||
hmod = (hmod - low) / (high - low);
|
||||
// now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4
|
||||
if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f);
|
||||
else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f);
|
||||
else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f);
|
||||
}
|
||||
|
||||
// Shade the terrain for shadows
|
||||
if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
|
||||
{
|
||||
float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
|
||||
if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
|
||||
hfvaluecompare = 0f;
|
||||
|
||||
float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
|
||||
hfdiff *= 0.06f; // some random factor so "it looks good"
|
||||
if (hfdiff > 0.02f)
|
||||
{
|
||||
float highlightfactor = 0.18f;
|
||||
// NE is lower than here
|
||||
// We have to desaturate and lighten the land at the same time
|
||||
hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f;
|
||||
hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f;
|
||||
}
|
||||
else if (hfdiff < -0.02f)
|
||||
{
|
||||
// here is lower than NE:
|
||||
// We have to desaturate and blacken the land at the same time
|
||||
hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f;
|
||||
hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f;
|
||||
}
|
||||
}
|
||||
mapbmp.SetPixel(x, yr, hsv.toColor());
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're under the water level with the terrain, so paint water instead of land
|
||||
|
||||
heightvalue = waterHeight - heightvalue;
|
||||
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
|
||||
heightvalue = 0f;
|
||||
else if (heightvalue > 19f)
|
||||
heightvalue = 19f;
|
||||
else if (heightvalue < 0f)
|
||||
heightvalue = 0f;
|
||||
|
||||
heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0
|
||||
|
||||
mapbmp.SetPixel(x, yr, WATER_COLOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1011,7 +1011,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
if (terrain == null)
|
||||
return;
|
||||
|
||||
byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
|
||||
byte[] data = terrain.WriteJpeg2000Image();
|
||||
if (data == null)
|
||||
return;
|
||||
|
||||
|
|
|
@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
|
||||
public interface IMapImageGenerator
|
||||
{
|
||||
System.Drawing.Bitmap CreateMapTile(string gradientmap);
|
||||
byte[] WriteJpeg2000Image(string gradientmap);
|
||||
System.Drawing.Bitmap CreateMapTile();
|
||||
byte[] WriteJpeg2000Image();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -413,7 +413,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
return;
|
||||
}
|
||||
|
||||
using (Image mapTile = tileGenerator.CreateMapTile("defaultstripe.png"))
|
||||
using (Image mapTile = tileGenerator.CreateMapTile())
|
||||
{
|
||||
using (MemoryStream stream = new MemoryStream())
|
||||
{
|
||||
|
|
|
@ -1370,11 +1370,13 @@
|
|||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../bin/</OutputPath>
|
||||
<AllowUnsafe>true</AllowUnsafe>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../bin/</OutputPath>
|
||||
<AllowUnsafe>true</AllowUnsafe>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
|
@ -1389,6 +1391,7 @@
|
|||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||
<Reference name="OpenMetaverse" path="../../../bin/"/>
|
||||
<Reference name="CSJ2K" path="../../../bin/"/>
|
||||
<Reference name="Warp3D" path="../../../bin/" localCopy="true"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Capabilities"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
|
|
Loading…
Reference in New Issue