142 lines
4.4 KiB
C#
142 lines
4.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Drawing;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Modules.ModuleFramework;
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namespace OpenSim.Region.Environment.Modules.Terrain
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{
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class MapImageModule : IMapImageGenerator, IRegionModule
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{
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private Scene m_scene;
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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_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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public byte[] WriteJpeg2000Image(string gradientmap)
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{
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byte[] imageData = null;
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Bitmap bmp = TerrainToBitmap(gradientmap);
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try
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{
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imageData = OpenJPEGNet.OpenJPEG.EncodeFromImage(bmp, 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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Console.WriteLine("Failed generating terrain map: " + e.ToString());
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}
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return imageData;
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}
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private void ShadeBuildings(ref 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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foreach (SceneObjectPart primitive in sog.Children.Values)
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{
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int x, y, w, h, dx, dy;
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x = (int)(primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
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y = (int)(primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
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w = (int)primitive.Scale.X;
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h = (int)primitive.Scale.Y;
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for (dx = x; dx < x + w; dx++)
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{
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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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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 TerrainToBitmap(string gradientmap)
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{
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Bitmap gradientmapLd = new Bitmap(gradientmap);
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int pallete = gradientmapLd.Height;
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Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
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Color[] colours = new Color[pallete];
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for (int i = 0; i < pallete; i++)
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{
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colours[i] = gradientmapLd.GetPixel(0, i);
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}
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lock (m_scene.Heightmap)
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{
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ITerrainChannel copy = m_scene.Heightmap;
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for (int y = 0; y < copy.Height; y++)
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{
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for (int x = 0; x < copy.Width; x++)
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{
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// 512 is the largest possible height before colours clamp
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int colorindex = (int)(Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
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// Handle error conditions
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if (colorindex > pallete - 1 || colorindex < 0)
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bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
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else
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bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
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}
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}
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ShadeBuildings(ref bmp);
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return bmp;
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}
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}
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#endregion
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}
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}
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