633 lines
29 KiB
C#
633 lines
29 KiB
C#
/*
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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 Mono.Addins;
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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.LegacyMap
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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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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "MapImageModule")]
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public class MapImageModule : IMapImageGenerator, INonSharedRegionModule
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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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private bool m_Enabled = false;
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#region IMapImageGenerator Members
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public Bitmap CreateMapTile()
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{
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bool drawPrimVolume = true;
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bool textureTerrain = false;
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bool generateMaptiles = true;
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Bitmap mapbmp;
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string[] configSections = new string[] { "Map", "Startup" };
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drawPrimVolume
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= Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, drawPrimVolume);
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textureTerrain
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= Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, textureTerrain);
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generateMaptiles
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= Util.GetConfigVarFromSections<bool>(m_config, "GenerateMaptiles", configSections, generateMaptiles);
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if (generateMaptiles)
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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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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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}
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else
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{
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mapbmp = FetchTexture(m_scene.RegionInfo.RegionSettings.TerrainImageID);
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}
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return mapbmp;
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}
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public byte[] WriteJpeg2000Image()
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{
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try
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{
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using (Bitmap mapbmp = CreateMapTile())
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{
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if (mapbmp != null)
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return OpenJPEG.EncodeFromImage(mapbmp, true);
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}
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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 Region Module interface
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public void Initialise(IConfigSource source)
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{
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m_config = source;
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if (Util.GetConfigVarFromSections<string>(
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m_config, "MapImageModule", new string[] { "Startup", "Map" }, "MapImageModule") != "MapImageModule")
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return;
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m_Enabled = true;
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}
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public void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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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 RegionLoaded(Scene scene)
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{
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}
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public void RemoveRegion(Scene scene)
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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 Type ReplaceableInterface
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{
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get { return null; }
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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 FetchTexture(UUID id)
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{
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AssetBase asset = m_scene.AssetService.Get(id.ToString());
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if (asset != null)
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{
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m_log.DebugFormat("[MAPTILE]: Static map image texture {0} found for {1}", id, m_scene.Name);
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}
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else
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{
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m_log.WarnFormat("[MAPTILE]: Static map image texture {0} not found for {1}", id, m_scene.Name);
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return null;
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}
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ManagedImage managedImage;
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Image image;
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try
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{
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if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
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return new Bitmap(image);
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else
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return null;
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}
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catch (DllNotFoundException)
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{
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m_log.ErrorFormat("[MAPTILE]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
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}
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catch (IndexOutOfRangeException)
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{
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m_log.ErrorFormat("[MAPTILE]: OpenJpeg was unable to decode this. Asset Data is empty for {0}", id);
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}
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catch (Exception)
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{
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m_log.ErrorFormat("[MAPTILE]: OpenJpeg was unable to decode this. Asset Data is empty for {0}", id);
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}
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return null;
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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.Debug("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
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EntityBase[] objs = whichScene.GetEntities();
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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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Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
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try
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{
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//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
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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));
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vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[5].x = pos.X + vertexes[5].x;
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// vertexes[5].y = pos.Y + vertexes[5].y;
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// vertexes[5].z = pos.Z + vertexes[5].z;
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FaceD[1] = vertexes[5];
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FaceC[2] = vertexes[5];
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FaceB[5] = vertexes[5];
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tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
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scale = ((tScale * rot));
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vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[6].x = pos.X + vertexes[6].x;
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// vertexes[6].y = pos.Y + vertexes[6].y;
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// vertexes[6].z = pos.Z + vertexes[6].z;
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FaceB[2] = vertexes[6];
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FaceA[3] = vertexes[6];
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FaceB[4] = vertexes[6];
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tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
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scale = ((tScale * rot));
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vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
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// vertexes[7].x = pos.X + vertexes[7].x;
|
|
// 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);
|
|
|
|
using (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);
|
|
}
|
|
}
|
|
}
|
|
} // 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");
|
|
|
|
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;
|
|
}
|
|
|
|
public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
}
|