mirror of
https://github.com/opensim/opensim.git
synced 2026-08-13 05:05:43 +08:00
varregion: many more updates removing the constant RegionSize and replacing
with a passed region size. This time in the map code and grid services code.
This commit is contained in:
@@ -102,7 +102,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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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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mapbmp = new Bitmap((int)m_scene.Heightmap.Width, (int)m_scene.Heightmap.Height,
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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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@@ -273,7 +274,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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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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ITerrainChannel hm = whichScene.Heightmap;
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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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@@ -356,7 +357,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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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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if (!m_scene.PositionIsInCurrentRegion(pos))
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continue;
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// skip prim in non-finite position
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@@ -399,9 +400,14 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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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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if (mapdrawstartX < 0
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|| mapdrawstartX > (hm.Width - 1)
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|| mapdrawendX < 0
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|| mapdrawendX > (hm.Width - 1)
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|| mapdrawstartY < 0
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|| mapdrawstartY > (hm.Height - 1)
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|| mapdrawendY < 0
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|| mapdrawendY > (hm.Height - 1))
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continue;
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#region obb face reconstruction part duex
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@@ -523,11 +529,11 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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for (int i = 0; i < FaceA.Length; i++)
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{
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Point[] working = new Point[5];
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working[0] = project(FaceA[i], axPos);
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working[1] = project(FaceB[i], axPos);
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working[2] = project(FaceD[i], axPos);
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working[3] = project(FaceC[i], axPos);
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working[4] = project(FaceA[i], axPos);
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working[0] = project(hm, FaceA[i], axPos);
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working[1] = project(hm, FaceB[i], axPos);
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working[2] = project(hm, FaceD[i], axPos);
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working[3] = project(hm, FaceC[i], axPos);
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working[4] = project(hm, FaceA[i], axPos);
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face workingface = new face();
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workingface.pts = working;
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@@ -595,17 +601,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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return mapbmp;
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}
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private Point project(Vector3 point3d, Vector3 originpos)
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private Point project(ITerrainChannel hm, Vector3 point3d, Vector3 originpos)
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{
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Point returnpt = new Point();
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//originpos = point3d;
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//int d = (int)(256f / 1.5f);
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//Vector3 topos = new Vector3(0, 0, 0);
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// float z = -point3d.z - topos.z;
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// float z = -point3d.z - topos.z;
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returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
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returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
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returnpt.Y = (int)((hm.Width - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
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return returnpt;
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}
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@@ -31,6 +31,7 @@ using System.Reflection;
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using log4net;
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using Nini.Config;
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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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@@ -39,8 +40,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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{
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private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[SHADED MAPTILE RENDERER]";
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private Scene m_scene;
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//private IConfigSource m_config; // not used currently
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@@ -53,19 +54,26 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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public void TerrainToBitmap(Bitmap mapbmp)
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{
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m_log.DebugFormat("{0} Generating Maptile Step 1: Terrain", LogHeader);
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int tc = Environment.TickCount;
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m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
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double[,] hm = m_scene.Heightmap.GetDoubles();
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ITerrainChannel hm = m_scene.Heightmap;
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if (mapbmp.Width != hm.Width || mapbmp.Height != hm.Height)
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{
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m_log.ErrorFormat("{0} TerrainToBitmap. Passed bitmap wrong dimensions. passed=<{1},{2}>, size=<{3},{4}>",
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LogHeader, mapbmp.Width, mapbmp.Height, hm.Width, hm.Height);
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}
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bool ShadowDebugContinue = true;
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bool terraincorruptedwarningsaid = false;
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float low = 255;
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float high = 0;
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for (int x = 0; x < (int)Constants.RegionSize; x++)
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for (int x = 0; x < hm.Width; x++)
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{
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for (int y = 0; y < (int)Constants.RegionSize; y++)
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for (int y = 0; y < hm.Height; y++)
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{
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float hmval = (float)hm[x, y];
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if (hmval < low)
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@@ -77,12 +85,12 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
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for (int x = 0; x < (int)Constants.RegionSize; x++)
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for (int x = 0; x < hm.Width; x++)
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{
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for (int y = 0; y < (int)Constants.RegionSize; y++)
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for (int y = 0; y < hm.Height; y++)
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{
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// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
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int yr = ((int)Constants.RegionSize - 1) - y;
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int yr = ((int)hm.Height - 1) - y;
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float heightvalue = (float)hm[x, y];
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@@ -109,12 +117,12 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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// .
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//
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// Shade the terrain for shadows
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if (x < ((int)Constants.RegionSize - 1) && yr < ((int)Constants.RegionSize - 1))
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if (x < (hm.Width - 1) && yr < (hm.Height - 1))
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{
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float hfvalue = (float)hm[x, y];
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float hfvaluecompare = 0f;
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if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
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if ((x + 1 < hm.Width) && (y + 1 < hm.Height))
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{
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hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
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}
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@@ -179,7 +187,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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if (ShadowDebugContinue)
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{
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if ((x - 1 > 0) && (yr + 1 < (int)Constants.RegionSize))
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if ((x - 1 > 0) && (yr + 1 < hm.Height))
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{
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color = mapbmp.GetPixel(x - 1, yr + 1);
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int r = color.R;
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@@ -233,7 +241,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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terraincorruptedwarningsaid = true;
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}
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Color black = Color.Black;
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mapbmp.SetPixel(x, ((int)Constants.RegionSize - y) - 1, black);
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mapbmp.SetPixel(x, (hm.Width - y) - 1, black);
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}
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}
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}
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@@ -34,6 +34,8 @@ 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;
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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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@@ -122,8 +124,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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{
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#region Constants
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[TEXTURED MAPTILE RENDERER]";
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// some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
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// The color-values were choosen because they "look right" (at least to me) ;-)
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@@ -173,7 +175,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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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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m_log.DebugFormat("[TexturedMapTileRenderer]: Fetched texture {0}, found: {1}", id, asset != null);
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m_log.DebugFormat("{0} Fetched texture {1}, found: {2}", LogHeader, id, asset != null);
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if (asset == null) return null;
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ManagedImage managedImage;
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@@ -188,18 +190,15 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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}
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catch (DllNotFoundException)
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{
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m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id);
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m_log.ErrorFormat("{0} OpenJpeg is not installed correctly on this system. Asset Data is empty for {1}", LogHeader, id);
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}
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catch (IndexOutOfRangeException)
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{
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m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
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m_log.ErrorFormat("{0} OpenJpeg was unable to encode this. Asset Data is empty for {1}", LogHeader, id);
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}
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catch (Exception)
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{
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m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id);
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m_log.ErrorFormat("{0} OpenJpeg was unable to encode this. Asset Data is empty for {1}", LogHeader, id);
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}
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return null;
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@@ -267,8 +266,8 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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// the heigthfield might have some jumps in values. Rendered land is smooth, though,
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// as a slope is rendered at that place. So average 4 neighbour values to emulate that.
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private float getHeight(double[,] hm, int x, int y) {
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if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
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private float getHeight(ITerrainChannel hm, int x, int y) {
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if (x < (hm.Width - 1) && y < (hm.Height - 1))
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return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
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else
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return (float)hm[x, y];
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@@ -278,7 +277,15 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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public void TerrainToBitmap(Bitmap mapbmp)
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{
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int tc = Environment.TickCount;
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m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Terrain");
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m_log.DebugFormat("{0} Generating Maptile Step 1: Terrain", LogHeader);
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ITerrainChannel hm = m_scene.Heightmap;
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if (mapbmp.Width != hm.Width || mapbmp.Height != hm.Height)
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{
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m_log.ErrorFormat("{0} TerrainToBitmap. Passed bitmap wrong dimensions. passed=<{1},{2}>, size=<{3},{4}>",
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LogHeader, mapbmp.Width, mapbmp.Height, hm.Width, hm.Height);
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}
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// These textures should be in the AssetCache anyway, as every client conneting to this
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// region needs them. Except on start, when the map is recreated (before anyone connected),
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@@ -306,19 +313,17 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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float waterHeight = (float)settings.WaterHeight;
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double[,] hm = m_scene.Heightmap.GetDoubles();
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for (int x = 0; x < (int)Constants.RegionSize; x++)
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for (int x = 0; x < hm.Width; x++)
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{
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float columnRatio = x / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
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for (int y = 0; y < (int)Constants.RegionSize; y++)
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float columnRatio = x / (hm.Width - 1); // 0 - 1, for interpolation
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for (int y = 0; y < hm.Height; y++)
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{
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float rowRatio = y / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
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float rowRatio = y / (hm.Height - 1); // 0 - 1, for interpolation
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// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
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int yr = ((int)Constants.RegionSize - 1) - y;
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int yr = (hm.Height - 1) - y;
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float heightvalue = getHeight(hm, x, y);
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float heightvalue = getHeight(m_scene.Heightmap, x, y);
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if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
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heightvalue = 0;
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@@ -368,9 +373,9 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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}
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// Shade the terrain for shadows
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if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
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if (x < (hm.Width - 1) && y < (hm.Height - 1))
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{
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float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
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float hfvaluecompare = getHeight(m_scene.Heightmap, x + 1, y + 1); // light from north-east => look at land height there
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if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
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hfvaluecompare = 0f;
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