Files
opensim/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
2008-05-04 21:59:29 +00:00

167 lines
5.9 KiB
C#

/*
* 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 OpenSim 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 Nini.Config;
using OpenJPEGNet;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.World.WorldMap
{
internal class MapImageModule : IMapImageGenerator, IRegionModule
{
private Scene m_scene;
#region IMapImageGenerator Members
public byte[] WriteJpeg2000Image(string gradientmap)
{
byte[] imageData = null;
Bitmap bmp = TerrainToBitmap(gradientmap);
try
{
imageData = OpenJPEG.EncodeFromImage(bmp, true);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
{
Console.WriteLine("Failed generating terrain map: " + e);
}
return imageData;
}
#endregion
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource source)
{
m_scene = scene;
m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "MapImageModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
private void ShadeBuildings(Bitmap map)
{
lock (map)
{
lock (m_scene.Entities)
{
foreach (EntityBase entity in m_scene.Entities.Values)
{
if (entity is SceneObjectGroup)
{
SceneObjectGroup sog = (SceneObjectGroup) entity;
foreach (SceneObjectPart primitive in sog.Children.Values)
{
int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
int w = (int) primitive.Scale.X;
int h = (int) primitive.Scale.Y;
int dx;
for (dx = x; dx < x + w; dx++)
{
int dy;
for (dy = y; dy < y + h; dy++)
{
if (x < 0 || y < 0)
continue;
if (x >= map.Width || y >= map.Height)
continue;
map.SetPixel(dx, dy, Color.DarkGray);
}
}
}
}
}
}
}
}
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;
}
}
}
}