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552 lines
23 KiB
C#
552 lines
23 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 OpenSim 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 Axiom.Math;
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using Nini.Config;
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using log4net;
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using OpenJPEGNet;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using libsecondlife;
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namespace OpenSim.Region.Environment.Modules.World.WorldMap
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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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#region IMapImageGenerator Members
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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 mapbmp = new Bitmap(256, 256);
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//Bitmap bmp = TerrainToBitmap(gradientmap);
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mapbmp = TerrainToBitmap2(m_scene,mapbmp);
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bool drawPrimVolume = true;
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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", true);
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}
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catch (Exception)
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{
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m_log.Warn("Failed to load StartupConfig");
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}
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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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try
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{
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imageData = 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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Console.WriteLine("Failed generating terrain map: " + e);
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}
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return imageData;
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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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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 TerrainToBitmap2(Scene whichScene, Bitmap mapbmp)
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{
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int tc = System.Environment.TickCount;
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m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
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double[,] hm = whichScene.Heightmap.GetDoubles();
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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 < 256; x++)
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{
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for (int y = 0; y < 256; 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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low = hmval;
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if (hmval > high)
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high = hmval;
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}
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}
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float mid = (high + low) * 0.5f;
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// temporary initializer
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float hfvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight;
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float hfvaluecompare = hfvalue;
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float hfdiff = hfvalue;
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int hfdiffi = 0;
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for (int x = 0; x < 256; x++)
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{
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//int tc = System.Environment.TickCount;
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for (int y = 0; y < 256; y++)
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{
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float heightvalue = (float)hm[x, y];
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if (heightvalue > (float)whichScene.RegionInfo.RegionSettings.WaterHeight)
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{
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// scale height value
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heightvalue = low + mid * (heightvalue - low) / mid;
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if (heightvalue > 255)
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heightvalue = 255;
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if (heightvalue < 0)
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heightvalue = 0;
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if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
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heightvalue = 0;
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try
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{
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Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
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// Y flip the cordinates
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mapbmp.SetPixel(x, (256 - y) - 1, green);
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//X
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// .
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//
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// Shade the terrain for shadows
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if ((x - 1 > 0) && (y - 1 > 0))
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{
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hfvalue = (float)hm[x, y];
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hfvaluecompare = (float)hm[x - 1, y - 1];
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if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
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hfvalue = 0;
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if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
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hfvaluecompare = 0;
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hfdiff = hfvaluecompare - hfvalue;
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if (hfdiff > 0.3f)
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{
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}
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else if (hfdiff < -0.3f)
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{
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// We have to desaturate and blacken the land at the same time
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// we use floats, colors use bytes, so shrink are space down to
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// 0-255
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try
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{
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hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
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if (hfdiff % 1 != 0)
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{
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hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
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}
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}
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catch (System.OverflowException)
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{
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m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
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ShadowDebugContinue = false;
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}
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if (ShadowDebugContinue)
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{
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if ((256 - y) - 1 > 0)
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{
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Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1);
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int r = Shade.R;
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int g = Shade.G;
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int b = Shade.B;
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Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0);
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mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
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}
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}
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}
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}
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}
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catch (System.ArgumentException)
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{
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if (!terraincorruptedwarningsaid)
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{
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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", whichScene.RegionInfo.RegionName);
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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, (256 - y) - 1, black);
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}
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}
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else
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{
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// We're under the water level with the terrain, so paint water instead of land
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// Y flip the cordinates
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heightvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight - heightvalue;
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if (heightvalue > 19)
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heightvalue = 19;
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if (heightvalue < 0)
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heightvalue = 0;
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heightvalue = 100 - (heightvalue * 100) / 19;
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if (heightvalue > 255)
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heightvalue = 255;
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if (heightvalue < 0)
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heightvalue = 0;
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if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
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heightvalue = 0;
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try
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{
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Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
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mapbmp.SetPixel(x, (256 - y) - 1, water);
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}
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catch (System.ArgumentException)
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{
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if (!terraincorruptedwarningsaid)
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{
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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", whichScene.RegionInfo.RegionName);
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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, (256 - y) - 1, black);
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}
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}
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}
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}
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m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
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return mapbmp;
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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 = System.Environment.TickCount;
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m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
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List<EntityBase> objs = whichScene.GetEntities();
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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.Children.Values)
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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)
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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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if (part.Shape.Textures == null)
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continue;
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if (part.Shape.Textures.DefaultTexture == null)
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continue;
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LLColor texcolor = part.Shape.Textures.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 LLColor
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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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LLVector3 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) || Single.IsInfinity(pos.X)
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|| 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 scale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
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LLQuaternion llrot = part.GetWorldRotation();
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Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
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scale = rot * scale;
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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 > 255 || mapdrawendX < 0 || mapdrawendX > 255
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|| mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
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|| mapdrawendY > 255)
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continue;
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int wy = 0;
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bool breakYN = false; // If we run into an error drawing, break out of the
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// loop so we don't lag to death on error handling
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for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
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{
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for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
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{
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//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
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try
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{
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// Remember, flip the y!
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mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
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}
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catch (ArgumentException)
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{
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breakYN = true;
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}
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if (breakYN)
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break;
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}
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if (breakYN)
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break;
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}
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} // Object is within 256m Z of terrain
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} // object is at least a meter wide
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} // loop over group children
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} // entitybase is sceneobject group
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} // foreach loop over entities
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} // lock entities objs
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m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
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return mapbmp;
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}
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// TODO: unused:
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// #region Deprecated Maptile Generation. Adam may update this
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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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//
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// int pallete = gradientmapLd.Height;
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//
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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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//
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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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//
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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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//
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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]);
|
|
// }
|
|
// }
|
|
// ShadeBuildings(bmp);
|
|
// return bmp;
|
|
// }
|
|
// }
|
|
// #endregion
|
|
}
|
|
}
|