private Bitmap DrawObjectVolume(IScene whichScene, Bitmap mapbmp) { ITerrainChannel heightmap = whichScene.RequestModuleInterface<ITerrainChannel>(); //MainConsole.Instance.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); ISceneEntity[] objs = whichScene.Entities.GetEntities(); Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>(); //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>(); List<float> z_sortheights = new List<float>(); List<uint> z_localIDs = new List<uint>(); lock (objs) { foreach (ISceneEntity obj in objs) { // Only draw the contents of SceneObjectGroup if (obj is SceneObjectGroup) { SceneObjectGroup mapdot = (SceneObjectGroup) obj; Color mapdotspot = Color.Gray; // Default color when prim color is white // Loop over prim in group foreach (SceneObjectPart part in mapdot.ChildrenList) { if (part == null || part.Shape == null) continue; // Draw if the object is at least .5 meter wide in any direction if (part.Scale.X > .5f || part.Scale.Y > .5f || part.Scale.Z > .5f) { Vector3 pos = part.GetWorldPosition(); // skip prim outside of retion if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) continue; // skip prim in non-finite position if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) continue; // Figure out if object is under 256m above the height of the terrain bool isBelow256AboveTerrain = false; try { if ((int) pos.X == m_scene.RegionInfo.RegionSizeX) pos.X = m_scene.RegionInfo.RegionSizeX - 1; if ((int) pos.Y == m_scene.RegionInfo.RegionSizeY) pos.Y = m_scene.RegionInfo.RegionSizeY - 1; isBelow256AboveTerrain = (pos.Z < (heightmap[(int) pos.X, (int) pos.Y] + 256f)); } catch (Exception) { } if (isBelow256AboveTerrain) { // Try to get the RGBA of the default texture entry.. // try { // get the null checks out of the way // skip the ones that break if (part == null) continue; if (part.Shape == null) continue; if (part.Shape.PCode == (byte) PCode.Tree || part.Shape.PCode == (byte) PCode.NewTree || part.Shape.PCode == (byte) PCode.Grass) continue; // eliminates trees from this since we don't really have a good tree representation // if you want tree blocks on the map comment the above line and uncomment the below line //mapdotspot = Color.PaleGreen; Primitive.TextureEntry textureEntry = part.Shape.Textures; if (textureEntry == null || textureEntry.DefaultTexture == null) continue; Color texcolor = Color.Black; try { Primitive.TextureEntryFace tx = part.Shape.Textures.CreateFace(6); texcolor = computeAverageColor(tx.TextureID, Color.Black); } catch (Exception) { texcolor = Color.FromArgb((int) textureEntry.DefaultTexture.RGBA.A, (int) textureEntry.DefaultTexture.RGBA.R, (int) textureEntry.DefaultTexture.RGBA.G, (int) textureEntry.DefaultTexture.RGBA.B); } if (!(texcolor.R == 255 && texcolor.G == 255 && texcolor.B == 255)) { // Try to set the map spot color // If the color gets goofy somehow, skip it *shakes fist at Color4 mapdotspot = texcolor; } } catch (IndexOutOfRangeException) { // Windows Array } catch (ArgumentOutOfRangeException) { // Mono Array } // Translate scale by rotation so scale is represented properly when object is rotated Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); Vector3 scale = new Vector3(); Vector3 tScale = new Vector3(); Vector3 axPos = new Vector3(pos.X, pos.Y, pos.Z); scale = lscale*part.GetWorldRotation(); // negative scales don't work in this situation scale.X = Math.Abs(scale.X); scale.Y = Math.Abs(scale.Y); scale.Z = Math.Abs(scale.Z); // This scaling isn't very accurate and doesn't take into account the face rotation :P int mapdrawstartX = (int) (pos.X - scale.X); int mapdrawstartY = (int) (pos.Y - scale.Y); int mapdrawendX = (int) (pos.X + scale.X); int mapdrawendY = (int) (pos.Y + scale.Y); // If object is beyond the edge of the map, don't draw it to avoid errors if (mapdrawstartX < 0 || mapdrawstartX > (m_scene.RegionInfo.RegionSizeX - 1) || mapdrawendX < 0 || mapdrawendX > (m_scene.RegionInfo.RegionSizeX - 1) || mapdrawstartY < 0 || mapdrawstartY > (m_scene.RegionInfo.RegionSizeY - 1) || mapdrawendY < 0 || mapdrawendY > (m_scene.RegionInfo.RegionSizeY - 1)) continue; #region obb face reconstruction part duex Vector3[] vertexes = new Vector3[8]; // float[] distance = new float[6]; Vector3[] FaceA = new Vector3[6]; // vertex A for Facei Vector3[] FaceB = new Vector3[6]; // vertex B for Facei Vector3[] FaceC = new Vector3[6]; // vertex C for Facei Vector3[] FaceD = new Vector3[6]; // vertex D for Facei tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z); scale = ((tScale*part.GetWorldRotation())); vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); // vertexes[0].x = pos.X + vertexes[0].x; //vertexes[0].y = pos.Y + vertexes[0].y; //vertexes[0].z = pos.Z + vertexes[0].z; FaceA[0] = vertexes[0]; FaceB[3] = vertexes[0]; FaceA[4] = vertexes[0]; tScale = lscale; scale = ((tScale*part.GetWorldRotation())); vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); // vertexes[1].x = pos.X + vertexes[1].x; // vertexes[1].y = pos.Y + vertexes[1].y; //vertexes[1].z = pos.Z + vertexes[1].z; FaceB[0] = vertexes[1]; FaceA[1] = vertexes[1]; FaceC[4] = vertexes[1]; tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z); scale = ((tScale*part.GetWorldRotation())); vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); //vertexes[2].x = pos.X + vertexes[2].x; //vertexes[2].y = pos.Y + vertexes[2].y; //vertexes[2].z = pos.Z + vertexes[2].z; FaceC[0] = vertexes[2]; FaceD[3] = vertexes[2]; FaceC[5] = vertexes[2]; tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z); scale = ((tScale*part.GetWorldRotation())); vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); //vertexes[3].x = pos.X + vertexes[3].x; // vertexes[3].y = pos.Y + vertexes[3].y; // vertexes[3].z = pos.Z + vertexes[3].z; FaceD[0] = vertexes[3]; FaceC[1] = vertexes[3]; FaceA[5] = vertexes[3]; tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z); scale = ((tScale*part.GetWorldRotation())); vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); // vertexes[4].x = pos.X + vertexes[4].x; // vertexes[4].y = pos.Y + vertexes[4].y; // vertexes[4].z = pos.Z + vertexes[4].z; FaceB[1] = vertexes[4]; FaceA[2] = vertexes[4]; FaceD[4] = vertexes[4]; tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z); scale = ((tScale*part.GetWorldRotation())); vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); // vertexes[5].x = pos.X + vertexes[5].x; // vertexes[5].y = pos.Y + vertexes[5].y; // vertexes[5].z = pos.Z + vertexes[5].z; FaceD[1] = vertexes[5]; FaceC[2] = vertexes[5]; FaceB[5] = vertexes[5]; tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z); scale = ((tScale*part.GetWorldRotation())); vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); // vertexes[6].x = pos.X + vertexes[6].x; // vertexes[6].y = pos.Y + vertexes[6].y; // vertexes[6].z = pos.Z + vertexes[6].z; FaceB[2] = vertexes[6]; FaceA[3] = vertexes[6]; FaceB[4] = vertexes[6]; tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z); scale = ((tScale*part.GetWorldRotation())); vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); // 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 {brush = new SolidBrush(mapdotspot)}; if (mapdot.RootPart.Shape.ProfileShape == ProfileShape.Circle) { ds.dr = DrawRoutine.Ellipse; Vector3 Location = new Vector3(part.AbsolutePosition.X - (part.Scale.X/2), (256 - (part.AbsolutePosition.Y + (part.Scale.Y/2))), 0); Location.X /= m_scene.RegionInfo.RegionSizeX/Constants.RegionSize; Location.Y /= m_scene.RegionInfo.RegionSizeY/Constants.RegionSize; Location = Location*part.GetWorldRotation(); ds.rect = new Rectangle((int) Location.X, (int) Location.Y, (int) Math.Abs(part.Shape.Scale.X), (int) Math.Abs(part.Shape.Scale.Y)); } else //if (mapdot.RootPart.Shape.ProfileShape == ProfileShape.Square) { ds.dr = DrawRoutine.Rectangle; //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 {pts = working}; ds.trns[i] = workingface; } } if (!z_localIDs.Contains(part.LocalId)) { z_sort[part.LocalId] = ds; z_localIDs.Add(part.LocalId); z_sortheights.Add(pos.Z); } } // 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); 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]]; if (rectDrawStruct.dr == DrawRoutine.Rectangle) { for (int r = 0; r < rectDrawStruct.trns.Length; r++) { g.FillPolygon(rectDrawStruct.brush, rectDrawStruct.trns[r].pts); } } else if (rectDrawStruct.dr == DrawRoutine.Ellipse) { g.FillEllipse(rectDrawStruct.brush, rectDrawStruct.rect); } //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect); } } } // lock entities objs //MainConsole.Instance.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms"); return mapbmp; }
private Bitmap DrawObjectVolume(IScene whichScene, Bitmap mapbmp) { ITerrainChannel heightmap = whichScene.RequestModuleInterface <ITerrainChannel>(); //MainConsole.Instance.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); ISceneEntity[] objs = whichScene.Entities.GetEntities(); Dictionary <uint, DrawStruct> z_sort = new Dictionary <uint, DrawStruct>(); List <float> z_sortheights = new List <float>(); List <uint> z_localIDs = new List <uint>(); lock (objs) { foreach (ISceneEntity mapdot in objs) { // Only draw the contents of SceneObjectGroup Color mapdotspot = Color.Gray; // Default color when prim color is white // Loop over prim in group foreach (ISceneChildEntity part in mapdot.ChildrenEntities()) { if (part == null || part.Shape == null) { continue; } // Draw if the object is at least .5 meter wide in any direction if (part.Scale.X > .5f || part.Scale.Y > .5f || part.Scale.Z > .5f) { Vector3 pos = part.GetWorldPosition(); // skip prim outside of retion if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) { continue; } // skip prim in non-finite position if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) { continue; } // Figure out if object is under 256m above the height of the terrain bool isBelow256AboveTerrain = false; try { if ((int)pos.X == m_scene.RegionInfo.RegionSizeX) { pos.X = m_scene.RegionInfo.RegionSizeX - 1; } if ((int)pos.Y == m_scene.RegionInfo.RegionSizeY) { pos.Y = m_scene.RegionInfo.RegionSizeY - 1; } isBelow256AboveTerrain = (pos.Z < (heightmap[(int)pos.X, (int)pos.Y] + 256f)); } catch (Exception) { } if (isBelow256AboveTerrain) { // Try to get the RGBA of the default texture entry.. try { // get the null checks out of the way // skip the ones that break if (part == null) { continue; } if (part.Shape == null) { continue; } if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass) { continue; } Primitive.TextureEntry textureEntry = part.Shape.Textures; if (textureEntry == null || textureEntry.DefaultTexture == null) { continue; } Color texcolor = Color.Black; try { Primitive.TextureEntryFace tx = part.Shape.Textures.CreateFace(6); texcolor = computeAverageColor(tx.TextureID, Color.Black); } catch (Exception) { texcolor = Color.FromArgb((int)textureEntry.DefaultTexture.RGBA.A, (int)textureEntry.DefaultTexture.RGBA.R, (int)textureEntry.DefaultTexture.RGBA.G, (int)textureEntry.DefaultTexture.RGBA.B); } if (!(texcolor.R == 255 && texcolor.G == 255 && texcolor.B == 255)) { // Try to set the map spot color // If the color gets goofy somehow, skip it *shakes fist at Color4 mapdotspot = texcolor; } } catch (IndexOutOfRangeException) { // Windows Array } catch (ArgumentOutOfRangeException) { // Mono Array } // Translate scale by rotation so scale is represented properly when object is rotated Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); Vector3 scale = new Vector3(); Vector3 tScale = new Vector3(); Vector3 axPos = new Vector3(pos.X, pos.Y, pos.Z); scale = lscale * part.GetWorldRotation(); // negative scales don't work in this situation scale.X = Math.Abs(scale.X); scale.Y = Math.Abs(scale.Y); scale.Z = Math.Abs(scale.Z); // This scaling isn't very accurate and doesn't take into account the face rotation :P int mapdrawstartX = (int)(pos.X - scale.X); int mapdrawstartY = (int)(pos.Y - scale.Y); int mapdrawendX = (int)(pos.X + scale.X); int mapdrawendY = (int)(pos.Y + scale.Y); // If object is beyond the edge of the map, don't draw it to avoid errors if (mapdrawstartX < 0 || mapdrawstartX > (m_scene.RegionInfo.RegionSizeX - 1) || mapdrawendX < 0 || mapdrawendX > (m_scene.RegionInfo.RegionSizeX - 1) || mapdrawstartY < 0 || mapdrawstartY > (m_scene.RegionInfo.RegionSizeY - 1) || mapdrawendY < 0 || mapdrawendY > (m_scene.RegionInfo.RegionSizeY - 1)) { continue; } #region obb face reconstruction part duex Vector3[] vertexes = new Vector3[8]; Vector3[] FaceA = new Vector3[6]; // vertex A for Facei Vector3[] FaceB = new Vector3[6]; // vertex B for Facei Vector3[] FaceC = new Vector3[6]; // vertex C for Facei Vector3[] FaceD = new Vector3[6]; // vertex D for Facei tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z); scale = ((tScale * part.GetWorldRotation())); vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); FaceA[0] = vertexes[0]; FaceB[3] = vertexes[0]; FaceA[4] = vertexes[0]; tScale = lscale; scale = ((tScale * part.GetWorldRotation())); vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); FaceB[0] = vertexes[1]; FaceA[1] = vertexes[1]; FaceC[4] = vertexes[1]; tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z); scale = ((tScale * part.GetWorldRotation())); vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); FaceC[0] = vertexes[2]; FaceD[3] = vertexes[2]; FaceC[5] = vertexes[2]; tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z); scale = ((tScale * part.GetWorldRotation())); vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); FaceD[0] = vertexes[3]; FaceC[1] = vertexes[3]; FaceA[5] = vertexes[3]; tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z); scale = ((tScale * part.GetWorldRotation())); vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); FaceB[1] = vertexes[4]; FaceA[2] = vertexes[4]; FaceD[4] = vertexes[4]; tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z); scale = ((tScale * part.GetWorldRotation())); vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); FaceD[1] = vertexes[5]; FaceC[2] = vertexes[5]; FaceB[5] = vertexes[5]; tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z); scale = ((tScale * part.GetWorldRotation())); vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); FaceB[2] = vertexes[6]; FaceA[3] = vertexes[6]; FaceB[4] = vertexes[6]; tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z); scale = ((tScale * part.GetWorldRotation())); vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); FaceD[2] = vertexes[7]; FaceC[3] = vertexes[7]; FaceD[5] = vertexes[7]; #endregion //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 { brush = new SolidBrush(mapdotspot) }; if (mapdot.RootChild.Shape.ProfileShape == ProfileShape.Circle) { ds.dr = DrawRoutine.Ellipse; Vector3 Location = new Vector3(part.AbsolutePosition.X - (part.Scale.X / 2), (256 - (part.AbsolutePosition.Y + (part.Scale.Y / 2))), 0); Location.X /= m_scene.RegionInfo.RegionSizeX / Constants.RegionSize; Location.Y /= m_scene.RegionInfo.RegionSizeY / Constants.RegionSize; Location = Location * part.GetWorldRotation(); ds.rect = new Rectangle((int)Location.X, (int)Location.Y, (int)Math.Abs(part.Shape.Scale.X), (int)Math.Abs(part.Shape.Scale.Y)); } else { ds.dr = DrawRoutine.Rectangle; 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 { pts = working }; ds.trns[i] = workingface; } } if (!z_localIDs.Contains(part.LocalId)) { z_sort[part.LocalId] = ds; z_localIDs.Add(part.LocalId); z_sortheights.Add(pos.Z); } } // Object is within 256m Z of terrain } // object is at least a meter wide } // loop over group children } // foreach loop over entities float[] sortedZHeights = z_sortheights.ToArray(); uint[] sortedlocalIds = z_localIDs.ToArray(); // Sort prim by Z position Array.Sort(sortedZHeights, sortedlocalIds); 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]]; if (rectDrawStruct.dr == DrawRoutine.Rectangle) { for (int r = 0; r < rectDrawStruct.trns.Length; r++) { g.FillPolygon(rectDrawStruct.brush, rectDrawStruct.trns[r].pts); } } else if (rectDrawStruct.dr == DrawRoutine.Ellipse) { g.FillEllipse(rectDrawStruct.brush, rectDrawStruct.rect); } } } } // lock entities objs //MainConsole.Instance.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms"); return(mapbmp); }