Esempio n. 1
0
        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;
        }
Esempio n. 2
0
        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);
        }