private static string GetObjectXml(Scene scene) { string xmlstream = "<scene>"; List<EntityBase> EntityList = scene.GetEntities(); List<string> EntityXml = new List<string>(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { EntityXml.Add(SceneObjectSerializer.ToXml2Format((SceneObjectGroup)ent, false)); } } EntityXml.Sort(); foreach (string xml in EntityXml) xmlstream += xml; xmlstream += "</scene>"; return xmlstream; }
void Reset(Scene scene) { //Returns all plants to their default size, color EntityBase[] everyobject = scene.GetEntities(); SceneObjectGroup sog; foreach (EntityBase entity in everyobject) { if (entity is SceneObjectGroup) { //make sure it is an object, not an avatar sog = (SceneObjectGroup)entity; if (sog.Name.Length > 4) { //Avoid an exception on non-plants with short names string objecttype = sog.Name.Substring(0,5); if (objecttype == "Spore") { Primitive.TextureEntry tex = sog.RootPart.Shape.Textures; tex.DefaultTexture.RGBA = m_Brown; sog.RootPart.Scale = m_sporeSize; sog.RootPart.UpdateTextureEntry(tex.GetBytes()); } else if (objecttype == "Gamet") { Primitive.TextureEntry tex = sog.RootPart.Shape.Textures; tex.DefaultTexture.RGBA = m_Green; sog.RootPart.Scale = m_gametSize; sog.RootPart.UpdateTextureEntry(tex.GetBytes()); } else if (objecttype == "Sporo") { Primitive.TextureEntry tex = sog.RootPart.Shape.Textures; tex.DefaultTexture.RGBA = m_Green; sog.RootPart.Scale = m_sporoSize; sog.RootPart.UpdateTextureEntry(tex.GetBytes()); } } } } }
void LocusView(Scene scene, int locus) { //For a chosen locus, colors plants based on their allele(s) int locusmask = (int)(Math.Pow(2, locus - 1)); EntityBase[] everyobject = scene.GetEntities(); SceneObjectGroup sog; foreach (EntityBase entity in everyobject) { if (entity is SceneObjectGroup) { //make sure it is an object, not an avatar sog = (SceneObjectGroup)entity; if (sog.Name.Length > 4) { //Avoid an exception on non-plants with short names string objecttype = sog.Name.Substring(0,5); if ((objecttype == "Spore") || (objecttype == "Gamet")) { int haplo1 = Int32.Parse(sog.Name.Substring(5)); if ((haplo1 & locusmask) == locusmask) { // It has the dominant allele Highlight(sog, m_Red); //highlight it in Red } else { //It has the recessive allele Highlight(sog, m_Blue); } } else if (objecttype == "Sporo") { int geno = Int32.Parse(sog.Name.Substring(5)); int haplo1 = (m_haplotypes - 1) & geno; int haplo2 = (geno >> m_loci) & (m_haplotypes - 1); if ((haplo1 & locusmask) == (haplo2 & locusmask)) { //It is homozygous... if ((haplo1 & locusmask) == locusmask) { //...dominant Highlight(sog, m_Red); } else { //...recessive Highlight(sog, m_Blue); } } else { //It is heterozygous Highlight(sog, m_Purple); } } } } } }
void LifestageView(Scene scene, string lifestage) { //Show plants at a particular lifestage EntityBase[] everyobject = scene.GetEntities(); SceneObjectGroup sog; foreach (EntityBase entity in everyobject) { if (entity is SceneObjectGroup) { //make sure it is an object, not an avatar sog = (SceneObjectGroup)entity; if (sog.Name.Length > 4) { //Avoid an exception on non-plants with short names string objecttype = sog.Name.Substring(0,5); if (objecttype.ToLower() == lifestage.ToLower()) { Highlight(sog, m_Blue); } } } } }
void HeterozygosityView(Scene scene) { //Show plant using grayscale representing how many loci are heterozygous EntityBase[] everyobject = scene.GetEntities(); SceneObjectGroup sog; foreach (EntityBase entity in everyobject) { if (entity is SceneObjectGroup) { //make sure it is an object, not an avatar sog = (SceneObjectGroup)entity; if (sog.Name.Length > 4) { //Avoid an exception on non-plants with short names string objecttype = sog.Name.Substring(0,5); if (objecttype == "Sporo") { float heterozygosity = 0.0f; int locus = 1; int geno = Int32.Parse(sog.Name.Substring(5)); int haplo1 = (m_haplotypes - 1) & geno; int haplo2 = (geno >> m_loci) & (m_haplotypes - 1); while (locus <= m_loci) { int locusmask = (int)(Math.Pow(2, locus-1)); if ((haplo1 & locusmask) != (haplo2 & locusmask)) { // it is heterozygous heterozygosity = heterozygosity + (1.0f / m_loci); } locus ++; } Highlight(sog, new Color4(heterozygosity, heterozygosity, heterozygosity, 1.0f)); } } } } }
void HaplotypeView(Scene scene, int haplotype) { //Show plants with a particular haplotype EntityBase[] everyobject = scene.GetEntities(); SceneObjectGroup sog; foreach (EntityBase entity in everyobject) { if (entity is SceneObjectGroup) { //make sure it is an object, not an avatar sog = (SceneObjectGroup)entity; if (sog.Name.Length > 4) { //Avoid an exception on non-plants with short names string objecttype = sog.Name.Substring(0,5); if ((objecttype == "Spore") || (objecttype == "Gamet")) { int haplo1 = Int32.Parse(sog.Name.Substring(5)); if (haplo1 == haplotype) { Highlight(sog, m_Blue); } } else if (objecttype == "Sporo") { int geno = Int32.Parse(sog.Name.Substring(5)); int haplo1 = (m_haplotypes - 1) & geno; int haplo2 = (geno >> m_loci) & (m_haplotypes - 1); if ((haplo1 == haplotype) || (haplo2 == haplotype)) { Highlight(sog, m_Blue); } } } } } }
/// <summary> /// Retrieves the latest revision of a region in xml form, /// converts it to scene object groups and scene presences, /// swaps the current scene's entity list with the revision's list. /// Note: Since deleted objects while /// </summary> public void RollbackRegion(Scene scene) { System.Collections.ArrayList xmllist = null; SceneObjectGroup temp = null; System.Collections.Hashtable deleteListUUIDs = new Hashtable(); // Dictionary<LLUUID, EntityBase> SearchList = new Dictionary<LLUUID,EntityBase>(); Dictionary<UUID, EntityBase> ReplacementList = new Dictionary<UUID,EntityBase>(); int revision = m_database.GetMostRecentRevision(scene.RegionInfo.RegionID); // EntityBase[] searchArray; xmllist = m_database.GetRegionObjectXMLList(scene.RegionInfo.RegionID, revision); if (xmllist == null) { m_log.Info("[CMMODEL]: Region (" + scene.RegionInfo.RegionID + ") does not have given revision number (" + revision + ")."); return; } m_log.Info("[CMMODEL]: Region (" + scene.RegionInfo.RegionID + ") revision number (" + revision + ")."); m_log.Info("[CMMODEL]: Scene Objects = " + xmllist.Count); m_log.Info("[CMMODEL]: Converting scene entities list to specified revision."); m_log.ErrorFormat("[CMMODEL]: 1"); foreach (string xml in xmllist) { try { temp = SceneObjectSerializer.FromXml2Format(xml); temp.SetScene(scene); foreach (SceneObjectPart part in temp.Children.Values) part.RegionHandle = scene.RegionInfo.RegionHandle; ReplacementList.Add(temp.UUID, (EntityBase)temp); } catch (Exception e) { m_log.Info("[CMMODEL]: Error while creating replacement list for rollback: " + e); } } //If in scene but not in revision and not a client, remove them while (true) { try { foreach (EntityBase entity in scene.GetEntities()) { if (entity == null) continue; if (entity is ScenePresence) { ReplacementList.Add(entity.UUID, entity); continue; } else //if (!ReplacementList.ContainsKey(entity.UUID)) deleteListUUIDs.Add(entity.UUID, 0); } } catch(Exception e) { m_log.ErrorFormat("[CMMODEL]: " + e); deleteListUUIDs.Clear(); ReplacementList.Clear(); continue; } break; } foreach (UUID uuid in deleteListUUIDs.Keys) { try { // I thought that the DeleteGroup() function would handle all of this, but it doesn't. I'm not sure WHAT it handles. ((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup(); scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor); scene.SendKillObject(scene.Entities[uuid].LocalId); scene.SceneGraph.DeleteSceneObject(uuid, false); ((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false); } catch(Exception e) { m_log.ErrorFormat("[CMMODEL]: Error while removing objects from scene: " + e); } } lock (scene) { scene.Entities.Clear(); foreach (KeyValuePair<UUID,EntityBase> kvp in ReplacementList) { scene.Entities.Add(kvp.Value); } } foreach (EntityBase ent in ReplacementList.Values) { try { if (!(ent is SceneObjectGroup)) continue; if ((((SceneObjectGroup)ent).RootPart.GetEffectiveObjectFlags() & (uint) PrimFlags.Phantom) == 0) ((SceneObjectGroup)ent).ApplyPhysics(true); ((SceneObjectGroup)ent).AttachToBackup(); ((SceneObjectGroup)ent).HasGroupChanged = true; // If not true, then attaching to backup does nothing because no change is detected. ((SceneObjectGroup)ent).ScheduleGroupForFullUpdate(); } catch(Exception e) { m_log.ErrorFormat("[CMMODEL]: Error while attaching new scene entities to backup and scheduling for a full update: " + e); } } m_log.Info("[CMMODEL]: Scheduling a backup of new scene object groups to backup."); scene.Backup(); }
void EventManager_OnPrimsLoaded(Scene s) { // let's sniff all the user names referenced by objects in the scene m_log.DebugFormat("[USER MANAGEMENT MODULE]: Caching creators' data from {0} ({1} objects)...", s.RegionInfo.RegionName, s.GetEntities().Length); s.ForEachSOG(delegate(SceneObjectGroup sog) { CacheCreators(sog); }); }
public static void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName) { m_log.InfoFormat( "[SERIALISER]: Saving prims with name {0} in xml2 format for region {1} to {2}", primName, scene.RegionInfo.RegionName, fileName); List<EntityBase> entityList = scene.GetEntities(); List<EntityBase> primList = new List<EntityBase>(); foreach (EntityBase ent in entityList) { if (ent is SceneObjectGroup) { if (ent.Name == primName) { primList.Add(ent); } } } SavePrimListToXml2(primList, fileName); }
public static void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max) { List<EntityBase> EntityList = scene.GetEntities(); SavePrimListToXml2(EntityList, stream, min, max); }
public static void SavePrimsToXml2(Scene scene, string fileName) { List<EntityBase> EntityList = scene.GetEntities(); SavePrimListToXml2(EntityList, fileName); }
/// <summary> /// Gets list of assets /// </summary> /// <param name="scene">The scene where to get the assets</param> /// <param name="assetType">Type of the assets to get</param> /// <returns>Dictinary of assets found</returns> public static Dictionary<UUID, AssetBase> GetAssetList(Scene scene, int assetType) { Dictionary<UUID, AssetType> assetUuids = new Dictionary<UUID, AssetType>(); List<EntityBase> entities = scene.GetEntities(); List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); Dictionary<UUID, AssetBase> foundObjects = new Dictionary<UUID, AssetBase>(); foreach (EntityBase entity in entities) { if (entity is SceneObjectGroup) { SceneObjectGroup sceneObject = (SceneObjectGroup)entity; if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) sceneObjects.Add((SceneObjectGroup)entity); } } UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService); if (assetType == 0 || assetType == 1) //do this only for textures and sounds { foreach (SceneObjectGroup sceneObject in sceneObjects) { assetGatherer.GatherAssetUuids(sceneObject, assetUuids); } } ModrexObjects module = scene.RequestModuleInterface<ModrexObjects>(); if (module != null) { foreach (SceneObjectGroup sceneObject in sceneObjects) { RexObjectProperties rop = module.GetObject(sceneObject.RootPart.UUID); AssetBase asset; switch (assetType) { case 1: //sound if (rop.RexSoundUUID != UUID.Zero) { asset = scene.AssetService.Get(rop.RexSoundUUID.ToString()); if (asset != null && !foundObjects.ContainsKey(asset.FullID)) { foundObjects.Add(asset.FullID, asset); } } break; case 6: //3d if (rop.RexMeshUUID != UUID.Zero) { asset = scene.AssetService.Get(rop.RexMeshUUID.ToString()); if (asset != null && !foundObjects.ContainsKey(asset.FullID)) { foundObjects.Add(asset.FullID, asset); } } if (rop.RexCollisionMeshUUID != UUID.Zero) { asset = scene.AssetService.Get(rop.RexCollisionMeshUUID.ToString()); if (asset != null && !foundObjects.ContainsKey(asset.FullID)) { foundObjects.Add(asset.FullID, asset); } } break; case 0: //texture foreach (KeyValuePair<uint, RexMaterialsDictionaryItem> kvp in rop.GetRexMaterials()) { asset = scene.AssetService.Get(kvp.Value.AssetID.ToString()); if (asset != null && (int)asset.Type == assetType && !foundObjects.ContainsKey(asset.FullID)) { foundObjects.Add(asset.FullID, asset); } } break; case 41: //Particle if (rop.RexParticleScriptUUID != UUID.Zero) { asset = scene.AssetService.Get(rop.RexParticleScriptUUID.ToString()); if (asset != null && !foundObjects.ContainsKey(asset.FullID)) { foundObjects.Add(asset.FullID, asset); } } break; case 45: //Material foreach (KeyValuePair<uint, RexMaterialsDictionaryItem> kvp in rop.GetRexMaterials()) { asset = scene.AssetService.Get(kvp.Value.AssetID.ToString()); if (asset != null && (int)asset.Type == assetType && !foundObjects.ContainsKey(asset.FullID)) { foundObjects.Add(asset.FullID, asset); } } break; case 19: //3d anim if (rop.RexAnimationPackageUUID != UUID.Zero) { asset = scene.AssetService.Get(rop.RexAnimationPackageUUID.ToString()); if (asset != null && !foundObjects.ContainsKey(asset.FullID)) { foundObjects.Add(asset.FullID, asset); } } break; case 42: //flash //No way to fetch flash animation from scene, since no reference to it is kept in scene break; default: m_log.Warn("[ASSETS]: Requested list of unknown asset type"); break; } } } foreach (KeyValuePair<UUID, AssetType> kvp in assetUuids) { if (kvp.Value == (AssetType)assetType) { AssetBase asset = scene.AssetService.Get(kvp.Key.ToString()); if (asset != null && !foundObjects.ContainsKey(asset.FullID)) { foundObjects.Add(asset.FullID, asset); } } } return foundObjects; }
/// <summary> /// Compares the scene's object group list to the list of meta entities. If there is an object group that does not have a corresponding meta entity /// it is a new part that must have a green aura (for diff mode). /// Returns list of ContentManagementEntities /// </summary> public ArrayList CheckForNewEntitiesMissingAuras(Scene scene) { ArrayList missingList = null; ArrayList newList = new ArrayList(); m_log.Debug("[CONTENT MANAGEMENT] Checking for new scene object parts in scene: " + scene.RegionInfo.RegionName); //Check if the current scene has groups not included in the current list of MetaEntities //If so, then the current scene's parts that are new should be marked green. missingList = m_MetaEntityCollection.CheckForMissingEntities(scene.GetEntities()); foreach (Object missingPart in missingList) { if (m_MetaEntityCollection.Auras.ContainsKey(((SceneObjectPart)missingPart).UUID)) continue; newList.Add(m_MetaEntityCollection.CreateAuraForNewlyCreatedEntity((SceneObjectPart)missingPart)); } m_log.Info("Number of missing objects found: " + newList.Count); return newList; }
public void SummarizePopulation(Scene m_scene) { //Summarize the population data for each scene in scenes List <String> names = new List <String>(); lock (m_scene) { m_regionCount++; EntityBase[] everyObject = m_scene.GetEntities(); foreach (EntityBase e in everyObject) { if (e is SceneObjectGroup) // ignore avatars { SceneObjectGroup sog = (SceneObjectGroup)e; names.Add(sog.Name); } } } foreach (String name in names) { if (name.Length > 4) //avoid an exception on scene objects with short names { String objectType = name.Substring(0,5); if (objectType == "Spore") { m_spores++; int haplo = Int32.Parse(name.Substring(5)); //Parse the haplotype from the object name m_sporeHaplotypes[haplo]++; } else if (objectType == "Gamet") { m_gametophytes++; int haplo = Int32.Parse(name.Substring(5)); //Parse the haplotype from the object name m_gametHaplotypes[haplo]++; } else if (objectType == "Sporo") { m_sporophytes++; int geno = Int32.Parse(name.Substring(5)); //Parse the genotype from the object name int haplo1 = (m_haplotypes - 1) & geno; m_sporoHaplotypes[haplo1]++; int haplo2 = (geno >> m_loci) & (m_haplotypes - 1); m_sporoHaplotypes[haplo2]++; int locus = 1; for(int i = 0; i<m_loci; i++) { if ((haplo1 & locus) == (haplo2 & locus)) { //It is homozygous if ((haplo1 & locus) == locus) { //It is homozygous dominant so it has 2 dominant alleles m_dominantAlleles[i] = m_dominantAlleles[i] + 2; } } else { //It is heterozygous so it has one dominant allele m_heterozygotes[i]++; m_dominantAlleles[i]++; } locus = locus * 2; } } } } }
public static void SavePrimsToXml(Scene scene, string fileName) { FileStream file = new FileStream(fileName, FileMode.Create); StreamWriter stream = new StreamWriter(file); int primCount = 0; stream.WriteLine("<scene>\n"); List<EntityBase> EntityList = scene.GetEntities(); foreach (EntityBase ent in EntityList) { if (ent is SceneObjectGroup) { stream.WriteLine(SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)ent)); primCount++; } } stream.WriteLine("</scene>\n"); stream.Close(); file.Close(); }
private void ArchiveOneRegion(Scene scene, string regionDir, Dictionary<UUID, sbyte> assetUuids) { m_log.InfoFormat("[ARCHIVER]: Writing region {0}", scene.Name); EntityBase[] entities = scene.GetEntities(); List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>(); int numObjectsSkippedPermissions = 0; // Filter entities so that we only have scene objects. // FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods // end up having to do this IPermissionsModule permissionsModule = scene.RequestModuleInterface<IPermissionsModule>(); foreach (EntityBase entity in entities) { if (entity is SceneObjectGroup) { SceneObjectGroup sceneObject = (SceneObjectGroup)entity; if (!sceneObject.IsDeleted && !sceneObject.IsAttachment) { if (!CanUserArchiveObject(scene.RegionInfo.EstateSettings.EstateOwner, sceneObject, FilterContent, permissionsModule)) { // The user isn't allowed to copy/transfer this object, so it will not be included in the OAR. ++numObjectsSkippedPermissions; } else { sceneObjects.Add(sceneObject); } } } } if (SaveAssets) { UuidGatherer assetGatherer = new UuidGatherer(scene.AssetService, assetUuids); int prevAssets = assetUuids.Count; foreach (SceneObjectGroup sceneObject in sceneObjects) assetGatherer.AddForInspection(sceneObject); assetGatherer.GatherAll(); m_log.DebugFormat( "[ARCHIVER]: {0} scene objects to serialize requiring save of {1} assets", sceneObjects.Count, assetUuids.Count - prevAssets); } if (numObjectsSkippedPermissions > 0) { m_log.DebugFormat( "[ARCHIVER]: {0} scene objects skipped due to lack of permissions", numObjectsSkippedPermissions); } // Make sure that we also request terrain texture assets RegionSettings regionSettings = scene.RegionInfo.RegionSettings; if (regionSettings.TerrainTexture1 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_1) assetUuids[regionSettings.TerrainTexture1] = (sbyte)AssetType.Texture; if (regionSettings.TerrainTexture2 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_2) assetUuids[regionSettings.TerrainTexture2] = (sbyte)AssetType.Texture; if (regionSettings.TerrainTexture3 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_3) assetUuids[regionSettings.TerrainTexture3] = (sbyte)AssetType.Texture; if (regionSettings.TerrainTexture4 != RegionSettings.DEFAULT_TERRAIN_TEXTURE_4) assetUuids[regionSettings.TerrainTexture4] = (sbyte)AssetType.Texture; Save(scene, sceneObjects, regionDir); }
// TODO: unused: // private void ShadeBuildings(Bitmap map) // { // lock (map) // { // lock (m_scene.Entities) // { // foreach (EntityBase entity in m_scene.Entities.Values) // { // if (entity is SceneObjectGroup) // { // SceneObjectGroup sog = (SceneObjectGroup) entity; // // foreach (SceneObjectPart primitive in sog.Children.Values) // { // int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2)); // int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2)); // int w = (int) primitive.Scale.X; // int h = (int) primitive.Scale.Y; // // int dx; // for (dx = x; dx < x + w; dx++) // { // int dy; // for (dy = y; dy < y + h; dy++) // { // if (x < 0 || y < 0) // continue; // if (x >= map.Width || y >= map.Height) // continue; // // map.SetPixel(dx, dy, Color.DarkGray); // } // } // } // } // } // } // } // } private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp) { int tc = 0; double[,] hm = whichScene.Heightmap.GetDoubles(); tc = Environment.TickCount; m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); List<EntityBase> objs = whichScene.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 (EntityBase 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.Children.Values) { if (part == null) continue; // Draw if the object is at least 1 meter wide in any direction if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) { // 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; if (part.Shape.Textures == null) continue; if (part.Shape.Textures.DefaultTexture == null) continue; Color4 texcolor = part.Shape.Textures.DefaultTexture.RGBA; // Not sure why some of these are null, oh well. int colorr = 255 - (int)(texcolor.R * 255f); int colorg = 255 - (int)(texcolor.G * 255f); int colorb = 255 - (int)(texcolor.B * 255f); if (!(colorr == 255 && colorg == 255 && colorb == 255)) { //Try to set the map spot color try { // If the color gets goofy somehow, skip it *shakes fist at Color4 mapdotspot = Color.FromArgb(colorr, colorg, colorb); } catch (ArgumentException) { } } } catch (IndexOutOfRangeException) { // Windows Array } catch (ArgumentOutOfRangeException) { // Mono Array } Vector3 pos = part.GetWorldPosition(); // skip prim outside of retion if (pos.X < 0.0f || pos.X >= 256.0f || pos.Y < 0.0f || pos.Y >= 256.0f) 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 { isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f)); } catch (Exception) { } if (isBelow256AboveTerrain) { // 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); Quaternion llrot = part.GetWorldRotation(); Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z); scale = lscale * rot; // 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 > 255 || mapdrawendX < 0 || mapdrawendX > 255 || mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0 || mapdrawendY > 255) 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 * rot)); 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 * rot)); 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 * rot)); 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 * rot)); 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 * rot)); 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 * rot)); 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 * rot)); 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 * rot)); 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(); ds.brush = new SolidBrush(mapdotspot); //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(); workingface.pts = working; ds.trns[i] = workingface; } z_sort.Add(part.LocalId, ds); z_localIDs.Add(part.LocalId); z_sortheights.Add(pos.Z); //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) //{ //for (wy = mapdrawstartY; wy < mapdrawendY; wy++) //{ //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); //try //{ // Remember, flip the y! // mapbmp.SetPixel(wx, (255 - wy), mapdotspot); //} //catch (ArgumentException) //{ // breakYN = true; //} //if (breakYN) // break; //} //if (breakYN) // break; //} } // 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]]; for (int r = 0; r < rectDrawStruct.trns.Length; r++ ) { g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts); } //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect); } } g.Dispose(); } // lock entities objs m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms"); return mapbmp; }
private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp) { int tc = 0; double[,] hm = whichScene.Heightmap.GetDoubles(whichScene); tc = Environment.TickCount; //m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); EntityBase[] objs = whichScene.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 (EntityBase 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) 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 { isBelow256AboveTerrain = (pos.Z < ((float)hm[(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 > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1) || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0 || mapdrawendY > ((int)Constants.RegionSize - 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(); ds.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 = 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(); workingface.pts = working; ds.trns[i] = workingface; } } z_sort.Add(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); } } g.Dispose(); } // lock entities objs //m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms"); return mapbmp; }
/// <summary> /// Initialise all variables needed to be used by this ray tracer model. /// </summary> /// <param name="scene">The scene in the world</param> /// <param name="setOfvariables">Set of variable values from the remote control</param> /// <param name="_scriptID">UUID of the script which called this function</param> public void Initialise(Scene _scene, string _setOfVariables, UUID _scriptID) { m_scene = _scene; m_commsMod = m_scene.RequestModuleInterface<IScriptModuleComms>(); scriptID = _scriptID; setOfVariables = _setOfVariables; //Initialise variables parsed from the remote control. int noOfInitVar = initialiseVariables(setOfVariables); m_log.DebugFormat("[RAY TRACER INITIALISATION]: total number of initialised variables = " + noOfInitVar.ToString()); //Get all the entities in the world try { m_prims = m_scene.GetEntities(); } catch (Exception ex) { } //Initialise transmitter and receiver. if (!findTransmitterAndReceiver()) { m_log.DebugFormat("[Ray Tracer PostInit] Transmitter and/or receiver not Found!"); throw new Exception("Cannot find either Transmitter Tx or Receiver Ry"); } //Initialise worldObjects. WorldObjects contains all the parts of the objects in the world which //the distance from itself to the transmitter is less than the MAX_DISTANCE. This is to reduce the //number of parts that we have to look at, i.e. reduces the computations time to find reflections. worldObjects = new List<SceneObjectPart>(); for (int i = 0; i < m_prims.Length; i++) { if (m_prims[i] is SceneObjectGroup) { SceneObjectGroup sog = (SceneObjectGroup)m_prims[i]; sog.ForEachPart(delegate(SceneObjectPart part) { if (Vector3.Distance(part.AbsolutePosition, transmitter.RootPart.AbsolutePosition) <= MAX_DISTANCE || part.Name.CompareTo("Ry") == 0) { worldObjects.Add(part); } }); } } //Initialise pathList for all reflections from 0 to max reflection pathHits = new Dictionary<string, PathFromTxToRy>[MAX_REFLECTIONS + 1]; for (int i = 0; i < MAX_REFLECTIONS + 1; i++) { pathHits[i] = new Dictionary<string, PathFromTxToRy>(); } m_log.DebugFormat("[RAY TRACER INITIALISATION]: Complete!"); }