public void Generate() { // first, parse the hops data to determine the touched tiles int minX = 64, maxX = 0, minY = 64, maxY = 0; foreach (var hop in Hops) { var recastLoc = hop.Location.ToRecast().ToFloatArray(); float tX, tY; Pather.GetTileByLocation(recastLoc, out tX, out tY); if (tX < minX) { minX = (int)tX; } if (tY < minY) { minY = (int)tY; } if (tX > maxX) { maxX = (int)tX; } if (tY > maxY) { maxY = (int)tY; } } // initialize and generate the background Background = new MinimapImage(World, Width, Height, minX, maxX, minY, maxY); Background.Generate(); // draw the path var graphics = Graphics.FromImage(Background.Result); var points = new PointF[Hops.Count]; for (int i = 0; i < Hops.Count; i++) { var hop = Hops[i]; var recastLoc = hop.Location.ToRecast().ToFloatArray(); float tX, tY; Pather.GetTileByLocation(recastLoc, out tX, out tY); tX -= minX; tY -= minY; points[i] = new PointF(tX * Background.TileWidth, tY * Background.TileHeight); } graphics.SmoothingMode = SmoothingMode.HighQuality; graphics.DrawLines(new Pen(Color.Red, 4f), points); foreach (var point in points) { graphics.DrawEllipse(new Pen(Color.Black, 1f), point.X - (6f / 2), point.Y - (6f / 2), 6, 6); } graphics.Dispose(); // and wrap up the result Result = Background.Result; }
public void TestMinimapImage() { float x, y; Pather.GetTileByLocation(new[] {-8020, 1515, -1.5f}.ToRecast(), out x, out y); var image = new MinimapImage("Azeroth", 256, 256, (int)x, (int)x, (int)y, (int)y); image.Generate(); image.Result.Save("S:\\meshReader\\MinimapImageTest.png", ImageFormat.Png); }
public void Generate() { // first, parse the hops data to determine the touched tiles int minX = 64, maxX = 0, minY = 64, maxY = 0; foreach (var hop in Hops) { var recastLoc = hop.Location.ToRecast().ToFloatArray(); float tX, tY; Pather.GetTileByLocation(recastLoc, out tX, out tY); if (tX < minX) minX = (int) tX; if (tY < minY) minY = (int) tY; if (tX > maxX) maxX = (int) tX; if (tY > maxY) maxY = (int) tY; } // initialize and generate the background Background = new MinimapImage(World, Width, Height, minX, maxX, minY, maxY); Background.Generate(); // draw the path var graphics = Graphics.FromImage(Background.Result); var points = new PointF[Hops.Count]; for (int i = 0; i < Hops.Count; i++) { var hop = Hops[i]; var recastLoc = hop.Location.ToRecast().ToFloatArray(); float tX, tY; Pather.GetTileByLocation(recastLoc, out tX, out tY); tX -= minX; tY -= minY; points[i] = new PointF(tX*Background.TileWidth, tY*Background.TileHeight); } graphics.SmoothingMode = SmoothingMode.HighQuality; graphics.DrawLines(new Pen(Color.Red, 4f), points); foreach (var point in points) graphics.DrawEllipse(new Pen(Color.Black, 1f), point.X - (6f/2), point.Y - (6f/2), 6, 6); graphics.Dispose(); // and wrap up the result Result = Background.Result; }
public void Generate(int screenW, int screenH, out float proposedZoom) { // first, parse the hops data to determine the touched tiles int minX = 64, maxX = 0, minY = 64, maxY = 0; foreach (var hop in Hops) { var recastLoc = hop.Location.ToRecast().ToFloatArray(); float tX, tY; Pather.GetTileByLocation(recastLoc, out tX, out tY); if (tX < minX) { minX = (int)tX; } if (tY < minY) { minY = (int)tY; } if (tX > maxX) { maxX = (int)tX; } if (tY > maxY) { maxY = (int)tY; } } // Prevent only 1 tile width or height and extend to 3 tiles in this case if (minX == maxX) { minX = System.Math.Max(0, minX - 1); maxX = System.Math.Min(64, maxX + 1); } if (minY == maxY) { minY = System.Math.Max(0, minY - 1); maxY = System.Math.Min(64, maxY + 1); } int baseWidth = (maxX - minX + 1) * 128; int baseHeight = (maxY - minY + 1) * 128; if (Zoom == 0) // autozoom { // screenH-100 to allow header and footer of form to fit on screen Zoom = System.Math.Min((float)(screenW) / baseWidth, (float)(screenH - 100) / baseHeight); if (Zoom < 0.25f) { Zoom = 0.15f; } else if (Zoom < 0.50f) { Zoom = 0.25f; } else if (Zoom < 1.0f) { Zoom = 0.5f; } else if (Zoom < 2.0f) { Zoom = 1.0f; } else { Zoom = 2.0f; } } Width = (int)(baseWidth * Zoom); Height = (int)(baseHeight * Zoom); proposedZoom = Zoom; // initialize and generate the background Background = new MinimapImage(World, Width, Height, minX, maxX, minY, maxY, IgnoreWater); Background.Generate(); // draw the path var graphics = Graphics.FromImage(Background.Result); var points = new PointF[Hops.Count]; for (int i = 0; i < Hops.Count; i++) { var hop = Hops[i]; var recastLoc = hop.Location.ToRecast().ToFloatArray(); float tX, tY; Pather.GetTileByLocation(recastLoc, out tX, out tY); tX -= minX; tY -= minY; points[i] = new PointF(tX * Background.TileWidth, tY * Background.TileHeight); } graphics.SmoothingMode = SmoothingMode.HighQuality; if (Hops.Count > 1) { graphics.DrawLines(new Pen(NpcDB == null ? Color.Red : Color.Orange, 4f), points); foreach (var point in points) { graphics.DrawEllipse(new Pen(Color.Black, 1f), point.X - (6f / 2), point.Y - (6f / 2), 6f, 6f); } } else { graphics.DrawEllipse(new Pen(Color.Black, 1f), points[0].X - (8f / 2), points[0].Y - (8f / 2), 8f, 8f); graphics.FillEllipse(new SolidBrush(NpcDB == null ? Color.Red : Color.Orange), points[0].X - (8f / 2), points[0].Y - (8f / 2), 8f, 8f); } if (NpcDB != null) { for (int i = 0; i < NpcDB.Count; i++) { var hop = NpcDB[i]; if (hop.Continent == World) { var recastLoc = hop.Location.ToRecast().ToFloatArray(); float tX, tY; Pather.GetTileByLocation(recastLoc, out tX, out tY); if (tX >= minX && tX <= maxX + 1 && tY >= minY && tY <= maxY + 1) { tX -= minX; tY -= minY; graphics.DrawEllipse(new Pen(Color.White, 1f), tX * Background.TileWidth - (6f / 2), tY * Background.TileHeight - (6f / 2), 6f, 6f); switch (hop.Type) { case HopType.Alliance: graphics.FillEllipse(new SolidBrush(Color.Blue), tX * Background.TileWidth - (6f / 2), tY * Background.TileHeight - (6f / 2), 6f, 6f); break; case HopType.Horde: graphics.FillEllipse(new SolidBrush(Color.Red), tX * Background.TileWidth - (6f / 2), tY * Background.TileHeight - (6f / 2), 6f, 6f); break; case HopType.Neutral: graphics.FillEllipse(new SolidBrush(Color.Yellow), tX * Background.TileWidth - (6f / 2), tY * Background.TileHeight - (6f / 2), 6f, 6f); break; } } } } } graphics.Dispose(); // and wrap up the result Result = MinimapImage.TrimBitmap(Background.Result); }