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authoronefang2019-05-19 21:24:15 +1000
committeronefang2019-05-19 21:24:15 +1000
commit5e4d6cab00cb29cd088ab7b62ab13aff103b64cb (patch)
treea9fbc62df9eb2d1d9ba2698d8552eae71eca20d8 /OpenSim/Framework/ILandObject.cs
parentAdd a build script. (diff)
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Dump OpenSim 0.9.0.1 into it's own branch.
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/ILandObject.cs94
1 files changed, 73 insertions, 21 deletions
diff --git a/OpenSim/Framework/ILandObject.cs b/OpenSim/Framework/ILandObject.cs
index 8465c86..a783256 100644
--- a/OpenSim/Framework/ILandObject.cs
+++ b/OpenSim/Framework/ILandObject.cs
@@ -43,32 +43,39 @@ namespace OpenSim.Framework
43 LandData LandData { get; set; } 43 LandData LandData { get; set; }
44 bool[,] LandBitmap { get; set; } 44 bool[,] LandBitmap { get; set; }
45 UUID RegionUUID { get; } 45 UUID RegionUUID { get; }
46 46
47 /// <summary> 47 /// <summary>
48 /// Prim counts for this land object. 48 /// Prim counts for this land object.
49 /// </summary> 49 /// </summary>
50 IPrimCounts PrimCounts { get; set; } 50 IPrimCounts PrimCounts { get; set; }
51 51
52 /// <summary> 52 /// <summary>
53 /// The start point for the land object. This is the western-most point as one scans land working from 53 /// The start point for the land object. This is the northern-most point as one scans land working from
54 /// north to south. 54 /// west to east.
55 /// </summary> 55 /// </summary>
56 Vector3 StartPoint { get; } 56 Vector2 StartPoint { get; }
57 57
58 /// <summary> 58 /// <summary>
59 /// The end point for the land object. This is the eastern-most point as one scans land working from 59 /// The end point for the land object. This is the southern-most point as one scans land working from
60 /// south to north. 60 /// west to east.
61 /// </summary> 61 /// </summary>
62 Vector3 EndPoint { get; } 62 Vector2 EndPoint { get; }
63 63
64 // a estimation of a parcel center.
65 Vector2 CenterPoint { get; }
66
67 // get positions
68 Vector2? GetNearestPoint(Vector3 pos);
69 Vector2? GetNearestPointAlongDirection(Vector3 pos, Vector3 pdirection);
70
64 bool ContainsPoint(int x, int y); 71 bool ContainsPoint(int x, int y);
65 72
66 ILandObject Copy(); 73 ILandObject Copy();
67 74
68 void SendLandUpdateToAvatarsOverMe(); 75 void SendLandUpdateToAvatarsOverMe();
69 76
70 void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client); 77 void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client);
71 void UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client); 78 bool UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client, out bool snap_selection, out bool needOverlay);
72 bool IsEitherBannedOrRestricted(UUID avatar); 79 bool IsEitherBannedOrRestricted(UUID avatar);
73 bool IsBannedFromLand(UUID avatar); 80 bool IsBannedFromLand(UUID avatar);
74 bool CanBeOnThisLand(UUID avatar, float posHeight); 81 bool CanBeOnThisLand(UUID avatar, float posHeight);
@@ -90,27 +97,70 @@ namespace OpenSim.Framework
90 /// </summary> 97 /// </summary>
91 /// <returns>The bitmap created.</returns> 98 /// <returns>The bitmap created.</returns>
92 bool[,] BasicFullRegionLandBitmap(); 99 bool[,] BasicFullRegionLandBitmap();
93 100
94 /// <summary> 101 /// <summary>
95 /// Create a square land bitmap. 102 /// Create a square land bitmap.
96 /// </summary> 103 /// </summary>
97 /// <remarks> 104 /// <remarks>
98 /// Land co-ordinates are zero indexed. The inputs are treated as points. So if you want to create a bitmap 105 /// Land co-ordinates are zero indexed. The inputs are treated as points. So if you want to create a bitmap
99 /// that covers an entire 256 x 256m region apart from a strip of land on the east, then you would need to 106 /// that covers an entire 256 x 256m region apart from a strip of land on the east, then you would need to
100 /// specify start_x = 0, start_y = 0, end_x = 252 (or anything up to 255), end_y = 256. 107 /// specify start_x = 0, start_y = 0, end_x = 252 (or anything up to 255), end_y = 255.
101 /// 108 ///
102 /// At the moment, the smallest parcel of land is 4m x 4m, so if the 109 /// At the moment, the smallest parcel of land is 4m x 4m, so if the
103 /// region is 256 x 256m (the SL size), the bitmap returned will start at (0,0) and end at (63,63). 110 /// region is 256 x 256m (the SL size), the bitmap returned will start at (0,0) and end at (63,63).
111 /// The value of the set_value needs to be true to define an active parcel of the given size.
104 /// </remarks> 112 /// </remarks>
105 /// <param name="start_x"></param> 113 /// <param name="start_x"></param>
106 /// <param name="start_y"></param> 114 /// <param name="start_y"></param>
107 /// <param name="end_x"></param> 115 /// <param name="end_x"></param>
108 /// <param name="end_y"></param> 116 /// <param name="end_y"></param>
117 /// <param name="set_value"></param>
109 /// <returns>The bitmap created.</returns> 118 /// <returns>The bitmap created.</returns>
110 bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y); 119 bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y, bool set_value = true);
111 120
112 bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y, bool set_value); 121 bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y, bool set_value);
122
123 /// <summary>
124 /// Merge two (same size) land bitmaps.
125 /// </summary>
126 /// <param name="bitmap_base"></param>
127 /// <param name="bitmap_add"></param>
128 /// <returns>The modified bitmap.</returns>
113 bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add); 129 bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add);
130
131 /// <summary>
132 /// Remap a land bitmap. Takes the supplied land bitmap and rotates it, crops it and finally offsets it into
133 /// a final land bitmap of the target region size.
134 /// </summary>
135 /// <param name="bitmap_base">The original parcel bitmap</param>
136 /// <param name="rotationDegrees"></param>
137 /// <param name="displacement">&lt;x,y,?&gt;</param>
138 /// <param name="boundingOrigin">&lt;x,y,?&gt;</param>
139 /// <param name="boundingSize">&lt;x,y,?&gt;</param>
140 /// <param name="regionSize">&lt;x,y,?&gt;</param>
141 /// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
142 /// <param name="AABBMin">out: parcel.AABBMin &lt;x,y,0&gt</param>
143 /// <param name="AABBMax">out: parcel.AABBMax &lt;x,y,0&gt</param>
144 /// <returns>New parcel bitmap</returns>
145 bool[,] RemapLandBitmap(bool[,] bitmap_base, Vector2 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize, Vector2 regionSize, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax);
146
147 /// <summary>
148 /// Clears any parcel data in bitmap_base where there exists parcel data in bitmap_new. In other words the parcel data
149 /// in bitmap_new takes over the space of the parcel data in bitmap_base.
150 /// </summary>
151 /// <param name="bitmap_base"></param>
152 /// <param name="bitmap_new"></param>
153 /// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
154 /// <param name="AABBMin">out: parcel.AABBMin &lt;x,y,0&gt;</param>
155 /// <param name="AABBMax">out: parcel.AABBMax &lt;x,y,0&gt</param>
156 /// <returns>New parcel bitmap</returns>
157 bool[,] RemoveFromLandBitmap(bool[,] bitmap_base, bool[,] bitmap_new, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax);
158
159 byte[] ConvertLandBitmapToBytes();
160 bool[,] ConvertBytesToLandBitmap(bool overrideRegionSize = false);
161 bool IsLandBitmapEmpty(bool[,] landBitmap);
162 void DebugLandBitmap(bool[,] landBitmap);
163
114 void SendForceObjectSelect(int local_id, int request_type, List<UUID> returnIDs, IClientAPI remote_client); 164 void SendForceObjectSelect(int local_id, int request_type, List<UUID> returnIDs, IClientAPI remote_client);
115 void SendLandObjectOwners(IClientAPI remote_client); 165 void SendLandObjectOwners(IClientAPI remote_client);
116 void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client); 166 void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client);
@@ -127,7 +177,7 @@ namespace OpenSim.Framework
127 /// </summary> 177 /// </summary>
128 /// <param name="url"></param> 178 /// <param name="url"></param>
129 void SetMediaUrl(string url); 179 void SetMediaUrl(string url);
130 180
131 /// <summary> 181 /// <summary>
132 /// Set the music url for this land parcel 182 /// Set the music url for this land parcel
133 /// </summary> 183 /// </summary>
@@ -139,5 +189,7 @@ namespace OpenSim.Framework
139 /// </summary> 189 /// </summary>
140 /// <returns>The music url.</returns> 190 /// <returns>The music url.</returns>
141 string GetMusicUrl(); 191 string GetMusicUrl();
192
193 void Clear();
142 } 194 }
143} 195}