From b23e5fd8b6d1cc01eddaf08fde646551a8e2c984 Mon Sep 17 00:00:00 2001 From: Jak Daniels Date: Wed, 18 Nov 2015 18:02:13 +0000 Subject: Changes to LandObject/ILandObject to support importing OARs with different Region sizes to the destination region. Signed-off-by: UbitUmarov --- .../Region/CoreModules/World/Land/LandObject.cs | 290 +++++++++++++++++++-- 1 file changed, 274 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region/CoreModules/World') diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs index 040c90b..16d26c4 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs @@ -864,17 +864,17 @@ namespace OpenSim.Region.CoreModules.World.Land public bool[,] BasicFullRegionLandBitmap() { - return GetSquareLandBitmap(0, 0, (int)m_scene.RegionInfo.RegionSizeX, (int) m_scene.RegionInfo.RegionSizeY); + return GetSquareLandBitmap(0, 0, (int)m_scene.RegionInfo.RegionSizeX, (int) m_scene.RegionInfo.RegionSizeY, true); } - public bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y) + public bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y, bool set_value = true) { // Empty bitmap for the whole region bool[,] tempBitmap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit]; tempBitmap.Initialize(); // Fill the bitmap square area specified by state and end - tempBitmap = ModifyLandBitmapSquare(tempBitmap, start_x, start_y, end_x, end_y, true); + tempBitmap = ModifyLandBitmapSquare(tempBitmap, start_x, start_y, end_x, end_y, set_value); // m_log.DebugFormat("{0} GetSquareLandBitmap. tempBitmapSize=<{1},{2}>", // LogHeader, tempBitmap.GetLength(0), tempBitmap.GetLength(1)); return tempBitmap; @@ -944,10 +944,224 @@ namespace OpenSim.Region.CoreModules.World.Land } /// + /// Remap a land bitmap. Takes the supplied land bitmap and rotates it, crops it and finally offsets it into + /// a final land bitmap of the target region size. + /// + /// The original parcel bitmap + /// + /// <x,y,?> + /// <x,y,?> + /// <x,y,?> + /// <x,y,?> + /// out: This is set if the resultant bitmap is now empty + /// out: parcel.AABBMin <x,y,0> + /// out: parcel.AABBMax <x,y,0> + /// New parcel bitmap + public bool[,] RemapLandBitmap(bool[,] bitmap_base, Vector2 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize, Vector2 regionSize, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax) + { + // get the size of the incoming bitmap + int baseX = bitmap_base.GetLength(0); + int baseY = bitmap_base.GetLength(1); + + // create an intermediate bitmap that is 25% bigger on each side that we can work with to handle rotations + int offsetX = baseX / 4; // the original origin will now be at these coordinates so now we can have imaginary negative coordinates ;) + int offsetY = baseY / 4; + int tmpX = baseX + baseX / 2; + int tmpY = baseY + baseY / 2; + int centreX = tmpX / 2; + int centreY = tmpY / 2; + bool[,] bitmap_tmp = new bool[tmpX, tmpY]; + + double radianRotation = Math.PI * rotationDegrees / 180f; + double cosR = Math.Cos(radianRotation); + double sinR = Math.Sin(radianRotation); + if (rotationDegrees < 0f) rotationDegrees += 360f; //-90=270 -180=180 -270=90 + + // So first we apply the rotation to the incoming bitmap, storing the result in bitmap_tmp + // We special case orthogonal rotations for accuracy because even using double precision math, Math.Cos(90 degrees) is never fully 0 + // and we can never rotate around a centre pixel because the bitmap size is always even + int x, y, sx, sy; + for (y = 0; y <= tmpY; y++) + { + for (x = 0; x <= tmpX; x++) + { + if (rotationDegrees == 0f) + { + sx = x - offsetX; + sy = y - offsetY; + } + else if (rotationDegrees == 90f) + { + sx = y - offsetX; + sy = tmpY - 1 - x - offsetY; + } + else if (rotationDegrees == 180f) + { + sx = tmpX - 1 - x - offsetX; + sy = tmpY - 1 - y - offsetY; + } + else if (rotationDegrees == 270f) + { + sx = tmpX - 1 - y - offsetX; + sy = x - offsetY; + } + else + { + // arbitary rotation: hmmm should I be using (centreX - 0.5) and (centreY - 0.5) and round cosR and sinR to say only 5 decimal places? + sx = centreX + (int)Math.Round((((double)x - centreX) * cosR) + (((double)y - centreY) * sinR)) - offsetX; + sy = centreY + (int)Math.Round((((double)y - centreY) * cosR) - (((double)x - centreX) * sinR)) - offsetY; + } + if (sx >= 0 && sx < baseX && sy >= 0 && sy < baseY) + { + try + { + if (bitmap_base[sx, sy]) bitmap_tmp[x, y] = true; + } + catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;) + { + m_log.DebugFormat("{0} RemapLandBitmap Rotate: Out of Bounds sx={1} sy={2} dx={3} dy={4}", LogHeader, sx, sy, x, y); + } + } + } + } + + // We could also incorporate the next steps, bounding-rectangle and displacement in the loop above, but it's simpler to visualise if done separately + // and will also make it much easier when later I want the option for maybe a circular or oval bounding shape too ;). + // So... our output land bitmap must be the size of the current region but rememeber, parcel landbitmaps are landUnit metres (4x4 metres) per point, + // and region sizes, boundaries and displacements are in metres so we need to scale down + + int newX = (int)(regionSize.X / landUnit); + int newY = (int)(regionSize.Y / landUnit); + bool[,] bitmap_new = new bool[newX, newY]; + // displacement is relative to <0,0> in the destination region and defines where the origin of the data selected by the bounding-rectangle is placed + int dispX = (int)Math.Floor(displacement.X / landUnit); + int dispY = (int)Math.Floor(displacement.Y / landUnit); + + // startX/Y and endX/Y are coordinates in bitmap_tmp + int startX = (int)Math.Floor(boundingOrigin.X / landUnit) + offsetX; + if (startX > tmpX) startX = tmpX; + if (startX < 0) startX = 0; + int startY = (int)Math.Floor(boundingOrigin.Y / landUnit) + offsetY; + if (startY > tmpY) startY = tmpY; + if (startY < 0) startY = 0; + + int endX = (int)Math.Floor((boundingOrigin.X + boundingSize.X) / landUnit) + offsetX; + if (endX > tmpX) endX = tmpX; + if (endX < 0) endX = 0; + int endY = (int)Math.Floor((boundingOrigin.Y + boundingSize.Y) / landUnit) + offsetY; + if (endY > tmpY) endY = tmpY; + if (endY < 0) endY = 0; + + //m_log.DebugFormat("{0} RemapLandBitmap: inSize=<{1},{2}>, disp=<{3},{4}> rot={5}, offset=<{6},{7}>, boundingStart=<{8},{9}>, boundingEnd=<{10},{11}>, cosR={12}, sinR={13}, outSize=<{14},{15}>", LogHeader, + // baseX, baseY, dispX, dispY, radianRotation, offsetX, offsetY, startX, startY, endX, endY, cosR, sinR, newX, newY); + + isEmptyNow = true; + int minX = newX; + int minY = newY; + int maxX = 0; + int maxY = 0; + + int dx, dy; + for (y = startY; y < endY; y++) + { + for (x = startX; x < endX; x++) + { + dx = x - startX + dispX; + dy = y - startY + dispY; + if (dx >= 0 && dx < newX && dy >= 0 && dy < newY) + { + try + { + if (bitmap_tmp[x, y]) + { + bitmap_new[dx, dy] = true; + isEmptyNow = false; + if (dx < minX) minX = dx; + if (dy < minY) minY = dy; + if (dx > maxX) maxX = dx; + if (dy > maxY) maxY = dy; + } + } + catch (Exception) //just in case we've still not taken care of every way the arrays might go out of bounds! ;) + { + m_log.DebugFormat("{0} RemapLandBitmap - Bound & Displace: Out of Bounds sx={1} sy={2} dx={3} dy={4}", LogHeader, x, y, dx, dy); + } + } + } + } + if (isEmptyNow) + { + //m_log.DebugFormat("{0} RemapLandBitmap: Land bitmap is marked as Empty", LogHeader); + minX = 0; + minY = 0; + } + + AABBMin = new Vector3(minX * landUnit, minY * landUnit, 0); + AABBMax = new Vector3(maxX * landUnit, maxY * landUnit, 0); + return bitmap_new; + } + + /// + /// Clears any parcel data in bitmap_base where there exists parcel data in bitmap_new. In other words the parcel data + /// in bitmap_new takes over the space of the parcel data in bitmap_base. + /// + /// + /// + /// out: This is set if the resultant bitmap is now empty + /// out: parcel.AABBMin <x,y,0> + /// out: parcel.AABBMax <x,y,0> + /// New parcel bitmap + public bool[,] RemoveFromLandBitmap(bool[,] bitmap_base, bool[,] bitmap_new, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax) + { + // get the size of the incoming bitmaps + int baseX = bitmap_base.GetLength(0); + int baseY = bitmap_base.GetLength(1); + int newX = bitmap_new.GetLength(0); + int newY = bitmap_new.GetLength(1); + + if (baseX != newX || baseY != newY) + { + throw new Exception( + String.Format("{0} RemoveFromLandBitmap: Land bitmaps are not the same size! baseX={1} baseY={2} newX={3} newY={4}", LogHeader, baseX, baseY, newX, newY)); + } + + isEmptyNow = true; + int minX = baseX; + int minY = baseY; + int maxX = 0; + int maxY = 0; + + for (int y = 0; y < baseY; y++) + { + for (int x = 0; x < baseX; x++) + { + if (bitmap_new[x, y]) bitmap_base[x, y] = false; + if (bitmap_base[x, y]) + { + isEmptyNow = false; + if (x < minX) minX = x; + if (y < minY) minY = y; + if (x > maxX) maxX = x; + if (y > maxY) maxY = y; + } + } + } + if (isEmptyNow) + { + //m_log.DebugFormat("{0} RemoveFromLandBitmap: Land bitmap is marked as Empty", LogHeader); + minX = 0; + minY = 0; + } + AABBMin = new Vector3(minX * landUnit, minY * landUnit, 0); + AABBMax = new Vector3(maxX * landUnit, maxY * landUnit, 0); + return bitmap_base; + } + + /// /// Converts the land bitmap to a packet friendly byte array /// /// - private byte[] ConvertLandBitmapToBytes() + public byte[] ConvertLandBitmapToBytes() { byte[] tempConvertArr = new byte[LandBitmap.GetLength(0) * LandBitmap.GetLength(1) / 8]; @@ -994,23 +1208,41 @@ namespace OpenSim.Region.CoreModules.World.Land return tempConvertArr; } - private bool[,] ConvertBytesToLandBitmap() + public bool[,] ConvertBytesToLandBitmap(bool overrideRegionSize = false) { - bool[,] tempConvertMap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit]; - tempConvertMap.Initialize(); - byte tempByte = 0; - // Math.Min overcomes an old bug that might have made it into the database. Only use the bytes that fit into convertMap. - int bitmapLen = Math.Min(LandData.Bitmap.Length, tempConvertMap.GetLength(0) * tempConvertMap.GetLength(1) / 8); - int xLen = (int)(m_scene.RegionInfo.RegionSizeX / landUnit); - - if (bitmapLen == 512) + int bitmapLen; + int xLen; + bool[,] tempConvertMap; + + if (overrideRegionSize) { - // Legacy bitmap being passed in. Use the legacy region size - // and only set the lower area of the larger region. - xLen = (int)(Constants.RegionSize / landUnit); + // Importing land parcel data from an OAR where the source region is a different size to the dest region requires us + // to make a LandBitmap that's not derived from the current region's size. We use the LandData.Bitmap size in bytes + // to figure out what the OAR's region dimensions are. (Is there a better way to get the src region x and y from the OAR?) + // This method assumes we always will have square regions + + bitmapLen = LandData.Bitmap.Length; + xLen = (int)Math.Abs(Math.Sqrt(bitmapLen * 8)); + tempConvertMap = new bool[xLen, xLen]; + tempConvertMap.Initialize(); + } + else + { + tempConvertMap = new bool[m_scene.RegionInfo.RegionSizeX / landUnit, m_scene.RegionInfo.RegionSizeY / landUnit]; + tempConvertMap.Initialize(); + // Math.Min overcomes an old bug that might have made it into the database. Only use the bytes that fit into convertMap. + bitmapLen = Math.Min(LandData.Bitmap.Length, tempConvertMap.GetLength(0) * tempConvertMap.GetLength(1) / 8); + xLen = (int)(m_scene.RegionInfo.RegionSizeX / landUnit); + if (bitmapLen == 512) + { + // Legacy bitmap being passed in. Use the legacy region size + // and only set the lower area of the larger region. + xLen = (int)(Constants.RegionSize / landUnit); + } } // m_log.DebugFormat("{0} ConvertBytesToLandBitmap: bitmapLen={1}, xLen={2}", LogHeader, bitmapLen, xLen); + byte tempByte; int x = 0, y = 0; for (int i = 0; i < bitmapLen; i++) { @@ -1038,6 +1270,32 @@ namespace OpenSim.Region.CoreModules.World.Land return tempConvertMap; } + public bool IsLandBitmapEmpty(bool[,] landBitmap) + { + for (int y = 0; y < landBitmap.GetLength(1); y++) + { + for (int x = 0; x < landBitmap.GetLength(0); x++) + { + if (landBitmap[x, y]) return false; + } + } + return true; + } + + public void DebugLandBitmap(bool[,] landBitmap) + { + m_log.InfoFormat("{0}: Map Key: #=claimed land .=unclaimed land.", LogHeader); + for (int y = landBitmap.GetLength(1) - 1; y >= 0; y--) + { + string row = ""; + for (int x = 0; x < landBitmap.GetLength(0); x++) + { + row += landBitmap[x, y] ? "#" : "."; + } + m_log.InfoFormat("{0}: {1}", LogHeader, row); + } + } + #endregion #region Object Select and Object Owner Listing -- cgit v1.1