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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Collections.Generic;
using OpenMetaverse;
namespace OpenSim.Framework
{
public delegate int overrideParcelMaxPrimCountDelegate(ILandObject obj);
public delegate int overrideSimulatorMaxPrimCountDelegate(ILandObject obj);
public interface ILandObject
{
int GetParcelMaxPrimCount();
int GetSimulatorMaxPrimCount();
int GetPrimsFree();
Dictionary<UUID, int> GetLandObjectOwners();
LandData LandData { get; set; }
bool[,] LandBitmap { get; set; }
UUID RegionUUID { get; }
/// <summary>
/// Prim counts for this land object.
/// </summary>
IPrimCounts PrimCounts { get; set; }
/// <summary>
/// The start point for the land object. This is the northern-most point as one scans land working from
/// west to east.
/// </summary>
Vector2 StartPoint { get; }
/// <summary>
/// The end point for the land object. This is the southern-most point as one scans land working from
/// west to east.
/// </summary>
Vector2 EndPoint { get; }
// a estimation of a parcel center.
Vector2 CenterPoint { get; }
// get positions
Vector2? GetNearestPoint(Vector3 pos);
Vector2? GetNearestPointAlongDirection(Vector3 pos, Vector3 pdirection);
bool ContainsPoint(int x, int y);
ILandObject Copy();
void SendLandUpdateToAvatarsOverMe();
void SendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client);
bool UpdateLandProperties(LandUpdateArgs args, IClientAPI remote_client, out bool snap_selection, out bool needOverlay);
bool IsEitherBannedOrRestricted(UUID avatar);
bool IsBannedFromLand(UUID avatar);
bool CanBeOnThisLand(UUID avatar, float posHeight);
bool IsRestrictedFromLand(UUID avatar);
bool IsInLandAccessList(UUID avatar);
void SendLandUpdateToClient(IClientAPI remote_client);
void SendLandUpdateToClient(bool snap_selection, IClientAPI remote_client);
List<LandAccessEntry> CreateAccessListArrayByFlag(AccessList flag);
void SendAccessList(UUID agentID, UUID sessionID, uint flags, int sequenceID, IClientAPI remote_client);
void UpdateAccessList(uint flags, UUID transationID, List<LandAccessEntry> entries);
void UpdateLandBitmapByteArray();
void SetLandBitmapFromByteArray();
bool[,] GetLandBitmap();
void ForceUpdateLandInfo();
void SetLandBitmap(bool[,] bitmap);
/// <summary>
/// Get a land bitmap that would cover an entire region.
/// </summary>
/// <returns>The bitmap created.</returns>
bool[,] BasicFullRegionLandBitmap();
/// <summary>
/// Create a square land bitmap.
/// </summary>
/// <remarks>
/// Land co-ordinates are zero indexed. The inputs are treated as points. So if you want to create a bitmap
/// that covers an entire 256 x 256m region apart from a strip of land on the east, then you would need to
/// specify start_x = 0, start_y = 0, end_x = 252 (or anything up to 255), end_y = 255.
///
/// At the moment, the smallest parcel of land is 4m x 4m, so if the
/// region is 256 x 256m (the SL size), the bitmap returned will start at (0,0) and end at (63,63).
/// The value of the set_value needs to be true to define an active parcel of the given size.
/// </remarks>
/// <param name="start_x"></param>
/// <param name="start_y"></param>
/// <param name="end_x"></param>
/// <param name="end_y"></param>
/// <param name="set_value"></param>
/// <returns>The bitmap created.</returns>
bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y, bool set_value = true);
bool[,] ModifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y, bool set_value);
/// <summary>
/// Merge two (same size) land bitmaps.
/// </summary>
/// <param name="bitmap_base"></param>
/// <param name="bitmap_add"></param>
/// <returns>The modified bitmap.</returns>
bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add);
/// <summary>
/// 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.
/// </summary>
/// <param name="bitmap_base">The original parcel bitmap</param>
/// <param name="rotationDegrees"></param>
/// <param name="displacement"><x,y,?></param>
/// <param name="boundingOrigin"><x,y,?></param>
/// <param name="boundingSize"><x,y,?></param>
/// <param name="regionSize"><x,y,?></param>
/// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
/// <param name="AABBMin">out: parcel.AABBMin <x,y,0></param>
/// <param name="AABBMax">out: parcel.AABBMax <x,y,0></param>
/// <returns>New parcel bitmap</returns>
bool[,] RemapLandBitmap(bool[,] bitmap_base, Vector2 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize, Vector2 regionSize, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax);
/// <summary>
/// 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.
/// </summary>
/// <param name="bitmap_base"></param>
/// <param name="bitmap_new"></param>
/// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
/// <param name="AABBMin">out: parcel.AABBMin <x,y,0></param>
/// <param name="AABBMax">out: parcel.AABBMax <x,y,0></param>
/// <returns>New parcel bitmap</returns>
bool[,] RemoveFromLandBitmap(bool[,] bitmap_base, bool[,] bitmap_new, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax);
byte[] ConvertLandBitmapToBytes();
bool[,] ConvertBytesToLandBitmap(bool overrideRegionSize = false);
bool IsLandBitmapEmpty(bool[,] landBitmap);
void DebugLandBitmap(bool[,] landBitmap);
void SendForceObjectSelect(int local_id, int request_type, List<UUID> returnIDs, IClientAPI remote_client);
void SendLandObjectOwners(IClientAPI remote_client);
void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client);
void ResetOverMeRecord();
void UpdateLandSold(UUID avatarID, UUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area);
void DeedToGroup(UUID groupID);
void SetParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel);
void SetSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel);
/// <summary>
/// Set the media url for this land parcel
/// </summary>
/// <param name="url"></param>
void SetMediaUrl(string url);
/// <summary>
/// Set the music url for this land parcel
/// </summary>
/// <param name="url"></param>
void SetMusicUrl(string url);
/// <summary>
/// Get the music url for this land parcel
/// </summary>
/// <returns>The music url.</returns>
string GetMusicUrl();
void Clear();
}
}
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