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Diffstat (limited to 'OpenSim/Framework/ILandObject.cs')
-rw-r--r--OpenSim/Framework/ILandObject.cs32
1 files changed, 16 insertions, 16 deletions
diff --git a/OpenSim/Framework/ILandObject.cs b/OpenSim/Framework/ILandObject.cs
index af072fe..f3b850d 100644
--- a/OpenSim/Framework/ILandObject.cs
+++ b/OpenSim/Framework/ILandObject.cs
@@ -43,33 +43,33 @@ 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 northern-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 /// west to east. 54 /// west to east.
55 /// </summary> 55 /// </summary>
56 Vector2 StartPoint { get; } 56 Vector2 StartPoint { get; }
57 57
58 /// <summary> 58 /// <summary>
59 /// The end point for the land object. This is the southern-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 /// west to east. 60 /// west to east.
61 /// </summary> 61 /// </summary>
62 Vector2 EndPoint { get; } 62 Vector2 EndPoint { get; }
63 63
64 // a estimation of a parcel center. 64 // a estimation of a parcel center.
65 Vector2 CenterPoint { get; } 65 Vector2 CenterPoint { get; }
66 66
67 // get positions 67 // get positions
68 Vector2? GetNearestPoint(Vector3 pos); 68 Vector2? GetNearestPoint(Vector3 pos);
69 Vector2? GetNearestPointAlongDirection(Vector3 pos, Vector3 pdirection); 69 Vector2? GetNearestPointAlongDirection(Vector3 pos, Vector3 pdirection);
70 70
71 bool ContainsPoint(int x, int y); 71 bool ContainsPoint(int x, int y);
72 72
73 ILandObject Copy(); 73 ILandObject Copy();
74 74
75 void SendLandUpdateToAvatarsOverMe(); 75 void SendLandUpdateToAvatarsOverMe();
@@ -97,16 +97,16 @@ namespace OpenSim.Framework
97 /// </summary> 97 /// </summary>
98 /// <returns>The bitmap created.</returns> 98 /// <returns>The bitmap created.</returns>
99 bool[,] BasicFullRegionLandBitmap(); 99 bool[,] BasicFullRegionLandBitmap();
100 100
101 /// <summary> 101 /// <summary>
102 /// Create a square land bitmap. 102 /// Create a square land bitmap.
103 /// </summary> 103 /// </summary>
104 /// <remarks> 104 /// <remarks>
105 /// 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
106 /// 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
107 /// specify start_x = 0, start_y = 0, end_x = 252 (or anything up to 255), end_y = 255. 107 /// specify start_x = 0, start_y = 0, end_x = 252 (or anything up to 255), end_y = 255.
108 /// 108 ///
109 /// 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
110 /// 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. 111 /// The value of the set_value needs to be true to define an active parcel of the given size.
112 /// </remarks> 112 /// </remarks>
@@ -117,7 +117,7 @@ namespace OpenSim.Framework
117 /// <param name="set_value"></param> 117 /// <param name="set_value"></param>
118 /// <returns>The bitmap created.</returns> 118 /// <returns>The bitmap created.</returns>
119 bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y, bool set_value = true); 119 bool[,] GetSquareLandBitmap(int start_x, int start_y, int end_x, int end_y, bool set_value = true);
120 120
121 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);
122 122
123 /// <summary> 123 /// <summary>
@@ -153,7 +153,7 @@ namespace OpenSim.Framework
153 /// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</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> 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> 155 /// <param name="AABBMax">out: parcel.AABBMax &lt;x,y,0&gt</param>
156 /// <returns>New parcel bitmap</returns> 156 /// <returns>New parcel bitmap</returns>
157 bool[,] RemoveFromLandBitmap(bool[,] bitmap_base, bool[,] bitmap_new, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax); 157 bool[,] RemoveFromLandBitmap(bool[,] bitmap_base, bool[,] bitmap_new, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax);
158 158
159 byte[] ConvertLandBitmapToBytes(); 159 byte[] ConvertLandBitmapToBytes();
@@ -177,7 +177,7 @@ namespace OpenSim.Framework
177 /// </summary> 177 /// </summary>
178 /// <param name="url"></param> 178 /// <param name="url"></param>
179 void SetMediaUrl(string url); 179 void SetMediaUrl(string url);
180 180
181 /// <summary> 181 /// <summary>
182 /// Set the music url for this land parcel 182 /// Set the music url for this land parcel
183 /// </summary> 183 /// </summary>