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path: root/OpenSim/Region/Environment/Modules/Terrain/TerrainModule.cs
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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 OpenSim 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 Nini.Config;
using System;
using System.Collections;
using System.Collections.Generic;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Modules;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using libsecondlife;

namespace OpenSim.Region.Environment.Modules.Terrain
{
    /// <summary>
    /// A new version of the old Channel class, simplified
    /// </summary>
    public class TerrainChannel : ITerrainChannel
    {
        private double[,] map;

        public int Width
        {
            get { return map.GetLength(0); }
        }

        public int Height
        {
            get { return map.GetLength(1); }
        }

        public TerrainChannel Copy()
        {
            TerrainChannel copy = new TerrainChannel(false);
            copy.map = (double[,])this.map.Clone();

            return copy;
        }

        public double this[int x, int y]
        {
            get
            {
                return map[x, y];
            }
            set
            {
                map[x, y] = value;
            }
        }

        public TerrainChannel()
        {
            map = new double[Constants.RegionSize, Constants.RegionSize];
        }

        public TerrainChannel(bool createMap)
        {
            if (createMap)
                map = new double[Constants.RegionSize, Constants.RegionSize];
        }

        public TerrainChannel(int w, int h)
        {
            map = new double[w, h];
        }
    }

    public class TerrainModule : IRegionModule
    {
        Scene m_scene;

        private IConfigSource m_gConfig;

        public void Initialise(Scene scene, IConfigSource config)
        {
            m_scene = scene;
            m_gConfig = config;
        }

        public void Close()
        {
        }

        public string Name
        {
            get { return "TerrainModule"; }
        }

        public bool IsSharedModule
        {
            get { return false; }
        }

        public void PostInitialise()
        {
        }
    }
}