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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; }
- UUID GlobalID { get; }
- UUID FakeID { get; }
- int LocalID { get; }
- UUID OwnerID { get; }
- UUID GroupID { 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 SendLandUpdateToAvatars();
- 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 land bitmap.
- /// Square name is wrong kept bc legacy
- /// </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);
- /// <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);
- 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);
-
- void StoreEnvironment(ViewerEnvironment VEnv);
- /// <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();
- ISceneObject[] GetSceneObjectGroups();
- }
- }
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