Changes to LandObject/ILandObject to support importing OARs with different Region sizes to the destination region.

Signed-off-by: UbitUmarov <ajlduarte@sapo.pt>
LSLKeyTest
Jak Daniels 2015-11-18 18:02:13 +00:00 committed by UbitUmarov
parent 01e7fa3095
commit b23e5fd8b6
2 changed files with 318 additions and 17 deletions

View File

@ -97,20 +97,63 @@ namespace OpenSim.Framework
/// <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 = 256.
/// 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[,] 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">&lt;x,y,?&gt;</param>
/// <param name="boundingOrigin">&lt;x,y,?&gt;</param>
/// <param name="boundingSize">&lt;x,y,?&gt;</param>
/// <param name="regionSize">&lt;x,y,?&gt;</param>
/// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
/// <param name="AABBMin">out: parcel.AABBMin &lt;x,y,0&gt</param>
/// <param name="AABBMax">out: parcel.AABBMax &lt;x,y,0&gt</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 &lt;x,y,0&gt;</param>
/// <param name="AABBMax">out: parcel.AABBMax &lt;x,y,0&gt</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);

View File

@ -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;
@ -943,11 +943,225 @@ namespace OpenSim.Region.CoreModules.World.Land
return bitmap_base;
}
/// <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">&lt;x,y,?&gt;</param>
/// <param name="boundingOrigin">&lt;x,y,?&gt;</param>
/// <param name="boundingSize">&lt;x,y,?&gt;</param>
/// <param name="regionSize">&lt;x,y,?&gt;</param>
/// <param name="isEmptyNow">out: This is set if the resultant bitmap is now empty</param>
/// <param name="AABBMin">out: parcel.AABBMin &lt;x,y,0&gt</param>
/// <param name="AABBMax">out: parcel.AABBMax &lt;x,y,0&gt</param>
/// <returns>New parcel bitmap</returns>
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;
}
/// <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 &lt;x,y,0&gt</param>
/// <param name="AABBMax">out: parcel.AABBMax &lt;x,y,0&gt</param>
/// <returns>New parcel bitmap</returns>
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;
}
/// <summary>
/// Converts the land bitmap to a packet friendly byte array
/// </summary>
/// <returns></returns>
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);
int bitmapLen;
int xLen;
bool[,] tempConvertMap;
if (bitmapLen == 512)
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