diff --git a/OpenSim/Framework/ILandObject.cs b/OpenSim/Framework/ILandObject.cs
index db1496c8a1..ef7a9e69a9 100644
--- a/OpenSim/Framework/ILandObject.cs
+++ b/OpenSim/Framework/ILandObject.cs
@@ -97,20 +97,63 @@ namespace OpenSim.Framework
///
/// 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.
///
///
///
///
///
+ ///
/// The bitmap created.
- 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);
+
+ ///
+ /// Merge two (same size) land bitmaps.
+ ///
+ ///
+ ///
+ /// The modified bitmap.
bool[,] MergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add);
+
+ ///
+ /// 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.
+ ///
+ /// The original parcel bitmap
+ ///
+ /// <x,y,?>
+ /// <x,y,?>
+ /// <x,y,?>
+ /// <x,y,?>
+ /// out: This is set if the resultant bitmap is now empty
+ /// out: parcel.AABBMin <x,y,0>
+ /// out: parcel.AABBMax <x,y,0>
+ /// New parcel bitmap
+ bool[,] RemapLandBitmap(bool[,] bitmap_base, Vector2 displacement, float rotationDegrees, Vector2 boundingOrigin, Vector2 boundingSize, Vector2 regionSize, out bool isEmptyNow, out Vector3 AABBMin, out Vector3 AABBMax);
+
+ ///
+ /// 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.
+ ///
+ ///
+ ///
+ /// out: This is set if the resultant bitmap is now empty
+ /// out: parcel.AABBMin <x,y,0>
+ /// out: parcel.AABBMax <x,y,0>
+ /// New parcel bitmap
+ 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 returnIDs, IClientAPI remote_client);
void SendLandObjectOwners(IClientAPI remote_client);
void ReturnLandObjects(uint type, UUID[] owners, UUID[] tasks, IClientAPI remote_client);
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 040c90b0eb..16d26c4bd1 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -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;
}
+ ///
+ /// 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.
+ ///
+ /// The original parcel bitmap
+ ///
+ /// <x,y,?>
+ /// <x,y,?>
+ /// <x,y,?>
+ /// <x,y,?>
+ /// out: This is set if the resultant bitmap is now empty
+ /// out: parcel.AABBMin <x,y,0>
+ /// out: parcel.AABBMax <x,y,0>
+ /// New parcel bitmap
+ 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;
+ }
+
+ ///
+ /// 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.
+ ///
+ ///
+ ///
+ /// out: This is set if the resultant bitmap is now empty
+ /// out: parcel.AABBMin <x,y,0>
+ /// out: parcel.AABBMax <x,y,0>
+ /// New parcel bitmap
+ 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;
+ }
+
///
/// Converts the land bitmap to a packet friendly byte array
///
///
- 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