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libremetaverse/libsecondlife-cs/Region.cs

225 lines
6.3 KiB
C#

/*
* Copyright (c) 2006, Second Life Reverse Engineering Team
* All rights reserved.
*
* - 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.
* - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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;
namespace libsecondlife
{
/// <summary>
/// Represents a region (also known as a sim) in Second Life.
/// </summary>
public class Region
{
public LLUUID ID;
public U64 Handle;
public string Name;
public byte[] ParcelOverlay;
public float TerrainHeightRange00;
public float TerrainHeightRange01;
public float TerrainHeightRange10;
public float TerrainHeightRange11;
public float TerrainStartHeight00;
public float TerrainStartHeight01;
public float TerrainStartHeight10;
public float TerrainStartHeight11;
public float WaterHeight;
public LLUUID SimOwner;
public LLUUID TerrainBase0;
public LLUUID TerrainBase1;
public LLUUID TerrainBase2;
public LLUUID TerrainBase3;
public LLUUID TerrainDetail0;
public LLUUID TerrainDetail1;
public LLUUID TerrainDetail2;
public LLUUID TerrainDetail3;
public bool IsEstateManager;
private SecondLife Client;
public Region(SecondLife client, LLUUID id, U64 handle, string name, float[] heightList,
LLUUID simOwner, LLUUID[] terrainImages, bool isEstateManager)
{
Client = client;
ID = id;
Handle = handle;
Name = name;
ParcelOverlay = new byte[4096];
TerrainHeightRange00 = heightList[0];
TerrainHeightRange01 = heightList[1];
TerrainHeightRange10 = heightList[2];
TerrainHeightRange11 = heightList[3];
TerrainStartHeight00 = heightList[4];
TerrainStartHeight01 = heightList[5];
TerrainStartHeight10 = heightList[6];
TerrainStartHeight11 = heightList[7];
WaterHeight = heightList[8];
SimOwner = simOwner;
TerrainBase0 = terrainImages[0];
TerrainBase1 = terrainImages[1];
TerrainBase2 = terrainImages[2];
TerrainBase3 = terrainImages[3];
TerrainDetail0 = terrainImages[4];
TerrainDetail1 = terrainImages[5];
TerrainDetail2 = terrainImages[6];
TerrainDetail3 = terrainImages[7];
IsEstateManager = isEstateManager;
}
public void RezObject(PrimObject prim, LLVector3 position, LLVector3 avatarPosition)
{
byte[] textureEntry = new byte[40];
Array.Copy(prim.Texture.Data, textureEntry, 16);
textureEntry[35] = 0xe0; // No clue
Packet objectAdd = libsecondlife.Packets.Object.ObjectAdd(Client.Protocol, Client.Network.AgentID,
LLUUID.GenerateUUID(), avatarPosition,
position, prim, textureEntry);
Client.Network.SendPacket(objectAdd);
}
private static void ParcelOverlayToParcels_bitfill(int x, int y, int[,] Parcels, int index)
{
if(x < 0 || x >= 128) return;
if(y < 0 || y >= 128) return;
if(Parcels[x,y] == 0)
{
Parcels[x,y] = index;
ParcelOverlayToParcels_bitfill(x-1,y,Parcels,index);
ParcelOverlayToParcels_bitfill(x+1,y,Parcels,index);
ParcelOverlayToParcels_bitfill(x-1,y-1,Parcels,index);
ParcelOverlayToParcels_bitfill(x-1,y+1,Parcels,index);
}
}
public static int[,] ParcelOverlayToParcels(Region region)
{
byte[] Overlay = region.ParcelOverlay;
int[,] ParcelsHigh = new int[128, 128];
int[,] Parcels = new int[64, 64];
int x, y;
int x2, y2;
int index;
for(x = 0; x < 64; x++)
for(y = 0; y < 64; y++)
{
x2 = x * 2;
y2 = y * 2;
ParcelsHigh[x2,y2] = 0;
ParcelsHigh[x2 + 1,y2] = (Overlay[x * 64 + y] & 64) == 64 ? -1 : 0;
ParcelsHigh[x2,y2 + 1] = (Overlay[x * 64 + y] & 128) == 128 ? -1 : 0;
ParcelsHigh[x2+1,y2+1] = (ParcelsHigh[x2+1,y2] == -1 || ParcelsHigh[x2,y2 + 1] == -1) ? -1 : 0;
}
index = 0;
for(x = 0; x < 64; x++)
for(y = 0; y < 64; y++)
{
x2 = x * 2;
y2 = y * 2;
if(ParcelsHigh[x2,y2] == 0)
{
ParcelOverlayToParcels_bitfill(x2,y2,ParcelsHigh,index++);
}
}
for(x = 0; x < 64; x++)
for(y = 0; y < 64; y++)
{
x2 = x * 2;
y2 = y * 2;
Parcels[x,y] = ParcelsHigh[x2,y2];
}
return Parcels;
}
public override int GetHashCode()
{
return ID.GetHashCode();
}
public override bool Equals(object o)
{
if (!(o is Region))
{
return false;
}
Region region = (Region)o;
return (region.ID == ID);
}
public static bool operator==(Region lhs, Region rhs)
{
try
{
return (lhs.ID == rhs.ID);
}
catch (NullReferenceException)
{
byte test;
bool lhsnull = false;
bool rhsnull = false;
try
{
test = lhs.ID.Data[0];
}
catch (NullReferenceException)
{
lhsnull = true;
}
try
{
test = rhs.ID.Data[0];
}
catch (NullReferenceException)
{
rhsnull = true;
}
return (lhsnull == rhsnull);
}
}
public static bool operator!=(Region lhs, Region rhs)
{
return !(lhs == rhs);
}
}
}