aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Framework/RegionSettings.cs
diff options
context:
space:
mode:
authorMelanie2012-01-22 11:36:04 +0000
committerMelanie2012-01-22 11:36:04 +0000
commit68365c20c0b3a3164881398f3bc3710f7960c52d (patch)
treebef00ac36c0dc8f33c1df3066c9d0e09dbb71aa9 /OpenSim/Framework/RegionSettings.cs
parentTelehub Support: (diff)
downloadopensim-SC-68365c20c0b3a3164881398f3bc3710f7960c52d.zip
opensim-SC-68365c20c0b3a3164881398f3bc3710f7960c52d.tar.gz
opensim-SC-68365c20c0b3a3164881398f3bc3710f7960c52d.tar.bz2
opensim-SC-68365c20c0b3a3164881398f3bc3710f7960c52d.tar.xz
Move Telehub tables and data from EstateSettings to RegionSettings.
This is damage control es EstateSettings is not the place this can be put. EstateSettings is nt unique to a region and therefore would introduce a hard limit of one telehub per estate, completely shutting off the option of having SL style telehubs, e.g. one per region. Whole estate teleport routing can still be implemented id desiresd, this way all options are open while the other way most options get closed off.
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/RegionSettings.cs150
1 files changed, 150 insertions, 0 deletions
diff --git a/OpenSim/Framework/RegionSettings.cs b/OpenSim/Framework/RegionSettings.cs
index 673cf20..a2dd64f 100644
--- a/OpenSim/Framework/RegionSettings.cs
+++ b/OpenSim/Framework/RegionSettings.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic;
29using System.IO; 30using System.IO;
30using OpenMetaverse; 31using OpenMetaverse;
31 32
@@ -397,5 +398,154 @@ namespace OpenSim.Framework
397 set { m_LoadedCreationID = value; } 398 set { m_LoadedCreationID = value; }
398 } 399 }
399 400
401 // Telehub support
402 private bool m_TelehubEnabled = false;
403 public bool HasTelehub
404 {
405 get { return m_TelehubEnabled; }
406 set { m_TelehubEnabled = value; }
407 }
408
409 // Connected Telehub object
410 private UUID m_TelehubObject;
411 public UUID TelehubObject
412 {
413 get
414 {
415 if (HasTelehub)
416 {
417 return m_TelehubObject;
418 }
419 else
420 {
421 return UUID.Zero;
422 }
423 }
424 set
425 {
426 m_TelehubObject = value;
427 }
428 }
429
430 // Connected Telehub name
431 private string m_TelehubName;
432 public string TelehubName
433 {
434 get
435 {
436 if (HasTelehub)
437 {
438 return m_TelehubName;
439 }
440 else
441 {
442 return String.Empty;
443 }
444 }
445 set
446 {
447 m_TelehubName = value;
448 }
449 }
450
451 // Connected Telehub position
452 private float m_TelehubPosX;
453 private float m_TelehubPosY;
454 private float m_TelehubPosZ;
455 public Vector3 TelehubPos
456 {
457 get
458 {
459 if (HasTelehub)
460 {
461 Vector3 Pos = new Vector3(m_TelehubPosX, m_TelehubPosY, m_TelehubPosZ);
462 return Pos;
463 }
464 else
465 {
466 return Vector3.Zero;
467 }
468 }
469 set
470 {
471
472 m_TelehubPosX = value.X;
473 m_TelehubPosY = value.Y;
474 m_TelehubPosZ = value.Z;
475 }
476 }
477
478 // Connected Telehub rotation
479 private float m_TelehubRotX;
480 private float m_TelehubRotY;
481 private float m_TelehubRotZ;
482 private float m_TelehubRotW;
483 public Quaternion TelehubRot
484 {
485 get
486 {
487 if (HasTelehub)
488 {
489 Quaternion quat = new Quaternion();
490
491 quat.X = m_TelehubRotX;
492 quat.Y = m_TelehubRotY;
493 quat.Z = m_TelehubRotZ;
494 quat.W = m_TelehubRotW;
495
496 return quat;
497 }
498 else
499 {
500 // What else to do??
501 Quaternion quat = new Quaternion();
502
503 quat.X = m_TelehubRotX;
504 quat.X = m_TelehubRotY;
505 quat.X = m_TelehubRotZ;
506 quat.X = m_TelehubRotW;
507
508 return quat;
509 }
510 }
511 set
512 {
513 m_TelehubRotX = value.X;
514 m_TelehubRotY = value.Y;
515 m_TelehubRotZ = value.Z;
516 m_TelehubRotW = value.W;
517 }
518 }
519
520 // Our Connected Telehub's SpawnPoints
521 public List<Vector3> l_SpawnPoints = new List<Vector3>();
522
523 // Add a SpawnPoint
524 // ** These are not region coordinates **
525 // They are relative to the Telehub coordinates
526 //
527 public void AddSpawnPoint(Vector3 point)
528 {
529 l_SpawnPoints.Add(point);
530 }
531
532 // Remove a SpawnPoint
533 public void RemoveSpawnPoint(int point_index)
534 {
535 l_SpawnPoints.RemoveAt(point_index);
536 }
537
538 // Return the List of SpawnPoints
539 public List<Vector3> SpawnPoints()
540 {
541 return l_SpawnPoints;
542
543 }
544
545 // Clear the SpawnPoints List of all entries
546 public void ClearSpawnPoints()
547 {
548 l_SpawnPoints.Clear();
549 }
400 } 550 }
401} 551}