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-rw-r--r--OpenSim/OpenSim.RegionServer/RegionInfoBase.cs33
1 files changed, 3 insertions, 30 deletions
diff --git a/OpenSim/OpenSim.RegionServer/RegionInfoBase.cs b/OpenSim/OpenSim.RegionServer/RegionInfoBase.cs
index 8622857..a18c05f 100644
--- a/OpenSim/OpenSim.RegionServer/RegionInfoBase.cs
+++ b/OpenSim/OpenSim.RegionServer/RegionInfoBase.cs
@@ -33,6 +33,7 @@ using System.Web;
33using System.IO; 33using System.IO;
34using OpenSim.Framework.Interfaces; 34using OpenSim.Framework.Interfaces;
35using OpenSim.Framework.Utilities; 35using OpenSim.Framework.Utilities;
36using OpenSim.Framework.Types;
36using libsecondlife; 37using libsecondlife;
37 38
38namespace OpenSim.RegionServer 39namespace OpenSim.RegionServer
@@ -44,41 +45,13 @@ namespace OpenSim.RegionServer
44 public uint RegionLocX; 45 public uint RegionLocX;
45 public uint RegionLocY; 46 public uint RegionLocY;
46 public ulong RegionHandle; 47 public ulong RegionHandle;
47 public ushort RegionWaterHeight = 20; 48
48 public bool RegionTerraform = true;
49 public LLUUID RegionOwner = new LLUUID();
50 49
51 public int IPListenPort; 50 public int IPListenPort;
52 public string IPListenAddr; 51 public string IPListenAddr;
53 52
54 // Region Information
55 // Low resolution 'base' textures. No longer used.
56 public LLUUID TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); // Default
57 public LLUUID TerrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); // Default
58 public LLUUID TerrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); // Default
59 public LLUUID TerrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); // Default
60 // Higher resolution terrain textures
61 public LLUUID TerrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000");
62 public LLUUID TerrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000");
63 public LLUUID TerrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000");
64 public LLUUID TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
65 // First quad - each point is bilinearly interpolated at each meter of terrain
66 public float TerrainStartHeight00 = 10.0f; // NW Corner ( I think )
67 public float TerrainStartHeight01 = 10.0f; // NE Corner ( I think )
68 public float TerrainStartHeight10 = 10.0f; // SW Corner ( I think )
69 public float TerrainStartHeight11 = 10.0f; // SE Corner ( I think )
70 // Second quad - also bilinearly interpolated.
71 // Terrain texturing is done that:
72 // 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y]
73 public float TerrainHeightRange00 = 60.0f;
74 public float TerrainHeightRange01 = 60.0f;
75 public float TerrainHeightRange10 = 60.0f;
76 public float TerrainHeightRange11 = 60.0f;
77
78 // Terrain Default (Must be in F32 Format!)
79 public string TerrainFile = "default.r32";
80 public double TerrainMultiplier = 60.0;
81 53
54 public EstateSettings estateSettings;
82 55
83 public RegionInfoBase() 56 public RegionInfoBase()
84 { 57 {