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author | MW | 2007-06-27 15:28:52 +0000 |
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committer | MW | 2007-06-27 15:28:52 +0000 |
commit | 646bbbc84b8010e0dacbeed5342cdb045f46cc49 (patch) | |
tree | 770b34d19855363c3c113ab9a0af9a56d821d887 /OpenSim/Framework/General/Types/EstateSettings.cs | |
download | opensim-SC_OLD-646bbbc84b8010e0dacbeed5342cdb045f46cc49.zip opensim-SC_OLD-646bbbc84b8010e0dacbeed5342cdb045f46cc49.tar.gz opensim-SC_OLD-646bbbc84b8010e0dacbeed5342cdb045f46cc49.tar.bz2 opensim-SC_OLD-646bbbc84b8010e0dacbeed5342cdb045f46cc49.tar.xz |
Some work on restructuring the namespaces / project names. Note this doesn't compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.
Diffstat (limited to 'OpenSim/Framework/General/Types/EstateSettings.cs')
-rw-r--r-- | OpenSim/Framework/General/Types/EstateSettings.cs | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/OpenSim/Framework/General/Types/EstateSettings.cs b/OpenSim/Framework/General/Types/EstateSettings.cs new file mode 100644 index 0000000..778c893 --- /dev/null +++ b/OpenSim/Framework/General/Types/EstateSettings.cs | |||
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1 | /* | ||
2 | * Copyright (c) Contributors, http://www.openmetaverse.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | * | ||
27 | */ | ||
28 | |||
29 | using System; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Text; | ||
32 | |||
33 | using libsecondlife; | ||
34 | |||
35 | namespace OpenSim.Framework.Types | ||
36 | { | ||
37 | public class EstateSettings | ||
38 | { | ||
39 | //Settings to this island | ||
40 | public float billableFactor = (float)0.0; | ||
41 | public uint estateID = 0; | ||
42 | public uint parentEstateID = 0; | ||
43 | |||
44 | public byte maxAgents = 40; | ||
45 | public float objectBonusFactor = (float)1.0; | ||
46 | |||
47 | public int redirectGridX = 0; //?? | ||
48 | public int redirectGridY = 0; //?? | ||
49 | public libsecondlife.Simulator.RegionFlags regionFlags = libsecondlife.Simulator.RegionFlags.None; //Booleam values of various region settings | ||
50 | public libsecondlife.Simulator.SimAccess simAccess = libsecondlife.Simulator.SimAccess.Mature; //Is sim PG, Mature, etc? Mature by default. | ||
51 | public float sunHour = 0; | ||
52 | |||
53 | public float terrainRaiseLimit = 0; | ||
54 | public float terrainLowerLimit = 0; | ||
55 | |||
56 | public bool useFixedSun = false; | ||
57 | public int pricePerMeter = 1; | ||
58 | |||
59 | public ushort regionWaterHeight = 20; | ||
60 | public bool regionAllowTerraform = true; | ||
61 | |||
62 | // Region Information | ||
63 | // Low resolution 'base' textures. No longer used. | ||
64 | public LLUUID terrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); // Default | ||
65 | public LLUUID terrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); // Default | ||
66 | public LLUUID terrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); // Default | ||
67 | public LLUUID terrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); // Default | ||
68 | |||
69 | // Higher resolution terrain textures | ||
70 | public LLUUID terrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000"); | ||
71 | public LLUUID terrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000"); | ||
72 | public LLUUID terrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000"); | ||
73 | public LLUUID terrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000"); | ||
74 | |||
75 | // First quad - each point is bilinearly interpolated at each meter of terrain | ||
76 | public float terrainStartHeight0 = 10.0f; | ||
77 | public float terrainStartHeight1 = 10.0f; | ||
78 | public float terrainStartHeight2 = 10.0f; | ||
79 | public float terrainStartHeight3 = 10.0f; | ||
80 | |||
81 | // Second quad - also bilinearly interpolated. | ||
82 | // Terrain texturing is done that: | ||
83 | // 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y] | ||
84 | public float terrainHeightRange0 = 60.0f; //00 | ||
85 | public float terrainHeightRange1 = 60.0f; //01 | ||
86 | public float terrainHeightRange2 = 60.0f; //10 | ||
87 | public float terrainHeightRange3 = 60.0f; //11 | ||
88 | |||
89 | // Terrain Default (Must be in F32 Format!) | ||
90 | public string terrainFile = "default.r32"; | ||
91 | public double terrainMultiplier = 60.0; | ||
92 | public float waterHeight = (float)20.0; | ||
93 | |||
94 | public LLUUID terrainImageID = LLUUID.Zero; // the assetID that is the current Map image for this region | ||
95 | |||
96 | } | ||
97 | } | ||