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-rw-r--r--Common/OpenSim.Framework/Types/EstateSettings.cs74
1 files changed, 74 insertions, 0 deletions
diff --git a/Common/OpenSim.Framework/Types/EstateSettings.cs b/Common/OpenSim.Framework/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
29using System;
30using System.Collections.Generic;
31using System.Text;
32
33using libsecondlife;
34
35namespace OpenSim.Framework.Types
36{
37 public class EstateSettings
38 {
39 //Settings to this island
40 public ushort regionWaterHeight = 20;
41 public bool regionAllowTerraform = true;
42
43 // Region Information
44 // Low resolution 'base' textures. No longer used.
45 public LLUUID terrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); // Default
46 public LLUUID terrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); // Default
47 public LLUUID terrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); // Default
48 public LLUUID terrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); // Default
49
50 // Higher resolution terrain textures
51 public LLUUID terrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000");
52 public LLUUID terrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000");
53 public LLUUID terrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000");
54 public LLUUID terrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
55
56 // First quad - each point is bilinearly interpolated at each meter of terrain
57 public float terrainStartHeightNW = 10.0f; // NW Corner ( I think )
58 public float terrainStartHeightNE = 10.0f; // NE Corner ( I think )
59 public float terrainStartHeightSW = 10.0f; // SW Corner ( I think )
60 public float terrainStartHeightSE = 10.0f; // SE Corner ( I think )
61
62 // Second quad - also bilinearly interpolated.
63 // Terrain texturing is done that:
64 // 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y]
65 public float terrainHeightRangeNW = 60.0f; //00
66 public float terrainHeightRangeNE = 60.0f; //01
67 public float terrainHeightRangeSW = 60.0f; //10
68 public float terrainHeightRangeSE = 60.0f; //11
69
70 // Terrain Default (Must be in F32 Format!)
71 public string terrainFile = "default.r32";
72 public double terrainMultiplier = 60.0;
73 }
74}