/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * 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. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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; using System.Collections.Generic; using System.IO; using OpenMetaverse; namespace OpenSim.Framework { public struct SpawnPoint { public float Yaw; public float Pitch; public float Distance; public void SetLocation(Vector3 pos, Quaternion rot, Vector3 point) { // The point is an absolute position, so we need the relative // location to the spawn point Vector3 offset = point - pos; Distance = Vector3.Mag(offset); // Next we need to rotate this vector into the spawn point's // coordinate system rot.W = -rot.W; offset = offset * rot; Vector3 dir = Vector3.Normalize(offset); // Get the bearing (yaw) Yaw = (float)Math.Atan2(dir.Y, dir.X); // Get the elevation (pitch) Pitch = (float)-Math.Atan2(dir.Z, Math.Sqrt(dir.X * dir.X + dir.Y * dir.Y)); } public Vector3 GetLocation(Vector3 pos, Quaternion rot) { Quaternion y = Quaternion.CreateFromEulers(0, 0, Yaw); Quaternion p = Quaternion.CreateFromEulers(0, Pitch, 0); Vector3 dir = new Vector3(1, 0, 0) * p * y; Vector3 offset = dir * (float)Distance; offset *= rot; return pos + offset; } } public class RegionSettings { public delegate void SaveDelegate(RegionSettings rs); public event SaveDelegate OnSave; /// /// These appear to be terrain textures that are shipped with the client. /// public static readonly UUID DEFAULT_TERRAIN_TEXTURE_1 = new UUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); public static readonly UUID DEFAULT_TERRAIN_TEXTURE_2 = new UUID("abb783e6-3e93-26c0-248a-247666855da3"); public static readonly UUID DEFAULT_TERRAIN_TEXTURE_3 = new UUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); public static readonly UUID DEFAULT_TERRAIN_TEXTURE_4 = new UUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); public void Save() { if (OnSave != null) OnSave(this); } private UUID m_RegionUUID = UUID.Zero; public UUID RegionUUID { get { return m_RegionUUID; } set { m_RegionUUID = value; } } private bool m_BlockTerraform = false; public bool BlockTerraform { get { return m_BlockTerraform; } set { m_BlockTerraform = value; } } private bool m_BlockFly = false; public bool BlockFly { get { return m_BlockFly; } set { m_BlockFly = value; } } private bool m_AllowDamage = false; public bool AllowDamage { get { return m_AllowDamage; } set { m_AllowDamage = value; } } private bool m_RestrictPushing = false; public bool RestrictPushing { get { return m_RestrictPushing; } set { m_RestrictPushing = value; } } private bool m_AllowLandResell = true; public bool AllowLandResell { get { return m_AllowLandResell; } set { m_AllowLandResell = value; } } private bool m_AllowLandJoinDivide = true; public bool AllowLandJoinDivide { get { return m_AllowLandJoinDivide; } set { m_AllowLandJoinDivide = value; } } private bool m_BlockShowInSearch = false; public bool BlockShowInSearch { get { return m_BlockShowInSearch; } set { m_BlockShowInSearch = value; } } private int m_AgentLimit = 40; public int AgentLimit { get { return m_AgentLimit; } set { m_AgentLimit = value; } } private double m_ObjectBonus = 1.0; public double ObjectBonus { get { return m_ObjectBonus; } set { m_ObjectBonus = value; } } private int m_Maturity = 1; public int Maturity { get { return m_Maturity; } set { m_Maturity = value; } } private bool m_DisableScripts = false; public bool DisableScripts { get { return m_DisableScripts; } set { m_DisableScripts = value; } } private bool m_DisableCollisions = false; public bool DisableCollisions { get { return m_DisableCollisions; } set { m_DisableCollisions = value; } } private bool m_DisablePhysics = false; public bool DisablePhysics { get { return m_DisablePhysics; } set { m_DisablePhysics = value; } } private UUID m_TerrainTexture1 = UUID.Zero; public UUID TerrainTexture1 { get { return m_TerrainTexture1; } set { if (value == UUID.Zero) m_TerrainTexture1 = DEFAULT_TERRAIN_TEXTURE_1; else m_TerrainTexture1 = value; } } private UUID m_TerrainTexture2 = UUID.Zero; public UUID TerrainTexture2 { get { return m_TerrainTexture2; } set { if (value == UUID.Zero) m_TerrainTexture2 = DEFAULT_TERRAIN_TEXTURE_2; else m_TerrainTexture2 = value; } } private UUID m_TerrainTexture3 = UUID.Zero; public UUID TerrainTexture3 { get { return m_TerrainTexture3; } set { if (value == UUID.Zero) m_TerrainTexture3 = DEFAULT_TERRAIN_TEXTURE_3; else m_TerrainTexture3 = value; } } private UUID m_TerrainTexture4 = UUID.Zero; public UUID TerrainTexture4 { get { return m_TerrainTexture4; } set { if (value == UUID.Zero) m_TerrainTexture4 = DEFAULT_TERRAIN_TEXTURE_4; else m_TerrainTexture4 = value; } } private double m_Elevation1NW = 10; public double Elevation1NW { get { return m_Elevation1NW; } set { m_Elevation1NW = value; } } private double m_Elevation2NW = 60; public double Elevation2NW { get { return m_Elevation2NW; } set { m_Elevation2NW = value; } } private double m_Elevation1NE = 10; public double Elevation1NE { get { return m_Elevation1NE; } set { m_Elevation1NE = value; } } private double m_Elevation2NE = 60; public double Elevation2NE { get { return m_Elevation2NE; } set { m_Elevation2NE = value; } } private double m_Elevation1SE = 10; public double Elevation1SE { get { return m_Elevation1SE; } set { m_Elevation1SE = value; } } private double m_Elevation2SE = 60; public double Elevation2SE { get { return m_Elevation2SE; } set { m_Elevation2SE = value; } } private double m_Elevation1SW = 10; public double Elevation1SW { get { return m_Elevation1SW; } set { m_Elevation1SW = value; } } private double m_Elevation2SW = 60; public double Elevation2SW { get { return m_Elevation2SW; } set { m_Elevation2SW = value; } } private double m_WaterHeight = 20; public double WaterHeight { get { return m_WaterHeight; } set { m_WaterHeight = value; } } private double m_TerrainRaiseLimit = 100; public double TerrainRaiseLimit { get { return m_TerrainRaiseLimit; } set { m_TerrainRaiseLimit = value; } } private double m_TerrainLowerLimit = -100; public double TerrainLowerLimit { get { return m_TerrainLowerLimit; } set { m_TerrainLowerLimit = value; } } private bool m_UseEstateSun = true; public bool UseEstateSun { get { return m_UseEstateSun; } set { m_UseEstateSun = value; } } private bool m_Sandbox = false; public bool Sandbox { get { return m_Sandbox; } set { m_Sandbox = value; } } private Vector3 m_SunVector; public Vector3 SunVector { get { return m_SunVector; } set { m_SunVector = value; } } private UUID m_ParcelImageID; public UUID ParcelImageID { get { return m_ParcelImageID; } set { m_ParcelImageID = value; } } private UUID m_TerrainImageID; public UUID TerrainImageID { get { return m_TerrainImageID; } set { m_TerrainImageID = value; } } private bool m_FixedSun = false; public bool FixedSun { get { return m_FixedSun; } set { m_FixedSun = value; } } private double m_SunPosition = 0.0; public double SunPosition { get { return m_SunPosition; } set { m_SunPosition = value; } } private UUID m_Covenant = UUID.Zero; public UUID Covenant { get { return m_Covenant; } set { m_Covenant = value; } } private int m_LoadedCreationDateTime; public int LoadedCreationDateTime { get { return m_LoadedCreationDateTime; } set { m_LoadedCreationDateTime = value; } } public String LoadedCreationDate { get { TimeSpan ts = new TimeSpan(0, 0, LoadedCreationDateTime); DateTime stamp = new DateTime(1970, 1, 1) + ts; return stamp.ToLongDateString(); } } public String LoadedCreationTime { get { TimeSpan ts = new TimeSpan(0, 0, LoadedCreationDateTime); DateTime stamp = new DateTime(1970, 1, 1) + ts; return stamp.ToLongTimeString(); } } private String m_LoadedCreationID; public String LoadedCreationID { get { return m_LoadedCreationID; } set { m_LoadedCreationID = value; } } private bool m_GodBlockSearch = false; public bool GodBlockSearch { get { return m_GodBlockSearch; } set { m_GodBlockSearch = value; } } private bool m_Casino = false; public bool Casino { get { return m_Casino; } set { m_Casino = value; } } // Telehub support private bool m_TelehubEnabled = false; public bool HasTelehub { get { return m_TelehubEnabled; } set { m_TelehubEnabled = value; } } // Connected Telehub object private UUID m_TelehubObject; public UUID TelehubObject { get { return m_TelehubObject; } set { m_TelehubObject = value; } } // Our Connected Telehub's SpawnPoints public List l_SpawnPoints = new List(); // Add a SpawnPoint // ** These are not region coordinates ** // They are relative to the Telehub coordinates // public void AddSpawnPoint(SpawnPoint point) { l_SpawnPoints.Add(point); } // Remove a SpawnPoint public void RemoveSpawnPoint(int point_index) { l_SpawnPoints.RemoveAt(point_index); } // Return the List of SpawnPoints public List SpawnPoints() { return l_SpawnPoints; } // Clear the SpawnPoints List of all entries public void ClearSpawnPoints() { l_SpawnPoints.Clear(); } } }