/* * Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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.Text; using System.Net; using System.Web; using System.IO; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Utilities; using libsecondlife; namespace OpenSim { public class RegionInfoBase { public LLUUID SimUUID; public string RegionName; public uint RegionLocX; public uint RegionLocY; public ulong RegionHandle; public ushort RegionWaterHeight = 20; public bool RegionTerraform = true; public LLUUID RegionOwner = new LLUUID(); public int IPListenPort; public string IPListenAddr; // Region Information // Low resolution 'base' textures. No longer used. public LLUUID TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); // Default public LLUUID TerrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); // Default public LLUUID TerrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); // Default public LLUUID TerrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); // Default // Higher resolution terrain textures public LLUUID TerrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000"); public LLUUID TerrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000"); public LLUUID TerrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000"); public LLUUID TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000"); // First quad - each point is bilinearly interpolated at each meter of terrain public float TerrainStartHeight00 = 10.0f; // NW Corner ( I think ) public float TerrainStartHeight01 = 10.0f; // NE Corner ( I think ) public float TerrainStartHeight10 = 10.0f; // SW Corner ( I think ) public float TerrainStartHeight11 = 10.0f; // SE Corner ( I think ) // Second quad - also bilinearly interpolated. // Terrain texturing is done that: // 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y] public float TerrainHeightRange00 = 60.0f; public float TerrainHeightRange01 = 60.0f; public float TerrainHeightRange10 = 60.0f; public float TerrainHeightRange11 = 60.0f; // Terrain Default (Must be in F32 Format!) public string TerrainFile = "default.r32"; public double TerrainMultiplier = 60.0; public RegionInfoBase() { } } }