/* * 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 OpenMetaverse; using System.Collections.Generic; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Estate { public class TelehubManager { public struct Telehub { public UUID ObjectID; public string ObjectName; public Vector3 ObjectPosition; public Quaternion ObjectRotation; public List SpawnPoint; }; private UUID ObjectID; private string ObjectName; private Vector3 ObjectPosition; Quaternion ObjectRotation; List SpawnPoint = new List(); UUID EstateID; bool m_HasTelehub = false; Scene m_Scene; // This will get an option... Vector3 InitialSpawnPoint = new Vector3(0.0f,0.0f,-3.0f); public bool HasTelehub { get { return m_HasTelehub; } } public TelehubManager(Scene scene) { m_Scene = scene; } // Fill our Telehub struct with values public Telehub TelehubVals() { Telehub telehub = new Telehub(); telehub.ObjectID = ObjectID; telehub.ObjectName = ObjectName; telehub.ObjectPosition = ObjectPosition; telehub.ObjectRotation = ObjectRotation; telehub.SpawnPoint = SpawnPoint; return telehub; } // Connect the Telehub public Telehub Connect(SceneObjectPart part) { ObjectID = part.UUID; ObjectName = part.Name; ObjectPosition = part.AbsolutePosition; ObjectRotation = part.GetWorldRotation(); // Clear this for now SpawnPoint.Clear(); SpawnPoint.Add(InitialSpawnPoint); m_HasTelehub = true; return TelehubVals(); } // Disconnect the Telehub public Telehub DisConnect(SceneObjectPart part) { ObjectID = UUID.Zero; ObjectName = String.Empty; ObjectPosition = Vector3.Zero; ObjectRotation = Quaternion.Identity; SpawnPoint.Clear(); m_HasTelehub = false; return TelehubVals(); } // Add a SpawnPoint to the Telehub public Telehub AddSpawnPoint(Vector3 point) { float dist = (float) Util.GetDistanceTo(ObjectPosition, point); Vector3 nvec = Util.GetNormalizedVector(point - ObjectPosition); Vector3 spoint = nvec * dist; SpawnPoint.Add(spoint); return TelehubVals(); } // Remove a SpawnPoint from the Telehub public Telehub RemoveSpawnPoint(int spawnpoint) { SpawnPoint.RemoveAt(spawnpoint); return TelehubVals(); } } }