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- /*
- * 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 libsecondlife;
- namespace OpenSim.Framework.Types
- {
- public class EstateSettings
- {
- //Settings to this island
- public float billableFactor = (float)0.0;
- public uint estateID = 0;
- public uint parentEstateID = 0;
- public byte maxAgents = 40;
- public float objectBonusFactor = (float)1.0;
- public int redirectGridX = 0; //??
- public int redirectGridY = 0; //??
- public Simulator.RegionFlags regionFlags = Simulator.RegionFlags.None; //Booleam values of various region settings
- public Simulator.SimAccess simAccess = Simulator.SimAccess.Mature; //Is sim PG, Mature, etc? Mature by default.
- public float sunHour = 0;
- public float terrainRaiseLimit = 0;
- public float terrainLowerLimit = 0;
- public bool useFixedSun = false;
- public int pricePerMeter = 1;
- public ushort regionWaterHeight = 20;
- public bool regionAllowTerraform = true;
- // 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 terrainStartHeight0 = 10.0f;
- public float terrainStartHeight1 = 10.0f;
- public float terrainStartHeight2 = 10.0f;
- public float terrainStartHeight3 = 10.0f;
- // 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 terrainHeightRange0 = 60.0f; //00
- public float terrainHeightRange1 = 60.0f; //01
- public float terrainHeightRange2 = 60.0f; //10
- public float terrainHeightRange3 = 60.0f; //11
- // Terrain Default (Must be in F32 Format!)
- public string terrainFile = "default.r32";
- public double terrainMultiplier = 60.0;
- public float waterHeight = (float)20.0;
- public LLUUID terrainImageID = LLUUID.Zero; // the assetID that is the current Map image for this region
- }
- }
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