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- /*
- * 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.Text;
- using OpenMetaverse;
- namespace OpenSim.Region.Framework.Scenes
- {
- public class Border
- {
- /// <summary>
- /// Line perpendicular to the Direction Cardinal. Z value is the
- /// </summary>
- public Vector3 BorderLine = Vector3.Zero;
-
- /// <summary>
- /// Direction cardinal of the border, think, 'which side of the region this is'. EX South border: Cardinal.S
- /// </summary>
- public Cardinals CrossDirection = Cardinals.N;
- public uint TriggerRegionX = 0;
- public uint TriggerRegionY = 0;
- public Border()
- {
- }
- /// <summary>
- /// Creates a Border. The line is perpendicular to the direction cardinal.
- /// IE: if the direction cardinal is South, the line is West->East
- /// </summary>
- /// <param name="lineStart">The starting point for the line of the border.
- /// The position of an object must be greater then this for this border to trigger.
- /// Perpendicular to the direction cardinal</param>
- /// <param name="lineEnd">The ending point for the line of the border.
- /// The position of an object must be less then this for this border to trigger.
- /// Perpendicular to the direction cardinal</param>
- /// <param name="triggerCoordinate">The position that triggers border the border
- /// cross parallel to the direction cardinal. On the North cardinal, this
- /// normally 256. On the South cardinal, it's normally 0. Any position past this
- /// point on the cartesian coordinate will trigger the border cross as long as it
- /// falls within the line start and the line end.</param>
- /// <param name="triggerRegionX">When this border triggers, teleport to this regionX
- /// in the grid</param>
- /// <param name="triggerRegionY">When this border triggers, teleport to this regionY
- /// in the grid</param>
- /// <param name="direction">Cardinal for border direction. Think, 'which side of the
- /// region is this'</param>
- public Border(float lineStart, float lineEnd, float triggerCoordinate, uint triggerRegionX,
- uint triggerRegionY, Cardinals direction)
- {
- BorderLine = new Vector3(lineStart,lineEnd,triggerCoordinate);
- CrossDirection = direction;
- TriggerRegionX = triggerRegionX;
- TriggerRegionY = triggerRegionY;
- }
- /// <summary>
- /// Tests to see if the given position would cross this border.
- /// </summary>
- /// <returns></returns>
- public bool TestCross(Vector3 position)
- {
- bool result = false;
- switch (CrossDirection)
- {
- case Cardinals.N: // x+0, y+1
- if (position.X >= BorderLine.X && position.X <= BorderLine.Y && position.Y > BorderLine.Z)
- {
- return true;
- }
- break;
- case Cardinals.NE: // x+1, y+1
- break;
- case Cardinals.E: // x+1, y+0
- if (position.Y >= BorderLine.X && position.Y <= BorderLine.Y && position.X > BorderLine.Z)
- {
- return true;
- }
- break;
- case Cardinals.SE: // x+1, y-1
- break;
- case Cardinals.S: // x+0, y-1
- if (position.X >= BorderLine.X && position.X <= BorderLine.Y && position.Y < BorderLine.Z)
- {
- return true;
- }
- break;
- case Cardinals.SW: // x-1, y-1
- break;
- case Cardinals.W: // x-1, y+0
- if (position.Y >= BorderLine.X && position.Y <= BorderLine.Y && position.X < BorderLine.Z)
- {
- return true;
- }
- break;
- case Cardinals.NW: // x-1, y+1
- break;
- }
- return result;
- }
- public float Extent
- {
- get
- {
- switch (CrossDirection)
- {
- case Cardinals.N:
- break;
- case Cardinals.S:
- break;
- case Cardinals.W:
- break;
- case Cardinals.E:
- break;
- }
- return 0;
- }
- }
- }
- }
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