VegetationModule.cs 4.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116
  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Reflection;
  29. using log4net;
  30. using Nini.Config;
  31. using OpenMetaverse;
  32. using OpenSim.Framework;
  33. using OpenSim.Region.Framework.Interfaces;
  34. using OpenSim.Region.Framework.Scenes;
  35. namespace OpenSim.Region.CoreModules.Avatar.Vegetation
  36. {
  37. public class VegetationModule : IRegionModule, IVegetationModule
  38. {
  39. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  40. protected Scene m_scene;
  41. protected static readonly PCode[] creationCapabilities = new PCode[] { PCode.Grass, PCode.NewTree, PCode.Tree };
  42. public PCode[] CreationCapabilities { get { return creationCapabilities; } }
  43. public void Initialise(Scene scene, IConfigSource source)
  44. {
  45. m_scene = scene;
  46. m_scene.RegisterModuleInterface<IVegetationModule>(this);
  47. }
  48. public void PostInitialise() {}
  49. public void Close() {}
  50. public string Name { get { return "Vegetation Module"; } }
  51. public bool IsSharedModule { get { return false; } }
  52. public SceneObjectGroup AddTree(
  53. UUID uuid, UUID groupID, Vector3 scale, Quaternion rotation, Vector3 position, Tree treeType, bool newTree)
  54. {
  55. PrimitiveBaseShape treeShape = new PrimitiveBaseShape();
  56. treeShape.PathCurve = 16;
  57. treeShape.PathEnd = 49900;
  58. treeShape.PCode = newTree ? (byte)PCode.NewTree : (byte)PCode.Tree;
  59. treeShape.Scale = scale;
  60. treeShape.State = (byte)treeType;
  61. return m_scene.AddNewPrim(uuid, groupID, position, rotation, treeShape);
  62. }
  63. public SceneObjectGroup CreateEntity(
  64. UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
  65. {
  66. if (Array.IndexOf(creationCapabilities, (PCode)shape.PCode) < 0)
  67. {
  68. m_log.DebugFormat("[VEGETATION]: PCode {0} not handled by {1}", shape.PCode, Name);
  69. return null;
  70. }
  71. SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
  72. SceneObjectPart rootPart = sceneObject.GetChildPart(sceneObject.UUID);
  73. // if grass or tree, make phantom
  74. //rootPart.TrimPermissions();
  75. rootPart.AddFlag(PrimFlags.Phantom);
  76. if (rootPart.Shape.PCode != (byte)PCode.Grass)
  77. AdaptTree(ref shape);
  78. m_scene.AddNewSceneObject(sceneObject, true);
  79. sceneObject.SetGroup(groupID, null);
  80. return sceneObject;
  81. }
  82. protected void AdaptTree(ref PrimitiveBaseShape tree)
  83. {
  84. // Tree size has to be adapted depending on its type
  85. switch ((Tree)tree.State)
  86. {
  87. case Tree.Cypress1:
  88. case Tree.Cypress2:
  89. tree.Scale = new Vector3(4, 4, 10);
  90. break;
  91. // case... other tree types
  92. // tree.Scale = new Vector3(?, ?, ?);
  93. // break;
  94. default:
  95. tree.Scale = new Vector3(4, 4, 4);
  96. break;
  97. }
  98. }
  99. }
  100. }