EstateSettings.cs 4.6 KB

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  1. /*
  2. * Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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. */
  28. using System;
  29. using System.Collections.Generic;
  30. using System.Text;
  31. using libsecondlife;
  32. namespace OpenSim.Framework.Types
  33. {
  34. public class EstateSettings
  35. {
  36. //Settings to this island
  37. public float billableFactor = (float)0.0;
  38. public uint estateID = 0;
  39. public uint parentEstateID = 0;
  40. public byte maxAgents = 40;
  41. public float objectBonusFactor = (float)1.0;
  42. public int redirectGridX = 0; //??
  43. public int redirectGridY = 0; //??
  44. public libsecondlife.Simulator.RegionFlags regionFlags = libsecondlife.Simulator.RegionFlags.None; //Booleam values of various region settings
  45. public libsecondlife.Simulator.SimAccess simAccess = libsecondlife.Simulator.SimAccess.Mature; //Is sim PG, Mature, etc? Mature by default.
  46. public float sunHour = 0;
  47. public float terrainRaiseLimit = 0;
  48. public float terrainLowerLimit = 0;
  49. public bool useFixedSun = false;
  50. public int pricePerMeter = 1;
  51. public ushort regionWaterHeight = 20;
  52. public bool regionAllowTerraform = true;
  53. // Region Information
  54. // Low resolution 'base' textures. No longer used.
  55. public LLUUID terrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); // Default
  56. public LLUUID terrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); // Default
  57. public LLUUID terrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); // Default
  58. public LLUUID terrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); // Default
  59. // Higher resolution terrain textures
  60. public LLUUID terrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000");
  61. public LLUUID terrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000");
  62. public LLUUID terrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000");
  63. public LLUUID terrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
  64. // First quad - each point is bilinearly interpolated at each meter of terrain
  65. public float terrainStartHeight0 = 10.0f;
  66. public float terrainStartHeight1 = 10.0f;
  67. public float terrainStartHeight2 = 10.0f;
  68. public float terrainStartHeight3 = 10.0f;
  69. // Second quad - also bilinearly interpolated.
  70. // Terrain texturing is done that:
  71. // 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y]
  72. public float terrainHeightRange0 = 60.0f; //00
  73. public float terrainHeightRange1 = 60.0f; //01
  74. public float terrainHeightRange2 = 60.0f; //10
  75. public float terrainHeightRange3 = 60.0f; //11
  76. // Terrain Default (Must be in F32 Format!)
  77. public string terrainFile = "default.r32";
  78. public double terrainMultiplier = 60.0;
  79. public float waterHeight = (float)20.0;
  80. public LLUUID terrainImageID = LLUUID.Zero; // the assetID that is the current Map image for this region
  81. }
  82. }