*added the EstateSettings.cs file (oops)
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/*
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* Copyright (c) Contributors, http://www.openmetaverse.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using libsecondlife;
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namespace OpenSim.Framework.Types
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{
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public class EstateSettings
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{
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//Settings to this island
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public ushort regionWaterHeight = 20;
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public bool regionAllowTerraform = true;
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// Region Information
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// Low resolution 'base' textures. No longer used.
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public LLUUID terrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); // Default
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public LLUUID terrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); // Default
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public LLUUID terrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); // Default
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public LLUUID terrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); // Default
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// Higher resolution terrain textures
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public LLUUID terrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000");
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public LLUUID terrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000");
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public LLUUID terrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000");
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public LLUUID terrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
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// First quad - each point is bilinearly interpolated at each meter of terrain
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public float terrainStartHeightNW = 10.0f; // NW Corner ( I think )
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public float terrainStartHeightNE = 10.0f; // NE Corner ( I think )
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public float terrainStartHeightSW = 10.0f; // SW Corner ( I think )
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public float terrainStartHeightSE = 10.0f; // SE Corner ( I think )
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// Second quad - also bilinearly interpolated.
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// Terrain texturing is done that:
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// 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y]
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public float terrainHeightRangeNW = 60.0f; //00
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public float terrainHeightRangeNE = 60.0f; //01
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public float terrainHeightRangeSW = 60.0f; //10
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public float terrainHeightRangeSE = 60.0f; //11
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// Terrain Default (Must be in F32 Format!)
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public string terrainFile = "default.r32";
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public double terrainMultiplier = 60.0;
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}
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}
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