*added the EstateSettings.cs file (oops)

zircon^2
mingchen 2007-06-07 17:14:28 +00:00
parent 458c6b6f16
commit 8f143cb295
1 changed files with 74 additions and 0 deletions

View File

@ -0,0 +1,74 @@
/*
* 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 System;
using System.Collections.Generic;
using System.Text;
using libsecondlife;
namespace OpenSim.Framework.Types
{
public class EstateSettings
{
//Settings to this island
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 terrainStartHeightNW = 10.0f; // NW Corner ( I think )
public float terrainStartHeightNE = 10.0f; // NE Corner ( I think )
public float terrainStartHeightSW = 10.0f; // SW Corner ( I think )
public float terrainStartHeightSE = 10.0f; // SE Corner ( I think )
// 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 terrainHeightRangeNW = 60.0f; //00
public float terrainHeightRangeNE = 60.0f; //01
public float terrainHeightRangeSW = 60.0f; //10
public float terrainHeightRangeSE = 60.0f; //11
// Terrain Default (Must be in F32 Format!)
public string terrainFile = "default.r32";
public double terrainMultiplier = 60.0;
}
}