/* * 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 { /// /// Line perpendicular to the Direction Cardinal. Z value is the /// public Vector3 BorderLine = Vector3.Zero; /// /// Direction cardinal of the border, think, 'which side of the region this is'. EX South border: Cardinal.S /// public Cardinals CrossDirection = Cardinals.N; public uint TriggerRegionX = 0; public uint TriggerRegionY = 0; public Border() { } /// /// Creates a Border. The line is perpendicular to the direction cardinal. /// IE: if the direction cardinal is South, the line is West->East /// /// 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 /// 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 /// 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. /// When this border triggers, teleport to this regionX /// in the grid /// When this border triggers, teleport to this regionY /// in the grid /// Cardinal for border direction. Think, 'which side of the /// region is this' 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; } 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; } } } }