/* * 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 float billableFactor = (float)0.0; public uint estateID = 0; public uint parentEstateID = 0; public byte maxAgents = 40; public float objectBonusFactor = (float)1.0; public int redirectGridX = 0; //?? public int redirectGridY = 0; //?? public libsecondlife.Simulator.RegionFlags regionFlags = libsecondlife.Simulator.RegionFlags.None; //Booleam values of various region settings public libsecondlife.Simulator.SimAccess simAccess = libsecondlife.Simulator.SimAccess.Mature; //Is sim PG, Mature, etc? Mature by default. public float sunHour = 0; public float terrainRaiseLimit = 0; public float terrainLowerLimit = 0; public bool useFixedSun = false; public int pricePerMeter = 1; 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 terrainStartHeight0 = 10.0f; public float terrainStartHeight1 = 10.0f; public float terrainStartHeight2 = 10.0f; public float terrainStartHeight3 = 10.0f; // 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 terrainHeightRange0 = 60.0f; //00 public float terrainHeightRange1 = 60.0f; //01 public float terrainHeightRange2 = 60.0f; //10 public float terrainHeightRange3 = 60.0f; //11 // Terrain Default (Must be in F32 Format!) public string terrainFile = "default.r32"; public double terrainMultiplier = 60.0; public float waterHeight = (float)20.0; } }