530 lines
14 KiB
C#
530 lines
14 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.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 OpenSimulator 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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using System;
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using System.Collections.Generic;
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using System.IO;
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using OpenMetaverse;
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using System.Runtime.Serialization;
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namespace OpenSim.Framework
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{
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public struct SpawnPoint
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{
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public float Yaw;
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public float Pitch;
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public float Distance;
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public void SetLocation(Vector3 pos, Quaternion rot, Vector3 point)
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{
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// The point is an absolute position, so we need the relative
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// location to the spawn point
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Vector3 offset = point - pos;
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Distance = Vector3.Mag(offset);
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// Next we need to rotate this vector into the spawn point's
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// coordinate system
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rot.W = -rot.W;
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offset = offset * rot;
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Vector3 dir = Vector3.Normalize(offset);
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// Get the bearing (yaw)
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Yaw = (float)Math.Atan2(dir.Y, dir.X);
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// Get the elevation (pitch)
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Pitch = (float)-Math.Atan2(dir.Z, Math.Sqrt(dir.X * dir.X + dir.Y * dir.Y));
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}
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public Vector3 GetLocation(Vector3 pos, Quaternion rot)
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{
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Quaternion y = Quaternion.CreateFromEulers(0, 0, Yaw);
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Quaternion p = Quaternion.CreateFromEulers(0, Pitch, 0);
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Vector3 dir = new Vector3(1, 0, 0) * p * y;
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Vector3 offset = dir * (float)Distance;
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offset *= rot;
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return pos + offset;
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}
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/// <summary>
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/// Returns a string representation of this SpawnPoint.
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/// </summary>
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/// <returns></returns>
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public override string ToString()
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{
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return string.Format("{0},{1},{2}", Yaw, Pitch, Distance);
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}
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/// <summary>
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/// Generate a SpawnPoint from a string
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/// </summary>
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/// <param name="str"></param>
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public static SpawnPoint Parse(string str)
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{
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string[] parts = str.Split(',');
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if (parts.Length != 3)
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throw new ArgumentException("Invalid string: " + str);
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SpawnPoint sp = new SpawnPoint();
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sp.Yaw = float.Parse(parts[0]);
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sp.Pitch = float.Parse(parts[1]);
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sp.Distance = float.Parse(parts[2]);
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return sp;
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}
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}
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public class RegionSettings
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{
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public delegate void SaveDelegate(RegionSettings rs);
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public event SaveDelegate OnSave;
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/// <value>
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/// These appear to be terrain textures that are shipped with the client.
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/// </value>
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public static readonly UUID DEFAULT_TERRAIN_TEXTURE_1 = new UUID("b8d3965a-ad78-bf43-699b-bff8eca6c975");
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public static readonly UUID DEFAULT_TERRAIN_TEXTURE_2 = new UUID("abb783e6-3e93-26c0-248a-247666855da3");
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public static readonly UUID DEFAULT_TERRAIN_TEXTURE_3 = new UUID("179cdabd-398a-9b6b-1391-4dc333ba321f");
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public static readonly UUID DEFAULT_TERRAIN_TEXTURE_4 = new UUID("beb169c7-11ea-fff2-efe5-0f24dc881df2");
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public void Save()
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{
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if (OnSave != null)
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OnSave(this);
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}
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private UUID m_RegionUUID = UUID.Zero;
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public UUID RegionUUID
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{
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get { return m_RegionUUID; }
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set { m_RegionUUID = value; }
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}
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private bool m_BlockTerraform = false;
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public bool BlockTerraform
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{
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get { return m_BlockTerraform; }
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set { m_BlockTerraform = value; }
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}
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private bool m_BlockFly = false;
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public bool BlockFly
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{
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get { return m_BlockFly; }
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set { m_BlockFly = value; }
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}
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private bool m_AllowDamage = false;
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public bool AllowDamage
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{
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get { return m_AllowDamage; }
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set { m_AllowDamage = value; }
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}
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private bool m_RestrictPushing = false;
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public bool RestrictPushing
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{
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get { return m_RestrictPushing; }
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set { m_RestrictPushing = value; }
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}
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private bool m_AllowLandResell = true;
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public bool AllowLandResell
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{
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get { return m_AllowLandResell; }
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set { m_AllowLandResell = value; }
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}
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private bool m_AllowLandJoinDivide = true;
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public bool AllowLandJoinDivide
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{
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get { return m_AllowLandJoinDivide; }
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set { m_AllowLandJoinDivide = value; }
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}
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private bool m_BlockShowInSearch = false;
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public bool BlockShowInSearch
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{
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get { return m_BlockShowInSearch; }
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set { m_BlockShowInSearch = value; }
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}
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private int m_AgentLimit = 40;
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public int AgentLimit
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{
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get { return m_AgentLimit; }
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set { m_AgentLimit = value; }
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}
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private double m_ObjectBonus = 1.0;
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public double ObjectBonus
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{
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get { return m_ObjectBonus; }
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set { m_ObjectBonus = value; }
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}
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private int m_Maturity = 1;
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public int Maturity
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{
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get { return m_Maturity; }
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set { m_Maturity = value; }
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}
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private bool m_DisableScripts = false;
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public bool DisableScripts
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{
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get { return m_DisableScripts; }
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set { m_DisableScripts = value; }
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}
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private bool m_DisableCollisions = false;
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public bool DisableCollisions
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{
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get { return m_DisableCollisions; }
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set { m_DisableCollisions = value; }
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}
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private bool m_DisablePhysics = false;
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public bool DisablePhysics
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{
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get { return m_DisablePhysics; }
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set { m_DisablePhysics = value; }
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}
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private UUID m_TerrainTexture1 = UUID.Zero;
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public UUID TerrainTexture1
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{
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get { return m_TerrainTexture1; }
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set
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{
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if (value == UUID.Zero)
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m_TerrainTexture1 = DEFAULT_TERRAIN_TEXTURE_1;
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else
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m_TerrainTexture1 = value;
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}
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}
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private UUID m_TerrainTexture2 = UUID.Zero;
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public UUID TerrainTexture2
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{
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get { return m_TerrainTexture2; }
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set
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{
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if (value == UUID.Zero)
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m_TerrainTexture2 = DEFAULT_TERRAIN_TEXTURE_2;
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else
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m_TerrainTexture2 = value;
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}
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}
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private UUID m_TerrainTexture3 = UUID.Zero;
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public UUID TerrainTexture3
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{
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get { return m_TerrainTexture3; }
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set
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{
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if (value == UUID.Zero)
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m_TerrainTexture3 = DEFAULT_TERRAIN_TEXTURE_3;
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else
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m_TerrainTexture3 = value;
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}
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}
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private UUID m_TerrainTexture4 = UUID.Zero;
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public UUID TerrainTexture4
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{
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get { return m_TerrainTexture4; }
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set
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{
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if (value == UUID.Zero)
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m_TerrainTexture4 = DEFAULT_TERRAIN_TEXTURE_4;
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else
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m_TerrainTexture4 = value;
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}
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}
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private double m_Elevation1NW = 10;
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public double Elevation1NW
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{
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get { return m_Elevation1NW; }
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set { m_Elevation1NW = value; }
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}
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private double m_Elevation2NW = 60;
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public double Elevation2NW
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{
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get { return m_Elevation2NW; }
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set { m_Elevation2NW = value; }
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}
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private double m_Elevation1NE = 10;
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public double Elevation1NE
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{
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get { return m_Elevation1NE; }
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set { m_Elevation1NE = value; }
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}
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private double m_Elevation2NE = 60;
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public double Elevation2NE
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{
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get { return m_Elevation2NE; }
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set { m_Elevation2NE = value; }
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}
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private double m_Elevation1SE = 10;
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public double Elevation1SE
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{
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get { return m_Elevation1SE; }
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set { m_Elevation1SE = value; }
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}
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private double m_Elevation2SE = 60;
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public double Elevation2SE
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{
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get { return m_Elevation2SE; }
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set { m_Elevation2SE = value; }
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}
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private double m_Elevation1SW = 10;
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public double Elevation1SW
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{
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get { return m_Elevation1SW; }
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set { m_Elevation1SW = value; }
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}
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private double m_Elevation2SW = 60;
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public double Elevation2SW
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{
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get { return m_Elevation2SW; }
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set { m_Elevation2SW = value; }
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}
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private double m_WaterHeight = 20;
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public double WaterHeight
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{
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get { return m_WaterHeight; }
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set { m_WaterHeight = value; }
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}
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private double m_TerrainRaiseLimit = 100;
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public double TerrainRaiseLimit
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{
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get { return m_TerrainRaiseLimit; }
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set { m_TerrainRaiseLimit = value; }
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}
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private double m_TerrainLowerLimit = -100;
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public double TerrainLowerLimit
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{
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get { return m_TerrainLowerLimit; }
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set { m_TerrainLowerLimit = value; }
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}
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private bool m_UseEstateSun = true;
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public bool UseEstateSun
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{
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get { return m_UseEstateSun; }
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set { m_UseEstateSun = value; }
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}
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private bool m_Sandbox = false;
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public bool Sandbox
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{
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get { return m_Sandbox; }
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set { m_Sandbox = value; }
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}
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private Vector3 m_SunVector;
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public Vector3 SunVector
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{
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get { return m_SunVector; }
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set { m_SunVector = value; }
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}
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private UUID m_ParcelImageID;
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public UUID ParcelImageID
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{
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get { return m_ParcelImageID; }
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set { m_ParcelImageID = value; }
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}
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private UUID m_TerrainImageID;
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public UUID TerrainImageID
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{
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get { return m_TerrainImageID; }
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set { m_TerrainImageID = value; }
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}
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private bool m_FixedSun = false;
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public bool FixedSun
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{
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get { return m_FixedSun; }
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set { m_FixedSun = value; }
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}
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private double m_SunPosition = 0.0;
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public double SunPosition
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{
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get { return m_SunPosition; }
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set { m_SunPosition = value; }
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}
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private UUID m_Covenant = UUID.Zero;
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public UUID Covenant
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{
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get { return m_Covenant; }
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set { m_Covenant = value; }
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}
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private int m_CovenantChanged = 0;
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public int CovenantChangedDateTime
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{
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get { return m_CovenantChanged; }
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set { m_CovenantChanged = value; }
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}
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private int m_LoadedCreationDateTime;
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public int LoadedCreationDateTime
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{
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get { return m_LoadedCreationDateTime; }
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set { m_LoadedCreationDateTime = value; }
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}
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public String LoadedCreationDate
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{
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get
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{
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TimeSpan ts = new TimeSpan(0, 0, LoadedCreationDateTime);
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DateTime stamp = new DateTime(1970, 1, 1) + ts;
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return stamp.ToLongDateString();
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}
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}
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public String LoadedCreationTime
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{
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get
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{
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TimeSpan ts = new TimeSpan(0, 0, LoadedCreationDateTime);
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DateTime stamp = new DateTime(1970, 1, 1) + ts;
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return stamp.ToLongTimeString();
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}
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}
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private String m_LoadedCreationID;
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public String LoadedCreationID
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{
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get { return m_LoadedCreationID; }
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set { m_LoadedCreationID = value; }
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}
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// Connected Telehub object
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private UUID m_TelehubObject = UUID.Zero;
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public UUID TelehubObject
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{
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get
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{
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return m_TelehubObject;
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}
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set
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{
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m_TelehubObject = value;
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}
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}
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// Our Connected Telehub's SpawnPoints
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public List<SpawnPoint> l_SpawnPoints = new List<SpawnPoint>();
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// Add a SpawnPoint
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// ** These are not region coordinates **
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// They are relative to the Telehub coordinates
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//
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public void AddSpawnPoint(SpawnPoint point)
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{
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l_SpawnPoints.Add(point);
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}
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// Remove a SpawnPoint
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public void RemoveSpawnPoint(int point_index)
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{
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l_SpawnPoints.RemoveAt(point_index);
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}
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// Return the List of SpawnPoints
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public List<SpawnPoint> SpawnPoints()
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{
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return l_SpawnPoints;
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}
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// Clear the SpawnPoints List of all entries
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public void ClearSpawnPoints()
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{
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l_SpawnPoints.Clear();
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}
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}
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} |