OpenSimMirror/OpenSim/Framework/General/Types/EstateSettings.cs

98 lines
4.6 KiB
C#

/*
* 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:
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* 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
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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;
public LLUUID terrainImageID = LLUUID.Zero; // the assetID that is the current Map image for this region
}
}