119 lines
4.9 KiB
C#
119 lines
4.9 KiB
C#
/*
|
|
* 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 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.Reflection;
|
|
using log4net;
|
|
using Nini.Config;
|
|
using OpenMetaverse;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Framework.Communications;
|
|
using OpenSim.Framework.Communications.Cache;
|
|
using OpenSim.Region.Environment.Interfaces;
|
|
using OpenSim.Region.Environment.Scenes;
|
|
|
|
namespace OpenSim.Region.Environment.Modules.Avatar.Vegetation
|
|
{
|
|
public class VegetationModule : IRegionModule, IVegetationModule
|
|
{
|
|
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
|
|
protected Scene m_scene;
|
|
|
|
protected static readonly PCode[] creationCapabilities = new PCode[] { PCode.Grass, PCode.NewTree, PCode.Tree };
|
|
public PCode[] CreationCapabilities { get { return creationCapabilities; } }
|
|
|
|
public void Initialise(Scene scene, IConfigSource source)
|
|
{
|
|
m_scene = scene;
|
|
m_scene.RegisterModuleInterface<IVegetationModule>(this);
|
|
}
|
|
|
|
public void PostInitialise() {}
|
|
public void Close() {}
|
|
public string Name { get { return "Vegetation Module"; } }
|
|
public bool IsSharedModule { get { return false; } }
|
|
|
|
public SceneObjectGroup AddTree(
|
|
UUID uuid, UUID groupID, Vector3 scale, Quaternion rotation, Vector3 position, Tree treeType, bool newTree)
|
|
{
|
|
PrimitiveBaseShape treeShape = new PrimitiveBaseShape();
|
|
treeShape.PathCurve = 16;
|
|
treeShape.PathEnd = 49900;
|
|
treeShape.PCode = newTree ? (byte)PCode.NewTree : (byte)PCode.Tree;
|
|
treeShape.Scale = scale;
|
|
treeShape.State = (byte)treeType;
|
|
|
|
return m_scene.AddNewPrim(uuid, groupID, position, rotation, treeShape);
|
|
}
|
|
|
|
public SceneObjectGroup CreateEntity(
|
|
UUID ownerID, UUID groupID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
|
|
{
|
|
if (Array.IndexOf(creationCapabilities, (PCode)shape.PCode) < 0)
|
|
{
|
|
m_log.DebugFormat("[VEGETATION]: PCode {0} not handled by {1}", shape.PCode, Name);
|
|
return null;
|
|
}
|
|
|
|
SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape);
|
|
SceneObjectPart rootPart = sceneObject.GetChildPart(sceneObject.UUID);
|
|
|
|
// if grass or tree, make phantom
|
|
//rootPart.TrimPermissions();
|
|
rootPart.AddFlag(PrimFlags.Phantom);
|
|
if (rootPart.Shape.PCode != (byte)PCode.Grass)
|
|
AdaptTree(ref shape);
|
|
|
|
m_scene.AddNewSceneObject(sceneObject, true);
|
|
sceneObject.SetGroup(groupID, null);
|
|
|
|
return sceneObject;
|
|
}
|
|
|
|
protected void AdaptTree(ref PrimitiveBaseShape tree)
|
|
{
|
|
// Tree size has to be adapted depending on its type
|
|
switch ((Tree)tree.State)
|
|
{
|
|
case Tree.Cypress1:
|
|
case Tree.Cypress2:
|
|
tree.Scale = new Vector3(4, 4, 10);
|
|
break;
|
|
|
|
// case... other tree types
|
|
// tree.Scale = new Vector3(?, ?, ?);
|
|
// break;
|
|
|
|
default:
|
|
tree.Scale = new Vector3(4, 4, 4);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|