151 lines
6.1 KiB
C#
151 lines
6.1 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 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
|
|
{
|
|
|
|
/// <summary>
|
|
/// Line perpendicular to the Direction Cardinal. Z value is the
|
|
/// </summary>
|
|
public Vector3 BorderLine = Vector3.Zero;
|
|
|
|
/// <summary>
|
|
/// Direction cardinal of the border, think, 'which side of the region this is'. EX South border: Cardinal.S
|
|
/// </summary>
|
|
public Cardinals CrossDirection = Cardinals.N;
|
|
public uint TriggerRegionX = 0;
|
|
public uint TriggerRegionY = 0;
|
|
|
|
public Border()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a Border. The line is perpendicular to the direction cardinal.
|
|
/// IE: if the direction cardinal is South, the line is West->East
|
|
/// </summary>
|
|
/// <param name="lineStart">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</param>
|
|
/// <param name="lineEnd">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</param>
|
|
/// <param name="triggerCoordinate">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.</param>
|
|
/// <param name="triggerRegionX">When this border triggers, teleport to this regionX
|
|
/// in the grid</param>
|
|
/// <param name="triggerRegionY">When this border triggers, teleport to this regionY
|
|
/// in the grid</param>
|
|
/// <param name="direction">Cardinal for border direction. Think, 'which side of the
|
|
/// region is this'</param>
|
|
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;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
}
|