*Added EstateSettings.cs and moved many relevant variables from RegionInfoBase to EstateSettings class and added an EstateSettings objection to RegionInfoBase

*Added a few missed copyright headers
*Fixed a filename typo
This commit is contained in:
mingchen
2007-06-07 16:29:10 +00:00
parent 3fa76db3be
commit 458c6b6f16
23 changed files with 440 additions and 219 deletions

View File

@@ -33,6 +33,7 @@ using System.Web;
using System.IO;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Utilities;
using OpenSim.Framework.Types;
using libsecondlife;
namespace OpenSim.RegionServer
@@ -44,41 +45,13 @@ namespace OpenSim.RegionServer
public uint RegionLocX;
public uint RegionLocY;
public ulong RegionHandle;
public ushort RegionWaterHeight = 20;
public bool RegionTerraform = true;
public LLUUID RegionOwner = new LLUUID();
public int IPListenPort;
public string IPListenAddr;
// 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 TerrainStartHeight00 = 10.0f; // NW Corner ( I think )
public float TerrainStartHeight01 = 10.0f; // NE Corner ( I think )
public float TerrainStartHeight10 = 10.0f; // SW Corner ( I think )
public float TerrainStartHeight11 = 10.0f; // SE Corner ( I think )
// 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 TerrainHeightRange00 = 60.0f;
public float TerrainHeightRange01 = 60.0f;
public float TerrainHeightRange10 = 60.0f;
public float TerrainHeightRange11 = 60.0f;
// Terrain Default (Must be in F32 Format!)
public string TerrainFile = "default.r32";
public double TerrainMultiplier = 60.0;
public EstateSettings estateSettings;
public RegionInfoBase()
{