clockwerk-opensim – Rev 1
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/*
* 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.Reflection;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.Vegetation
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "VegetationModule")]
public class VegetationModule : INonSharedRegionModule, 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(IConfigSource source)
{
}
public void AddRegion(Scene scene)
{
m_scene = scene;
m_scene.RegisterModuleInterface<IVegetationModule>(this);
}
public void RemoveRegion(Scene scene)
{
m_scene.UnregisterModuleInterface<IVegetationModule>(this);
}
public void Close() {}
public string Name { get { return "Vegetation Module"; } }
public Type ReplaceableInterface
{
get { return null; }
}
public void RegionLoaded(Scene scene)
{
}
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.GetPart(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(8, 8, 20);
break;
// case... other tree types
// tree.Scale *= new Vector3(?, ?, ?);
// break;
default:
tree.Scale *= new Vector3(8, 8, 8);
break;
}
}
}
}