clockwerk-opensim-stable – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Text; |
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31 | using OpenMetaverse; |
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32 | |||
33 | namespace OpenSim.Region.Framework.Scenes |
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34 | { |
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35 | public class Border |
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36 | { |
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37 | /// <summary> |
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38 | /// Line perpendicular to the Direction Cardinal. Z value is the |
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39 | /// </summary> |
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40 | public Vector3 BorderLine = Vector3.Zero; |
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41 | |||
42 | /// <summary> |
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43 | /// Direction cardinal of the border, think, 'which side of the region this is'. EX South border: Cardinal.S |
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44 | /// </summary> |
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45 | public Cardinals CrossDirection = Cardinals.N; |
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46 | public uint TriggerRegionX = 0; |
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47 | public uint TriggerRegionY = 0; |
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48 | |||
49 | public Border() |
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50 | { |
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51 | } |
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52 | |||
53 | /// <summary> |
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54 | /// Creates a Border. The line is perpendicular to the direction cardinal. |
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55 | /// IE: if the direction cardinal is South, the line is West->East |
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56 | /// </summary> |
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57 | /// <param name="lineStart">The starting point for the line of the border. |
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58 | /// The position of an object must be greater then this for this border to trigger. |
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59 | /// Perpendicular to the direction cardinal</param> |
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60 | /// <param name="lineEnd">The ending point for the line of the border. |
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61 | /// The position of an object must be less then this for this border to trigger. |
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62 | /// Perpendicular to the direction cardinal</param> |
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63 | /// <param name="triggerCoordinate">The position that triggers border the border |
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64 | /// cross parallel to the direction cardinal. On the North cardinal, this |
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65 | /// normally 256. On the South cardinal, it's normally 0. Any position past this |
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66 | /// point on the cartesian coordinate will trigger the border cross as long as it |
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67 | /// falls within the line start and the line end.</param> |
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68 | /// <param name="triggerRegionX">When this border triggers, teleport to this regionX |
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69 | /// in the grid</param> |
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70 | /// <param name="triggerRegionY">When this border triggers, teleport to this regionY |
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71 | /// in the grid</param> |
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72 | /// <param name="direction">Cardinal for border direction. Think, 'which side of the |
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73 | /// region is this'</param> |
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74 | public Border(float lineStart, float lineEnd, float triggerCoordinate, uint triggerRegionX, |
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75 | uint triggerRegionY, Cardinals direction) |
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76 | { |
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77 | BorderLine = new Vector3(lineStart,lineEnd,triggerCoordinate); |
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78 | CrossDirection = direction; |
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79 | TriggerRegionX = triggerRegionX; |
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80 | TriggerRegionY = triggerRegionY; |
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81 | } |
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82 | |||
83 | /// <summary> |
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84 | /// Tests to see if the given position would cross this border. |
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85 | /// </summary> |
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86 | /// <returns></returns> |
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87 | public bool TestCross(Vector3 position) |
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88 | { |
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89 | bool result = false; |
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90 | switch (CrossDirection) |
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91 | { |
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92 | case Cardinals.N: // x+0, y+1 |
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93 | if (position.X >= BorderLine.X && position.X <= BorderLine.Y && position.Y > BorderLine.Z) |
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94 | { |
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95 | return true; |
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96 | } |
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97 | break; |
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98 | case Cardinals.NE: // x+1, y+1 |
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99 | break; |
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100 | case Cardinals.E: // x+1, y+0 |
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101 | if (position.Y >= BorderLine.X && position.Y <= BorderLine.Y && position.X > BorderLine.Z) |
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102 | { |
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103 | return true; |
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104 | } |
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105 | break; |
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106 | case Cardinals.SE: // x+1, y-1 |
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107 | break; |
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108 | case Cardinals.S: // x+0, y-1 |
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109 | if (position.X >= BorderLine.X && position.X <= BorderLine.Y && position.Y < BorderLine.Z) |
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110 | { |
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111 | return true; |
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112 | } |
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113 | break; |
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114 | case Cardinals.SW: // x-1, y-1 |
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115 | break; |
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116 | case Cardinals.W: // x-1, y+0 |
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117 | if (position.Y >= BorderLine.X && position.Y <= BorderLine.Y && position.X < BorderLine.Z) |
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118 | { |
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119 | return true; |
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120 | } |
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121 | break; |
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122 | case Cardinals.NW: // x-1, y+1 |
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123 | break; |
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124 | } |
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125 | |||
126 | return result; |
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127 | } |
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128 | |||
129 | public float Extent |
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130 | { |
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131 | get |
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132 | { |
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133 | switch (CrossDirection) |
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134 | { |
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135 | case Cardinals.N: |
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136 | break; |
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137 | case Cardinals.S: |
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138 | break; |
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139 | case Cardinals.W: |
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140 | break; |
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141 | case Cardinals.E: |
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142 | break; |
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143 | } |
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144 | return 0; |
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145 | } |
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146 | } |
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147 | } |
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148 | } |