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CityTexture.cs
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85 lines (78 loc) · 2.62 KB
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/*
* This code file deals with the procedurally generated textures that
* are to be used for the buildings, these include things like wood, stone
* rocks, glass but in a manner design so that when applied to a face of
* one of the primitivies that make up a building it will appear to be a
* true building face, ie windows with lights on, blinds and lighting.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Linq;
using System.Text;
using System.Security.Cryptography;
using System.Net;
using log4net;
using Nini;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using Aurora.Services.DataService;
using Aurora.Simulation.Base;
using Aurora.Framework;
using OpenSim;
using OpenSim.Data;
using OpenSim.Region;
using OpenSim.Region.CoreModules;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
// This needs to be changed to Aurora.CoreApplicationPlugins, it was working
// but now has revereted to not recognising the namespace despite having added
// the dll as a reference and the project itself as a dependancy of City Builder.
//using OpenSim.CoreApplicationPlugins;
using OpenSim.Framework;
namespace Aurora.Modules.CityBuilder
{
/// <summary>
/// This class deals with the textures used for buildings, roads etc.
/// </summary>
public class CityTexture : SceneObjectPart
{
#region Texture Constants
const int DEFAULT_TEXTURE_SIZE = 512;
const int DEFAULT_CELL_SIZE = 16;
#endregion
#region Internal Properties
private UUID textureID = UUID.Zero;
private UUID ownerID = UUID.Zero;
private Vector2 textureSize = new Vector2(DEFAULT_TEXTURE_SIZE,DEFAULT_TEXTURE_SIZE);
private string textureName = string.Empty;
#endregion
#region Internal Methods
#endregion
#region Public Properties
public UUID TextureID
{
get { return textureID; }
}
#endregion
#region Public Methods
/// <summary>
/// Register a new texture with the asset system for use by buildings, roads etc.
/// The texture object is owned by the server ie uuid zero.
/// </summary>
/// <param name="filePath"></param>
/// <param name="texture_id"></param>
/// <returns></returns>
public UUID registerNewTexture(string filePath)
{
if (filePath.Length <= 0)
return (UUID.Zero);
return (UUID.Zero);
}
#endregion
#region Constructors
#endregion
}
}