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authorJeff Ames2009-04-14 10:00:13 +0000
committerJeff Ames2009-04-14 10:00:13 +0000
commitfa29cf5c5010f7c3e83494786be1b0c11c663e6d (patch)
tree51d4cc4d2e82d2a53bb1ca23ef10b3dd63060f0d /OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs
parent* Adding some organization of vehicle type stuff in the ODEPlugin. (diff)
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Diffstat (limited to '')
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs446
1 files changed, 223 insertions, 223 deletions
diff --git a/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs b/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs
index e17b716..dc2e3fa 100644
--- a/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/Minimodule/Interfaces/IObject.cs
@@ -1,223 +1,223 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Drawing; 29using System.Drawing;
30using OpenMetaverse; 30using OpenMetaverse;
31using OpenSim.Region.OptionalModules.Scripting.Minimodule.Object; 31using OpenSim.Region.OptionalModules.Scripting.Minimodule.Object;
32 32
33namespace OpenSim.Region.OptionalModules.Scripting.Minimodule 33namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
34{ 34{
35 public class TouchEventArgs : EventArgs 35 public class TouchEventArgs : EventArgs
36 { 36 {
37 public IAvatar Avatar; 37 public IAvatar Avatar;
38 38
39 public Vector3 TouchBiNormal; 39 public Vector3 TouchBiNormal;
40 public Vector3 TouchNormal; 40 public Vector3 TouchNormal;
41 public Vector3 TouchPosition; 41 public Vector3 TouchPosition;
42 42
43 public Vector2 TouchUV; 43 public Vector2 TouchUV;
44 public Vector2 TouchST; 44 public Vector2 TouchST;
45 45
46 public int TouchMaterialIndex; 46 public int TouchMaterialIndex;
47 } 47 }
48 48
49 public delegate void OnTouchDelegate(IObject sender, TouchEventArgs e); 49 public delegate void OnTouchDelegate(IObject sender, TouchEventArgs e);
50 50
51 public interface IObject : IEntity 51 public interface IObject : IEntity
52 { 52 {
53 #region Events 53 #region Events
54 54
55 event OnTouchDelegate OnTouch; 55 event OnTouchDelegate OnTouch;
56 56
57 #endregion 57 #endregion
58 58
59 /// <summary> 59 /// <summary>
60 /// Returns whether or not this object is still in the world. 60 /// Returns whether or not this object is still in the world.
61 /// Eg, if you store an IObject reference, however the object 61 /// Eg, if you store an IObject reference, however the object
62 /// is deleted before you use it, it will throw a NullReference 62 /// is deleted before you use it, it will throw a NullReference
63 /// exception. 'Exists' allows you to check the object is still 63 /// exception. 'Exists' allows you to check the object is still
64 /// in play before utilizing it. 64 /// in play before utilizing it.
65 /// </summary> 65 /// </summary>
66 /// <example> 66 /// <example>
67 /// IObject deleteMe = World.Objects[0]; 67 /// IObject deleteMe = World.Objects[0];
68 /// 68 ///
69 /// if (deleteMe.Exists) { 69 /// if (deleteMe.Exists) {
70 /// deleteMe.Say("Hello, I still exist!"); 70 /// deleteMe.Say("Hello, I still exist!");
71 /// } 71 /// }
72 /// 72 ///
73 /// World.Objects.Remove(deleteMe); 73 /// World.Objects.Remove(deleteMe);
74 /// 74 ///
75 /// if (!deleteMe.Exists) { 75 /// if (!deleteMe.Exists) {
76 /// Host.Console.Info("I was deleted"); 76 /// Host.Console.Info("I was deleted");
77 /// } 77 /// }
78 /// </example> 78 /// </example>
79 /// <remarks> 79 /// <remarks>
80 /// Objects should be near-guarunteed to exist for any event which 80 /// Objects should be near-guarunteed to exist for any event which
81 /// passes them as an argument. Storing an object for a longer period 81 /// passes them as an argument. Storing an object for a longer period
82 /// of time however will limit their reliability. 82 /// of time however will limit their reliability.
83 /// 83 ///
84 /// It is a good practice to use Try/Catch blocks handling for 84 /// It is a good practice to use Try/Catch blocks handling for
85 /// NullReferenceException, when accessing remote objects. 85 /// NullReferenceException, when accessing remote objects.
86 /// </remarks> 86 /// </remarks>
87 bool Exists { get; } 87 bool Exists { get; }
88 88
89 /// <summary> 89 /// <summary>
90 /// The local region-unique ID for this object. 90 /// The local region-unique ID for this object.
91 /// </summary> 91 /// </summary>
92 uint LocalID { get; } 92 uint LocalID { get; }
93 93
94 /// <summary> 94 /// <summary>
95 /// The description assigned to this object. 95 /// The description assigned to this object.
96 /// </summary> 96 /// </summary>
97 String Description { get; set; } 97 String Description { get; set; }
98 98
99 /// <summary> 99 /// <summary>
100 /// Returns the root object of a linkset. If this object is the root, it will return itself. 100 /// Returns the root object of a linkset. If this object is the root, it will return itself.
101 /// </summary> 101 /// </summary>
102 IObject Root { get; } 102 IObject Root { get; }
103 103
104 /// <summary> 104 /// <summary>
105 /// Returns a collection of objects which are linked to the current object. Does not include the root object. 105 /// Returns a collection of objects which are linked to the current object. Does not include the root object.
106 /// </summary> 106 /// </summary>
107 IObject[] Children { get; } 107 IObject[] Children { get; }
108 108
109 /// <summary> 109 /// <summary>
110 /// Returns a list of materials attached to this object. Each may contain unique texture 110 /// Returns a list of materials attached to this object. Each may contain unique texture
111 /// and other visual information. For primitive based objects, this correlates with 111 /// and other visual information. For primitive based objects, this correlates with
112 /// Object Faces. For mesh based objects, this correlates with Materials. 112 /// Object Faces. For mesh based objects, this correlates with Materials.
113 /// </summary> 113 /// </summary>
114 IObjectMaterial[] Materials { get; } 114 IObjectMaterial[] Materials { get; }
115 115
116 /// <summary> 116 /// <summary>
117 /// The bounding box of the object. Primitive and Mesh objects alike are scaled to fit within these bounds. 117 /// The bounding box of the object. Primitive and Mesh objects alike are scaled to fit within these bounds.
118 /// </summary> 118 /// </summary>
119 Vector3 Scale { get; set; } 119 Vector3 Scale { get; set; }
120 120
121 /// <summary> 121 /// <summary>
122 /// The rotation of the object relative to the Scene 122 /// The rotation of the object relative to the Scene
123 /// </summary> 123 /// </summary>
124 Quaternion WorldRotation { get; set; } 124 Quaternion WorldRotation { get; set; }
125 125
126 /// <summary> 126 /// <summary>
127 /// The rotation of the object relative to a parent object 127 /// The rotation of the object relative to a parent object
128 /// If root, works the same as WorldRotation 128 /// If root, works the same as WorldRotation
129 /// </summary> 129 /// </summary>
130 Quaternion OffsetRotation { get; set; } 130 Quaternion OffsetRotation { get; set; }
131 131
132 /// <summary> 132 /// <summary>
133 /// The position of the object relative to a parent object 133 /// The position of the object relative to a parent object
134 /// If root, works the same as WorldPosition 134 /// If root, works the same as WorldPosition
135 /// </summary> 135 /// </summary>
136 Vector3 OffsetPosition { get; set; } 136 Vector3 OffsetPosition { get; set; }
137 137
138 Vector3 SitTarget { get; set; } 138 Vector3 SitTarget { get; set; }
139 String SitTargetText { get; set; } 139 String SitTargetText { get; set; }
140 140
141 String TouchText { get; set; } 141 String TouchText { get; set; }
142 142
143 /// <summary> 143 /// <summary>
144 /// Text to be associated with this object, in the 144 /// Text to be associated with this object, in the
145 /// Second Life(r) viewer, this is shown above the 145 /// Second Life(r) viewer, this is shown above the
146 /// object. 146 /// object.
147 /// </summary> 147 /// </summary>
148 String Text { get; set; } 148 String Text { get; set; }
149 149
150 bool IsRotationLockedX { get; set; } // SetStatus(!ROTATE_X) 150 bool IsRotationLockedX { get; set; } // SetStatus(!ROTATE_X)
151 bool IsRotationLockedY { get; set; } // SetStatus(!ROTATE_Y) 151 bool IsRotationLockedY { get; set; } // SetStatus(!ROTATE_Y)
152 bool IsRotationLockedZ { get; set; } // SetStatus(!ROTATE_Z) 152 bool IsRotationLockedZ { get; set; } // SetStatus(!ROTATE_Z)
153 bool IsSandboxed { get; set; } // SetStatus(SANDBOX) 153 bool IsSandboxed { get; set; } // SetStatus(SANDBOX)
154 bool IsImmotile { get; set; } // SetStatus(BLOCK_GRAB) 154 bool IsImmotile { get; set; } // SetStatus(BLOCK_GRAB)
155 bool IsAlwaysReturned { get; set; } // SetStatus(!DIE_AT_EDGE) 155 bool IsAlwaysReturned { get; set; } // SetStatus(!DIE_AT_EDGE)
156 bool IsTemporary { get; set; } // TEMP_ON_REZ 156 bool IsTemporary { get; set; } // TEMP_ON_REZ
157 157
158 bool IsFlexible { get; set; } 158 bool IsFlexible { get; set; }
159 159
160 PrimType PrimShape { get; set; } 160 PrimType PrimShape { get; set; }
161 // TODO: 161 // TODO:
162 // PrimHole 162 // PrimHole
163 // Repeats, Offsets, Cut/Dimple/ProfileCut 163 // Repeats, Offsets, Cut/Dimple/ProfileCut
164 // Hollow, Twist, HoleSize, 164 // Hollow, Twist, HoleSize,
165 // Taper[A+B], Shear[A+B], Revolutions, 165 // Taper[A+B], Shear[A+B], Revolutions,
166 // RadiusOffset, Skew 166 // RadiusOffset, Skew
167 167
168 PhysicsMaterial PhysicsMaterial { get; set; } 168 PhysicsMaterial PhysicsMaterial { get; set; }
169 169
170 IObjectPhysics Physics { get; } 170 IObjectPhysics Physics { get; }
171 171
172 172
173 /// <summary> 173 /// <summary>
174 /// Causes the object to speak to its surroundings, 174 /// Causes the object to speak to its surroundings,
175 /// equivilent to LSL/OSSL llSay 175 /// equivilent to LSL/OSSL llSay
176 /// </summary> 176 /// </summary>
177 /// <param name="msg">The message to send to the user</param> 177 /// <param name="msg">The message to send to the user</param>
178 void Say(string msg); 178 void Say(string msg);
179 179
180 } 180 }
181 181
182 public enum PhysicsMaterial 182 public enum PhysicsMaterial
183 { 183 {
184 Default, 184 Default,
185 Glass, 185 Glass,
186 Metal, 186 Metal,
187 Plastic, 187 Plastic,
188 Wood, 188 Wood,
189 Rubber, 189 Rubber,
190 Stone, 190 Stone,
191 Flesh 191 Flesh
192 } 192 }
193 193
194 public enum PrimType 194 public enum PrimType
195 { 195 {
196 NotPrimitive = 255, 196 NotPrimitive = 255,
197 Box = 0, 197 Box = 0,
198 Cylinder = 1, 198 Cylinder = 1,
199 Prism = 2, 199 Prism = 2,
200 Sphere = 3, 200 Sphere = 3,
201 Torus = 4, 201 Torus = 4,
202 Tube = 5, 202 Tube = 5,
203 Ring = 6, 203 Ring = 6,
204 Sculpt = 7 204 Sculpt = 7
205 } 205 }
206 206
207 public enum TextureMapping 207 public enum TextureMapping
208 { 208 {
209 Default, 209 Default,
210 Planar 210 Planar
211 } 211 }
212 212
213 public interface IObjectMaterial 213 public interface IObjectMaterial
214 { 214 {
215 Color Color { get; set; } 215 Color Color { get; set; }
216 UUID Texture { get; set; } 216 UUID Texture { get; set; }
217 TextureMapping Mapping { get; set; } // SetPrimParms(PRIM_TEXGEN) 217 TextureMapping Mapping { get; set; } // SetPrimParms(PRIM_TEXGEN)
218 bool Bright { get; set; } // SetPrimParms(FULLBRIGHT) 218 bool Bright { get; set; } // SetPrimParms(FULLBRIGHT)
219 double Bloom { get; set; } // SetPrimParms(GLOW) 219 double Bloom { get; set; } // SetPrimParms(GLOW)
220 bool Shiny { get; set; } // SetPrimParms(SHINY) 220 bool Shiny { get; set; } // SetPrimParms(SHINY)
221 bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECIATE IN FAVOUR OF UUID?] 221 bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECIATE IN FAVOUR OF UUID?]
222 } 222 }
223} 223}