/* * 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.Drawing; using OpenMetaverse; using OpenSim.Region.OptionalModules.Scripting.Minimodule.Object; namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { public class TouchEventArgs : EventArgs { public IAvatar Avatar; public Vector3 TouchBiNormal; public Vector3 TouchNormal; public Vector3 TouchPosition; public Vector2 TouchUV; public Vector2 TouchST; public int TouchMaterialIndex; } public delegate void OnTouchDelegate(IObject sender, TouchEventArgs e); public interface IObject : IEntity { #region Events event OnTouchDelegate OnTouch; #endregion /// <summary> /// Returns whether or not this object is still in the world. /// Eg, if you store an IObject reference, however the object /// is deleted before you use it, it will throw a NullReference /// exception. 'Exists' allows you to check the object is still /// in play before utilizing it. /// </summary> /// <example> /// IObject deleteMe = World.Objects[0]; /// /// if (deleteMe.Exists) { /// deleteMe.Say("Hello, I still exist!"); /// } /// /// World.Objects.Remove(deleteMe); /// /// if (!deleteMe.Exists) { /// Host.Console.Info("I was deleted"); /// } /// </example> /// <remarks> /// Objects should be near-guarunteed to exist for any event which /// passes them as an argument. Storing an object for a longer period /// of time however will limit their reliability. /// /// It is a good practice to use Try/Catch blocks handling for /// NullReferenceException, when accessing remote objects. /// </remarks> bool Exists { get; } /// <summary> /// The local region-unique ID for this object. /// </summary> uint LocalID { get; } /// <summary> /// The description assigned to this object. /// </summary> String Description { get; set; } /// <summary> /// Returns the root object of a linkset. If this object is the root, it will return itself. /// </summary> IObject Root { get; } /// <summary> /// Returns a collection of objects which are linked to the current object. Does not include the root object. /// </summary> IObject[] Children { get; } /// <summary> /// Returns a list of materials attached to this object. Each may contain unique texture /// and other visual information. For primitive based objects, this correlates with /// Object Faces. For mesh based objects, this correlates with Materials. /// </summary> IObjectMaterial[] Materials { get; } /// <summary> /// The bounding box of the object. Primitive and Mesh objects alike are scaled to fit within these bounds. /// </summary> Vector3 Scale { get; set; } /// <summary> /// The rotation of the object relative to the Scene /// </summary> Quaternion WorldRotation { get; set; } /// <summary> /// The rotation of the object relative to a parent object /// If root, works the same as WorldRotation /// </summary> Quaternion OffsetRotation { get; set; } /// <summary> /// The position of the object relative to a parent object /// If root, works the same as WorldPosition /// </summary> Vector3 OffsetPosition { get; set; } Vector3 SitTarget { get; set; } String SitTargetText { get; set; } String TouchText { get; set; } /// <summary> /// Text to be associated with this object, in the /// Second Life(r) viewer, this is shown above the /// object. /// </summary> String Text { get; set; } bool IsRotationLockedX { get; set; } // SetStatus(!ROTATE_X) bool IsRotationLockedY { get; set; } // SetStatus(!ROTATE_Y) bool IsRotationLockedZ { get; set; } // SetStatus(!ROTATE_Z) bool IsSandboxed { get; set; } // SetStatus(SANDBOX) bool IsImmotile { get; set; } // SetStatus(BLOCK_GRAB) bool IsAlwaysReturned { get; set; } // SetStatus(!DIE_AT_EDGE) bool IsTemporary { get; set; } // TEMP_ON_REZ bool IsFlexible { get; set; } IObjectShape Shape { get; } // TODO: // PrimHole // Repeats, Offsets, Cut/Dimple/ProfileCut // Hollow, Twist, HoleSize, // Taper[A+B], Shear[A+B], Revolutions, // RadiusOffset, Skew PhysicsMaterial PhysicsMaterial { get; set; } IObjectPhysics Physics { get; } /// <summary> /// Causes the object to speak to its surroundings, /// equivilent to LSL/OSSL llSay /// </summary> /// <param name="msg">The message to send to the user</param> void Say(string msg); } public enum PhysicsMaterial { Default, Glass, Metal, Plastic, Wood, Rubber, Stone, Flesh } public enum TextureMapping { Default, Planar } public interface IObjectMaterial { Color Color { get; set; } UUID Texture { get; set; } TextureMapping Mapping { get; set; } // SetPrimParms(PRIM_TEXGEN) bool Bright { get; set; } // SetPrimParms(FULLBRIGHT) double Bloom { get; set; } // SetPrimParms(GLOW) bool Shiny { get; set; } // SetPrimParms(SHINY) bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECIATE IN FAVOUR OF UUID?] } }