/* * 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.Collections.Generic; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { public class World : IWorld { private readonly Scene m_internalScene; private readonly Heightmap m_heights; private ObjectAccessor m_objs; public World(Scene internalScene) { m_internalScene = internalScene; m_heights = new Heightmap(m_internalScene); m_objs = new ObjectAccessor(m_internalScene); } public IObjectAccessor Objects { get { return m_objs; } } public IAvatar[] Avatars { get { List ents = m_internalScene.Entities.GetAllByType(); IAvatar[] rets = new IAvatar[ents.Count]; for (int i = 0; i < ents.Count; i++) { EntityBase ent = ents[i]; rets[i] = new SPAvatar(m_internalScene, ent.UUID); } return rets; } } public IHeightmap Terrain { get { return m_heights; } } } }