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/*
* 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;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
public interface IObject
{
/// <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 global 'world-unique' ID for this object.
/// (Note, may not actually be world unique)
/// </summary>
UUID GlobalID { get; }
/// <summary>
/// The name of this Object.
/// </summary>
String Name { get; set; }
/// <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 the Scene
/// </summary>
Vector3 WorldPosition { 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 IsPhysical { get; set; } // SetStatus(PHYSICS)
bool IsPhantom { get; set; } // SetStatus(PHANTOM)
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; }
PrimType PrimShape { get; set; }
// TODO:
// PrimHole
// Repeats, Offsets, Cut/Dimple/ProfileCut
// Hollow, Twist, HoleSize,
// Taper[A+B], Shear[A+B], Revolutions,
// RadiusOffset, Skew
PhysicsMaterial PhysicsMaterial { get; set; }
/// <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 PrimType
{
NotPrimitive = 255,
Box = 0,
Cylinder = 1,
Prism = 2,
Sphere = 3,
Torus = 4,
Tube = 5,
Ring = 6,
Sculpt = 7
}
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?]
}
}
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