From 1a25969096834e104d1ea69a26cab9c5b0a061eb Mon Sep 17 00:00:00 2001
From: Adam Frisby
Date: Wed, 1 Apr 2009 11:03:42 +0000
Subject: * MRM Adjustments * Renamed 'Material' to PhysicsMaterial (Wood,
Glass, Metal, etc.). May want to place in subclass with other physics
specific properties. (We however need to support these features in ODE/etc
first.) * Renamed Faces to Materials. IObjectFace to IObjectMaterial - this
is for clarity for those coming from a 3D Programming background (it also
makes more sense if/when we support Meshes in core). Properties and members
remain identical. * Added XMLDoc comments to IObject to assist people writing
MRMs in XMLDoc aware editors.
---
.../Scripting/Minimodule/IObject.cs | 34 ++++++++++++++++++----
1 file changed, 28 insertions(+), 6 deletions(-)
(limited to 'OpenSim/Region/OptionalModules/Scripting/Minimodule/IObject.cs')
diff --git a/OpenSim/Region/OptionalModules/Scripting/Minimodule/IObject.cs b/OpenSim/Region/OptionalModules/Scripting/Minimodule/IObject.cs
index c7f9569..da8fce5 100644
--- a/OpenSim/Region/OptionalModules/Scripting/Minimodule/IObject.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/Minimodule/IObject.cs
@@ -40,19 +40,41 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
String Name { get; set; }
String Description { get; set; }
- IObject[] Children { get; }
+
///
- /// Equals 'this' if we have no parent. Ergo, Root.Children.Count will always return the total number of items in the linkset.
+ /// Returns the root object of a linkset. If this object is the root, it will return itself.
///
IObject Root { get; }
- IObjectFace[] Faces { get; }
+ ///
+ /// Returns a collection of objects which are linked to the current object. Does not include the root object.
+ ///
+ IObject[] Children { get; }
+
+ ///
+ /// 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.
+ ///
+ IObjectMaterial[] Materials { get; }
+ ///
+ /// The bounding box of the object. Primitive and Mesh objects alike are scaled to fit within these bounds.
+ ///
Vector3 Scale { get; set; }
+
+ ///
+ /// The rotation of the object relative to the Scene
+ ///
Quaternion Rotation { get; set; }
+
+ ///
+ /// The position of the object relative to the Scene
+ ///
Vector3 Position { get; set; }
+
Vector3 SitTarget { get; set; }
String SitTargetText { get; set; }
@@ -80,10 +102,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
// Taper[A+B], Shear[A+B], Revolutions,
// RadiusOffset, Skew
- Material Material { get; set; }
+ PhysicsMaterial PhysicsMaterial { get; set; }
}
- public enum Material
+ public enum PhysicsMaterial
{
Default,
Glass,
@@ -114,7 +136,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
Planar
}
- public interface IObjectFace
+ public interface IObjectMaterial
{
Color Color { get; set; }
UUID Texture { get; set; }
--
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