using System; using System.Drawing; using OpenMetaverse; namespace OpenSim.Region.OptionalModules.Scripting.Minimodule { public interface IObject { bool Exists { get; } uint LocalID { get; } UUID GlobalID { get; } 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. /// IObject Root { get; } IObjectFace[] Faces { get; } Vector3 Scale { get; set; } Quaternion Rotation { get; set; } Vector3 SitTarget { get; set; } String SitTargetText { get; set; } String TouchText { get; set; } 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 Material Material { get; set; } } public enum Material { Default, Glass, Metal, Plastic, Wood, Rubber, Stone, Flesh } public enum PrimType { NotPrimitive, Box, Cylinder, Prism, Sphere, Torus, Tube, Ring, Sculpt } public enum TextureMapping { Default, Planar } interface IObjectFace { 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?] } }