/* * 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 { 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 = 255, Box = 0, Cylinder = 1, Prism = 2, Sphere = 3, Torus = 4, Tube = 5, Ring = 6, Sculpt = 7 } public enum TextureMapping { Default, Planar } public 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?] } }