/* * 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 OpenSim 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.Collections.Generic; using System.Text; using libsecondlife; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.ScriptEngine.Common { public class OSSL_BuilIn_Commands : LSL_BuiltIn_Commands, OSSL_BuilIn_Commands_Interface { public OSSL_BuilIn_Commands(ScriptEngineBase.ScriptEngine scriptEngine, SceneObjectPart host, uint localID, LLUUID itemID) : base(scriptEngine, host, localID, itemID) { } private OSSLPrim Prim; public class OSSLPrim { private LSL_Types.Vector3 _position; public LSL_Types.Vector3 Position { get { return _position; } set { _position = value; } } private LSL_Types.Quaternion _rotation; public LSL_Types.Quaternion Rotation { get { return _rotation; } set { _rotation = value; } } private string _text; public string Text { get { return _text; } set { _text = value; } } } //public struct OSSLPrim_Position //{ // public int X; // public int Y; // public int Z; //} //public struct OSSLPrim_Rotation //{ // public double X; // public double Y; // public double Z; // public double R; //} } }