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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.Collections.Generic;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
public class World : IWorld
{
private readonly Scene m_internalScene;
private readonly Heightmap m_heights;
private readonly ObjectAccessor m_objs;
public World(Scene internalScene)
{
m_internalScene = internalScene;
m_heights = new Heightmap(m_internalScene);
m_objs = new ObjectAccessor(m_internalScene);
}
public IObjectAccessor Objects
{
get { return m_objs; }
}
public IParcel[] Parcels
{
get
{
List<ILandObject> m_los = m_internalScene.LandChannel.AllParcels();
List<IParcel> m_parcels = new List<IParcel>(m_los.Count);
foreach (ILandObject landObject in m_los)
{
m_parcels.Add(new LOParcel(m_internalScene, landObject.landData.LocalID));
}
return m_parcels.ToArray();
}
}
public IAvatar[] Avatars
{
get
{
List<EntityBase> ents = m_internalScene.Entities.GetAllByType<ScenePresence>();
IAvatar[] rets = new IAvatar[ents.Count];
for (int i = 0; i < ents.Count; i++)
{
EntityBase ent = ents[i];
rets[i] = new SPAvatar(m_internalScene, ent.UUID);
}
return rets;
}
}
public IHeightmap Terrain
{
get { return m_heights; }
}
}
}
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