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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.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 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; }
        }
    }
}