* Implementing some interfaces for aformentioned script engine. Ignore this.

0.6.4-rc1
Adam Frisby 2009-03-04 01:38:22 +00:00
parent 2fa9e976a3
commit 3538eeafa2
4 changed files with 136 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
interface IHeightmap
{
int Height { get; }
int Width { get; }
double Get(int x, int y);
void Set(int x, int y, double val);
}
}

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using System;
using System.Drawing;
using OpenMetaverse;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
interface IObject
{
bool Exists { get; }
uint LocalID { get; }
UUID GlobalID { get; }
IObject[] Children { get; }
/// <summary>
/// Equals 'this' if we have no parent. Ergo, Root.Children.Count will always return the total number of items in the linkset.
/// </summary>
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?]
}
}

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using System;
using System.Collections.Generic;
using System.Text;
namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
{
interface IWorld
{
}
}

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using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.OptionalModules.Scripting.ObjectModules
{
interface IObjectModule
{
void Add(EntityBase entity, Scene scene);
void Start();
void Stop();
void Tick();
string ClassName { get; }
bool IsShared { get; }
}
}