* Renamed Heightmap.Height to Heightmap.Length to avoid confusion about axis.

* Added XMLDOC to MRM API code, this means we have usable programming docs being produced here: http://docs.opensimulator.org/namespaceOpenSim_1_1Region_1_1OptionalModules_1_1Scripting_1_1Minimodule.html (eg IObject, IHeightmap, etc)
0.6.5-rc1
Adam Frisby 2009-04-04 08:33:58 +00:00
parent 5cf7b784ce
commit 4e9403e6ef
3 changed files with 35 additions and 3 deletions

View File

@ -44,7 +44,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
set { Set(x, y, value); }
}
public int Height
public int Length
{
get { return m_scene.Heightmap.Height; }
}

View File

@ -39,6 +39,11 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
/// <param name="x">X Coordinate</param>
/// <param name="y">Y Coordinate</param>
/// <returns>A value in meters representing height. Can be negative. Value correlates with Z parameter in world coordinates</returns>
/// <example>
/// double heightVal = World.Heightmap[128,128];
/// World.Heightmap[128,128] *= 5.0;
/// World.Heightmap[128,128] = 25;
/// </example>
double this[int x, int y]
{
get;
@ -46,13 +51,19 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
}
/// <summary>
/// The maximum height of the region (Y axis), exclusive. (eg Height = 256, max Y = 255). Minimum is always 0 inclusive.
/// The maximum length of the region (Y axis), exclusive. (eg Height = 256, max Y = 255). Minimum is always 0 inclusive.
/// </summary>
int Height { get; }
/// <example>
/// Host.Console.Info("The terrain length of this region is " + World.Heightmap.Length);
/// </example>
int Length { get; }
/// <summary>
/// The maximum width of the region (X axis), exclusive. (eg Width = 256, max X = 255). Minimum is always 0 inclusive.
/// </summary>
/// <example>
/// Host.Console.Info("The terrain width of this region is " + World.Heightmap.Width);
/// </example>
int Width { get; }
}
}

View File

@ -40,6 +40,27 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
/// exception. 'Exists' allows you to check the object is still
/// in play before utilizing it.
/// </summary>
/// <example>
/// IObject deleteMe = World.Objects[0];
///
/// if(deleteMe.Exists) {
/// deleteMe.Say("Hello, I still exist!");
/// }
///
/// World.Objects.Remove(deleteMe);
///
/// if(!deleteMe.Exists) {
/// Host.Console.Info("I was deleted");
/// }
/// </example>
/// <remarks>
/// Objects should be near-guarunteed to exist for any event which
/// passes them as an argument. Storing an object for a longer period
/// of time however will limit their reliability.
///
/// It is a good practice to use Try/Catch blocks handling for
/// NullReferenceException, when accessing remote objects.
/// </remarks>
bool Exists { get; }
/// <summary>