* 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
parent
5cf7b784ce
commit
4e9403e6ef
|
@ -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; }
|
||||
}
|
||||
|
|
|
@ -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; }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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>
|
||||
|
|
Loading…
Reference in New Issue