diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 96e979703f..e25fa94191 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -345,15 +345,58 @@ namespace OpenSim.Region.Framework.Scenes
public event StopScript OnStopScript;
public delegate bool SceneGroupMoved(UUID groupID, Vector3 delta);
+
+ ///
+ /// Triggered when an object is moved.
+ ///
+ ///
+ /// Triggered by
+ /// in ,
+ ///
+ ///
public event SceneGroupMoved OnSceneGroupMove;
public delegate void SceneGroupGrabed(UUID groupID, Vector3 offset, UUID userID);
+
+ ///
+ /// Triggered when an object is grabbed.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via
+ /// via
+ /// via
+ /// via
+ ///
public event SceneGroupGrabed OnSceneGroupGrab;
public delegate bool SceneGroupSpinStarted(UUID groupID);
+
+ ///
+ /// Triggered when an object starts to spin.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via
+ /// via
+ /// via
+ ///
public event SceneGroupSpinStarted OnSceneGroupSpinStart;
public delegate bool SceneGroupSpun(UUID groupID, Quaternion rotation);
+
+ ///
+ /// Triggered when an object is being spun.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via
+ /// via
+ /// via
+ ///
public event SceneGroupSpun OnSceneGroupSpin;
public delegate void LandObjectAdded(ILandObject newParcel);
@@ -460,36 +503,170 @@ namespace OpenSim.Region.Framework.Scenes
}
///
+ /// Triggered when some scene object properties change.
+ ///
+ ///
/// ScriptChangedEvent is fired when a scene object property that a script might be interested
/// in (such as color, scale or inventory) changes. Only enough information sent is for the LSL changed event.
/// This is not an indication that the script has changed (see OnUpdateScript for that).
/// This event is sent to a script to tell it that some property changed on
/// the object the script is in. See http://lslwiki.net/lslwiki/wakka.php?wakka=changed .
- ///
+ /// Triggered by
+ /// in ,
+ ///
+ ///
public event ScriptChangedEvent OnScriptChangedEvent;
public delegate void ScriptChangedEvent(uint localID, uint change);
public delegate void ScriptControlEvent(UUID item, UUID avatarID, uint held, uint changed);
+
+ ///
+ /// Triggered when a script receives control input from an agent.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via
+ /// via
+ /// via
+ ///
public event ScriptControlEvent OnScriptControlEvent;
public delegate void ScriptAtTargetEvent(uint localID, uint handle, Vector3 targetpos, Vector3 atpos);
+
+ ///
+ /// Triggered when an object has arrived within a tolerance distance
+ /// of a motion target.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via ,
+ /// via
+ ///
public event ScriptAtTargetEvent OnScriptAtTargetEvent;
public delegate void ScriptNotAtTargetEvent(uint localID);
+
+ ///
+ /// Triggered when an object has a motion target but has not arrived
+ /// within a tolerance distance.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via ,
+ /// via
+ ///
public event ScriptNotAtTargetEvent OnScriptNotAtTargetEvent;
public delegate void ScriptAtRotTargetEvent(uint localID, uint handle, Quaternion targetrot, Quaternion atrot);
+
+ ///
+ /// Triggered when an object has arrived within a tolerance rotation
+ /// of a rotation target.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via ,
+ /// via
+ ///
public event ScriptAtRotTargetEvent OnScriptAtRotTargetEvent;
public delegate void ScriptNotAtRotTargetEvent(uint localID);
+
+ ///
+ /// Triggered when an object has a rotation target but has not arrived
+ /// within a tolerance rotation.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via ,
+ /// via
+ ///
public event ScriptNotAtRotTargetEvent OnScriptNotAtRotTargetEvent;
public delegate void ScriptColliding(uint localID, ColliderArgs colliders);
+
+ ///
+ /// Triggered when a physical collision has started between a prim
+ /// and something other than the region terrain.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via
+ /// via
+ /// via
+ ///
public event ScriptColliding OnScriptColliderStart;
+
+ ///
+ /// Triggered when something that previously collided with a prim has
+ /// not stopped colliding with it.
+ ///
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via
+ /// via
+ /// via
+ ///
public event ScriptColliding OnScriptColliding;
+
+ ///
+ /// Triggered when something that previously collided with a prim has
+ /// stopped colliding with it.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via
+ /// via
+ /// via
+ ///
public event ScriptColliding OnScriptCollidingEnd;
+
+ ///
+ /// Triggered when a physical collision has started between an object
+ /// and the region terrain.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via
+ /// via
+ /// via
+ ///
public event ScriptColliding OnScriptLandColliderStart;
+
+ ///
+ /// Triggered when an object that previously collided with the region
+ /// terrain has not yet stopped colliding with it.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via
+ /// via
+ /// via
+ ///
public event ScriptColliding OnScriptLandColliding;
+
+ ///
+ /// Triggered when an object that previously collided with the region
+ /// terrain has stopped colliding with it.
+ ///
+ ///
+ /// Triggered by
+ /// in
+ /// via
+ /// via
+ /// via
+ ///
public event ScriptColliding OnScriptLandColliderEnd;
public delegate void OnMakeChildAgentDelegate(ScenePresence presence);
@@ -550,6 +727,13 @@ namespace OpenSim.Region.Framework.Scenes
/*
public delegate void ScriptTimerEvent(uint localID, double timerinterval);
+ ///
+ /// Used to be triggered when the LSL timer event fires.
+ ///
+ ///
+ /// Triggered by
+ /// via
+ ///
public event ScriptTimerEvent OnScriptTimerEvent;
*/
@@ -2293,7 +2477,11 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- // this lets us keep track of nasty script events like timer, etc.
+ ///
+ /// this lets us keep track of nasty script events like timer, etc.
+ ///
+ ///
+ ///
public void TriggerTimerEvent(uint objLocalID, double Interval)
{
throw new NotImplementedException("TriggerTimerEvent was thought to be not used anymore and the registration for the event from scene object part has been commented out due to a memory leak");