* Removes IObject.Position, IObject.Rotation from IObject
* Adds IObject.WorldPosition and IObject.OffsetPosition - this is equivilent to AbsolutePosition and OffsetPosition in SOP respectively. * Adds IObject.WorldRotation and IObject.OffsetRotation - as above.0.6.5-rc1
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c3e1756a48
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@ -33,14 +33,35 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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{
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public interface IObject
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public interface IObject
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{
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{
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/// <summary>
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/// Returns whether or not this object is still in the world.
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/// Eg, if you store an IObject reference, however the object
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/// is deleted before you use it, it will throw a NullReference
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/// exception. 'Exists' allows you to check the object is still
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/// in play before utilizing it.
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/// </summary>
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bool Exists { get; }
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bool Exists { get; }
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/// <summary>
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/// The local region-unique ID for this object.
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/// </summary>
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uint LocalID { get; }
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uint LocalID { get; }
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/// <summary>
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/// The global 'world-unique' ID for this object.
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/// (Note, may not actually be world unique)
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/// </summary>
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UUID GlobalID { get; }
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UUID GlobalID { get; }
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/// <summary>
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/// The name of this Object.
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/// </summary>
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String Name { get; set; }
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String Name { get; set; }
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String Description { get; set; }
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/// <summary>
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/// The description assigned to this object.
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/// </summary>
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String Description { get; set; }
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/// <summary>
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/// <summary>
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/// Returns the root object of a linkset. If this object is the root, it will return itself.
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/// Returns the root object of a linkset. If this object is the root, it will return itself.
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@ -67,19 +88,35 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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/// <summary>
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/// <summary>
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/// The rotation of the object relative to the Scene
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/// The rotation of the object relative to the Scene
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/// </summary>
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/// </summary>
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Quaternion Rotation { get; set; }
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Quaternion WorldRotation { get; set; }
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/// <summary>
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/// The rotation of the object relative to a parent object
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/// If root, works the same as WorldRotation
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/// </summary>
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Quaternion OffsetRotation { get; set; }
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/// <summary>
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/// <summary>
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/// The position of the object relative to the Scene
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/// The position of the object relative to the Scene
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/// </summary>
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/// </summary>
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Vector3 Position { get; set; }
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Vector3 WorldPosition { get; set; }
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/// <summary>
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/// The position of the object relative to a parent object
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/// If root, works the same as WorldPosition
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/// </summary>
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Vector3 OffsetPosition { get; set; }
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Vector3 SitTarget { get; set; }
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Vector3 SitTarget { get; set; }
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String SitTargetText { get; set; }
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String SitTargetText { get; set; }
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String TouchText { get; set; }
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String TouchText { get; set; }
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/// <summary>
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/// Text to be associated with this object, in the
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/// Second Life(r) viewer, this is shown above the
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/// object.
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/// </summary>
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String Text { get; set; }
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String Text { get; set; }
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bool IsPhysical { get; set; } // SetStatus(PHYSICS)
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bool IsPhysical { get; set; } // SetStatus(PHYSICS)
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@ -103,13 +103,19 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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set { GetSOP().Scale = value; }
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set { GetSOP().Scale = value; }
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}
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}
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public Quaternion Rotation
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public Quaternion WorldRotation
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{
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{
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get { throw new System.NotImplementedException(); }
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get { throw new System.NotImplementedException(); }
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set { throw new System.NotImplementedException(); }
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set { throw new System.NotImplementedException(); }
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}
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}
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public Vector3 Position
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public Quaternion OffsetRotation
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{
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get { throw new System.NotImplementedException(); }
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set { throw new System.NotImplementedException(); }
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}
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public Vector3 WorldPosition
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{
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{
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get { return GetSOP().AbsolutePosition; }
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get { return GetSOP().AbsolutePosition; }
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set
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set
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@ -119,6 +125,12 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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}
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}
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}
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}
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public Vector3 OffsetPosition
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{
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get { return GetSOP().OffsetPosition; }
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set { GetSOP().OffsetPosition = value; }
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}
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public Vector3 SitTarget
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public Vector3 SitTarget
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{
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{
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get { throw new System.NotImplementedException(); }
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get { throw new System.NotImplementedException(); }
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