/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using libsecondlife; namespace OpenSim { /// /// Description of Assets. /// public class AssetBase { public byte[] Data; public LLUUID FullID; public sbyte Type; public sbyte InvType; public string Name; public string Description; public string Filename; public AssetBase() { } } public class PrimAsset: AssetBase { public PrimData PrimData; public PrimAsset() { this.PrimData = new PrimData(); } } public class PrimData { public LLUUID OwnerID; public byte PCode; public byte PathBegin; public byte PathEnd; public byte PathScaleX; public byte PathScaleY; public byte PathShearX; public byte PathShearY; public sbyte PathSkew; public byte ProfileBegin; public byte ProfileEnd; public LLVector3 Scale; public byte PathCurve; public byte ProfileCurve; public uint ParentID=0; public byte ProfileHollow; //public bool DataBaseStorage=false; public PrimData() { } } //a hangover from the old code, so is it needed for future use? public class TextureImage: AssetBase { public TextureImage() { } } //a hangover from the old code, so is it needed for future use? public class AssetInfo :AssetBase { public AssetInfo() { } } }