119 lines
3.1 KiB
C#
119 lines
3.1 KiB
C#
/*
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* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the <organization> nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using libsecondlife;
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namespace OpenSim
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{
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/// <summary>
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/// Description of Assets.
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/// </summary>
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public class AssetBase
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{
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public byte[] Data;
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public LLUUID FullID;
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public sbyte Type;
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public sbyte InvType;
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public string Name;
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public string Description;
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public AssetBase()
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{
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}
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}
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public class PrimAsset: AssetBase
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{
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public PrimData PrimData;
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public PrimAsset()
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{
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this.PrimData = new PrimData();
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}
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}
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public class PrimData : Node
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{
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public LLUUID OwnerID;
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public LLUUID FullID;
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public uint LocalID;
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public byte PCode;
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public byte PathBegin;
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public byte PathEnd;
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public byte PathScaleX;
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public byte PathScaleY;
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public byte PathShearX;
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public byte PathShearY;
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public sbyte PathSkew;
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public byte ProfileBegin;
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public byte ProfileEnd;
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public LLVector3 Scale;
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public byte PathCurve;
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public byte ProfileCurve;
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public uint ParentID=0;
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public byte ProfileHollow;
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public uint AddFlags;
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public libsecondlife.LLObject.TextureEntry Texture;
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//public bool DataBaseStorage=false;
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public PrimData()
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{
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this.SceneType = 2;
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}
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public void FromBytes(byte[] bytes)
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{
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}
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public byte[] ToBytes()
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{
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return null;
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}
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}
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//a hangover from the old code, so is it needed for future use?
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public class TextureImage: AssetBase
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{
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public TextureImage()
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{
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}
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}
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//a hangover from the old code, so is it needed for future use?
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public class AssetInfo :AssetBase
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{
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public AssetInfo()
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{
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}
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}
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}
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