OpenSimMirror/Assets.cs

119 lines
3.1 KiB
C#

/*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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
{
/// <summary>
/// Description of Assets.
/// </summary>
public class AssetBase
{
public byte[] Data;
public LLUUID FullID;
public sbyte Type;
public sbyte InvType;
public string Name;
public string Description;
public AssetBase()
{
}
}
public class PrimAsset: AssetBase
{
public PrimData PrimData;
public PrimAsset()
{
this.PrimData = new PrimData();
}
}
public class PrimData : Node
{
public LLUUID OwnerID;
public LLUUID FullID;
public uint LocalID;
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 uint AddFlags;
public libsecondlife.LLObject.TextureEntry Texture;
//public bool DataBaseStorage=false;
public PrimData()
{
this.SceneType = 2;
}
public void FromBytes(byte[] bytes)
{
}
public byte[] ToBytes()
{
return null;
}
}
//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()
{
}
}
}