220 lines
7.5 KiB
C#
220 lines
7.5 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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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using System;
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using System.Drawing;
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using OpenMetaverse;
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using OpenSim.Region.OptionalModules.Scripting.Minimodule.Object;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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[Serializable]
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public class TouchEventArgs : EventArgs
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{
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public IAvatar Avatar;
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public Vector3 TouchBiNormal;
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public Vector3 TouchNormal;
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public Vector3 TouchPosition;
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public Vector2 TouchUV;
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public Vector2 TouchST;
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public int TouchMaterialIndex;
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}
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public delegate void OnTouchDelegate(IObject sender, TouchEventArgs e);
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public interface IObject : IEntity
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{
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#region Events
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event OnTouchDelegate OnTouch;
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#endregion
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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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/// <example>
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/// IObject deleteMe = World.Objects[0];
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///
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/// if (deleteMe.Exists) {
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/// deleteMe.Say("Hello, I still exist!");
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/// }
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///
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/// World.Objects.Remove(deleteMe);
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///
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/// if (!deleteMe.Exists) {
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/// Host.Console.Info("I was deleted");
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/// }
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/// </example>
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/// <remarks>
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/// Objects should be near-guarunteed to exist for any event which
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/// passes them as an argument. Storing an object for a longer period
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/// of time however will limit their reliability.
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///
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/// It is a good practice to use Try/Catch blocks handling for
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/// NullReferenceException, when accessing remote objects.
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/// </remarks>
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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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/// <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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/// Returns the root object of a linkset. If this object is the root, it will return itself.
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/// </summary>
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IObject Root { get; }
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/// <summary>
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/// Returns a collection of objects which are linked to the current object. Does not include the root object.
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/// </summary>
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IObject[] Children { get; }
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/// <summary>
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/// Returns a list of materials attached to this object. Each may contain unique texture
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/// and other visual information. For primitive based objects, this correlates with
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/// Object Faces. For mesh based objects, this correlates with Materials.
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/// </summary>
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IObjectMaterial[] Materials { get; }
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/// <summary>
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/// The bounding box of the object. Primitive and Mesh objects alike are scaled to fit within these bounds.
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/// </summary>
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Vector3 Scale { get; set; }
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/// <summary>
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/// The rotation of the object relative to the Scene
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/// </summary>
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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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/// 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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String SitTargetText { 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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bool IsRotationLockedX { get; set; } // SetStatus(!ROTATE_X)
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bool IsRotationLockedY { get; set; } // SetStatus(!ROTATE_Y)
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bool IsRotationLockedZ { get; set; } // SetStatus(!ROTATE_Z)
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bool IsSandboxed { get; set; } // SetStatus(SANDBOX)
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bool IsImmotile { get; set; } // SetStatus(BLOCK_GRAB)
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bool IsAlwaysReturned { get; set; } // SetStatus(!DIE_AT_EDGE)
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bool IsTemporary { get; set; } // TEMP_ON_REZ
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bool IsFlexible { get; set; }
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IObjectShape Shape { get; }
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// TODO:
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// PrimHole
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// Repeats, Offsets, Cut/Dimple/ProfileCut
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// Hollow, Twist, HoleSize,
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// Taper[A+B], Shear[A+B], Revolutions,
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// RadiusOffset, Skew
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PhysicsMaterial PhysicsMaterial { get; set; }
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IObjectPhysics Physics { get; }
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IObjectSound Sound { get; }
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/// <summary>
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/// Causes the object to speak to its surroundings,
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/// equivilent to LSL/OSSL llSay
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/// </summary>
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/// <param name="msg">The message to send to the user</param>
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void Say(string msg);
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void Say(string msg,int channel);
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//// <value>
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/// Grants access to the objects inventory
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/// </value>
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IObjectInventory Inventory { get; }
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}
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public enum PhysicsMaterial
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{
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Default,
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Glass,
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Metal,
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Plastic,
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Wood,
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Rubber,
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Stone,
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Flesh
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}
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public enum TextureMapping
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{
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Default,
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Planar
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}
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public interface IObjectMaterial
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{
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Color Color { get; set; }
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UUID Texture { get; set; }
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TextureMapping Mapping { get; set; } // SetPrimParms(PRIM_TEXGEN)
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bool Bright { get; set; } // SetPrimParms(FULLBRIGHT)
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double Bloom { get; set; } // SetPrimParms(GLOW)
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bool Shiny { get; set; } // SetPrimParms(SHINY)
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bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECATE IN FAVOUR OF UUID?]
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}
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}
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