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* MRM Adjustments
* Renamed 'Material' to PhysicsMaterial (Wood, Glass, Metal, etc.). May want to place in subclass with other physics specific properties. (We however need to support these features in ODE/etc first.) * Renamed Faces to Materials. IObjectFace to IObjectMaterial - this is for clarity for those coming from a 3D Programming background (it also makes more sense if/when we support Meshes in core). Properties and members remain identical. * Added XMLDoc comments to IObject to assist people writing MRMs in XMLDoc aware editors.
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@@ -40,19 +40,41 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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String Name { get; set; }
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String Description { get; set; }
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IObject[] Children { get; }
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/// <summary>
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/// Equals 'this' if we have no parent. Ergo, Root.Children.Count will always return the total number of items in the linkset.
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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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IObjectFace[] Faces { 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 Rotation { get; set; }
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/// <summary>
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/// The position of the object relative to the Scene
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/// </summary>
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Vector3 Position { get; set; }
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Vector3 SitTarget { get; set; }
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String SitTargetText { get; set; }
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@@ -80,10 +102,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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// Taper[A+B], Shear[A+B], Revolutions,
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// RadiusOffset, Skew
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Material Material { get; set; }
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PhysicsMaterial PhysicsMaterial { get; set; }
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}
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public enum Material
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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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@@ -114,7 +136,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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Planar
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}
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public interface IObjectFace
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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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