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* 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.
150 lines
5.1 KiB
C#
150 lines
5.1 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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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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public interface IObject
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{
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bool Exists { get; }
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uint LocalID { get; }
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UUID GlobalID { get; }
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String Name { get; set; }
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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 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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String TouchText { get; set; }
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String Text { get; set; }
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bool IsPhysical { get; set; } // SetStatus(PHYSICS)
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bool IsPhantom { get; set; } // SetStatus(PHANTOM)
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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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PrimType PrimShape { get; set; }
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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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}
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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 PrimType
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{
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NotPrimitive = 255,
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Box = 0,
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Cylinder = 1,
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Prism = 2,
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Sphere = 3,
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Torus = 4,
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Tube = 5,
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Ring = 6,
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Sculpt = 7
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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) [DEPRECIATE IN FAVOUR OF UUID?]
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}
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}
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