Files
opensim/OpenSim/Region/ScriptEngine/Common/OSSL_BuilIn_Commands.cs
2008-03-04 04:11:37 +00:00

249 lines
7.3 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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 OpenSim Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 System.Collections.Generic;
using System.Text;
using libsecondlife;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.ScriptEngine.Common
{
public class OSSL_BuilIn_Commands : LSL_BuiltIn_Commands, OSSL_BuilIn_Commands_Interface
{
public OSSL_BuilIn_Commands(ScriptEngineBase.ScriptEngine scriptEngine, SceneObjectPart host, uint localID,
LLUUID itemID)
: base(scriptEngine, host, localID, itemID)
{
Prim = new OSSLPrim(this);
}
public OSSLPrim Prim;
[Serializable]
public class OSSLPrim
{
internal OSSL_BuilIn_Commands OSSL;
public OSSLPrim(OSSL_BuilIn_Commands bc)
{
OSSL = bc;
Position = new OSSLPrim_Position(this);
Rotation = new OSSLPrim_Rotation(this);
}
public OSSLPrim_Position Position;
public OSSLPrim_Rotation Rotation;
//public LSL_Types.Vector3 Position
//{
// get { return OSSL.llGetPos(); }
// set { OSSL.llSetPos(value); }
//}
//public LSL_Types.Quaternion Rotation
//{
// get { return OSSL.llGetRot(); }
// set { OSSL.llSetRot(value); }
//}
private TextStruct _text;
public TextStruct Text
{
get { return _text; }
set
{
_text = value;
OSSL.llSetText(_text.Text, _text.color, _text.alpha);
}
}
[Serializable]
public struct TextStruct
{
public string Text;
public LSL_Types.Vector3 color;
public double alpha;
}
}
[Serializable]
public class OSSLPrim_Position
{
private OSSLPrim prim;
private LSL_Types.Vector3 Position;
public OSSLPrim_Position(OSSLPrim _prim)
{
prim = _prim;
}
private void Load()
{
Position = prim.OSSL.llGetPos();
}
private void Save()
{
if (Position.x > 255)
Position.x = 255;
if (Position.x < 0)
Position.x = 0;
if (Position.y > 255)
Position.y = 255;
if (Position.y < 0)
Position.y = 0;
if (Position.z > 768)
Position.z = 768;
if (Position.z < 0)
Position.z = 0;
prim.OSSL.llSetPos(Position);
}
public double x
{
get
{
Load();
return Position.x;
}
set
{
Load();
Position.x = value;
Save();
}
}
public double y
{
get
{
Load();
return Position.y;
}
set
{
Load();
Position.y = value;
Save();
}
}
public double z
{
get
{
Load();
return Position.z;
}
set
{
Load();
Position.z = value;
Save();
}
}
}
[Serializable]
public class OSSLPrim_Rotation
{
private OSSLPrim prim;
private LSL_Types.Quaternion Rotation;
public OSSLPrim_Rotation(OSSLPrim _prim)
{
prim = _prim;
}
private void Load()
{
Rotation = prim.OSSL.llGetRot();
}
private void Save()
{
prim.OSSL.llSetRot(Rotation);
}
public double x
{
get
{
Load();
return Rotation.x;
}
set
{
Load();
Rotation.x = value;
Save();
}
}
public double y
{
get
{
Load();
return Rotation.y;
}
set
{
Load();
Rotation.y = value;
Save();
}
}
public double z
{
get
{
Load();
return Rotation.z;
}
set
{
Load();
Rotation.z = value;
Save();
}
}
public double s
{
get
{
Load();
return Rotation.s;
}
set
{
Load();
Rotation.s = value;
Save();
}
}
}
//public struct OSSLPrim_Rotation
//{
// public double X;
// public double Y;
// public double Z;
// public double R;
//}
}
}