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97 lines
2.6 KiB
C#
97 lines
2.6 KiB
C#
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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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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/// </summary>
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IObject Root { get; }
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IObjectFace[] Faces { get; }
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Vector3 Scale { get; set; }
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Quaternion Rotation { 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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Material Material { get; set; }
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}
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public enum Material
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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,
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Box,
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Cylinder,
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Prism,
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Sphere,
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Torus,
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Tube,
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Ring,
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Sculpt
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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 IObjectFace
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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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