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- /*
- * 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 OpenSimulator 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.Drawing;
- using OpenMetaverse;
- using OpenSim.Region.OptionalModules.Scripting.Minimodule.Object;
- namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
- {
- [Serializable]
- public class TouchEventArgs : EventArgs
- {
- public IAvatar Avatar;
- public Vector3 TouchBiNormal;
- public Vector3 TouchNormal;
- public Vector3 TouchPosition;
- public Vector2 TouchUV;
- public Vector2 TouchST;
- public int TouchMaterialIndex;
- }
- public delegate void OnTouchDelegate(IObject sender, TouchEventArgs e);
- public interface IObject : IEntity
- {
- #region Events
- event OnTouchDelegate OnTouch;
- #endregion
- /// <summary>
- /// Returns whether or not this object is still in the world.
- /// Eg, if you store an IObject reference, however the object
- /// is deleted before you use it, it will throw a NullReference
- /// exception. 'Exists' allows you to check the object is still
- /// in play before utilizing it.
- /// </summary>
- /// <example>
- /// IObject deleteMe = World.Objects[0];
- ///
- /// if (deleteMe.Exists) {
- /// deleteMe.Say("Hello, I still exist!");
- /// }
- ///
- /// World.Objects.Remove(deleteMe);
- ///
- /// if (!deleteMe.Exists) {
- /// Host.Console.Info("I was deleted");
- /// }
- /// </example>
- /// <remarks>
- /// Objects should be near-guarunteed to exist for any event which
- /// passes them as an argument. Storing an object for a longer period
- /// of time however will limit their reliability.
- ///
- /// It is a good practice to use Try/Catch blocks handling for
- /// NullReferenceException, when accessing remote objects.
- /// </remarks>
- bool Exists { get; }
- /// <summary>
- /// The local region-unique ID for this object.
- /// </summary>
- uint LocalID { get; }
- /// <summary>
- /// The description assigned to this object.
- /// </summary>
- String Description { get; set; }
- /// <summary>
- /// Returns the UUID of the Owner of the Object.
- /// </summary>
- UUID OwnerId { get; }
- /// <summary>
- /// Returns the UUID of the Creator of the Object.
- /// </summary>
- UUID CreatorId { get; }
- /// <summary>
- /// Returns the root object of a linkset. If this object is the root, it will return itself.
- /// </summary>
- IObject Root { get; }
- /// <summary>
- /// Returns a collection of objects which are linked to the current object. Does not include the root object.
- /// </summary>
- IObject[] Children { get; }
- /// <summary>
- /// Returns a list of materials attached to this object. Each may contain unique texture
- /// and other visual information. For primitive based objects, this correlates with
- /// Object Faces. For mesh based objects, this correlates with Materials.
- /// </summary>
- IObjectMaterial[] Materials { get; }
- /// <summary>
- /// The bounding box of the object. Primitive and Mesh objects alike are scaled to fit within these bounds.
- /// </summary>
- Vector3 Scale { get; set; }
- /// <summary>
- /// The rotation of the object relative to the Scene
- /// </summary>
- Quaternion WorldRotation { get; set; }
- /// <summary>
- /// The rotation of the object relative to a parent object
- /// If root, works the same as WorldRotation
- /// </summary>
- Quaternion OffsetRotation { get; set; }
- /// <summary>
- /// The position of the object relative to a parent object
- /// If root, works the same as WorldPosition
- /// </summary>
- Vector3 OffsetPosition { get; set; }
- Vector3 SitTarget { get; set; }
- String SitTargetText { get; set; }
- String TouchText { get; set; }
- /// <summary>
- /// Text to be associated with this object, in the
- /// Second Life(r) viewer, this is shown above the
- /// object.
- /// </summary>
- String Text { get; set; }
- bool IsRotationLockedX { get; set; } // SetStatus(!ROTATE_X)
- bool IsRotationLockedY { get; set; } // SetStatus(!ROTATE_Y)
- bool IsRotationLockedZ { get; set; } // SetStatus(!ROTATE_Z)
- bool IsSandboxed { get; set; } // SetStatus(SANDBOX)
- bool IsImmotile { get; set; } // SetStatus(BLOCK_GRAB)
- bool IsAlwaysReturned { get; set; } // SetStatus(!DIE_AT_EDGE)
- bool IsTemporary { get; set; } // TEMP_ON_REZ
- bool IsFlexible { get; set; }
- IObjectShape Shape { get; }
- // TODO:
- // PrimHole
- // Repeats, Offsets, Cut/Dimple/ProfileCut
- // Hollow, Twist, HoleSize,
- // Taper[A+B], Shear[A+B], Revolutions,
- // RadiusOffset, Skew
- PhysicsMaterial PhysicsMaterial { get; set; }
- IObjectPhysics Physics { get; }
- IObjectSound Sound { get; }
- /// <summary>
- /// Causes the object to speak to its surroundings,
- /// equivilent to LSL/OSSL llSay
- /// </summary>
- /// <param name="msg">The message to send to the user</param>
- void Say(string msg);
- /// <summary>
- /// Causes the object to speak to on a specific channel,
- /// equivilent to LSL/OSSL llSay
- /// </summary>
- /// <param name="msg">The message to send to the user</param>
- /// <param name="channel">The channel on which to send the message</param>
- void Say(string msg,int channel);
- /// <summary>
- /// Opens a Dialog Panel in the Users Viewer,
- /// equivilent to LSL/OSSL llDialog
- /// </summary>
- /// <param name="avatar">The UUID of the Avatar to which the Dialog should be send</param>
- /// <param name="message">The Message to display at the top of the Dialog</param>
- /// <param name="buttons">The Strings that act as label/value of the Bottons in the Dialog</param>
- /// <param name="chat_channel">The channel on which to send the response</param>
- void Dialog(UUID avatar, string message, string[] buttons, int chat_channel);
- //// <value>
- /// Grants access to the objects inventory
- /// </value>
- IObjectInventory Inventory { get; }
- }
- public enum PhysicsMaterial
- {
- Default,
- Glass,
- Metal,
- Plastic,
- Wood,
- Rubber,
- Stone,
- Flesh
- }
- public enum TextureMapping
- {
- Default,
- Planar
- }
- public interface IObjectMaterial
- {
- Color Color { get; set; }
- UUID Texture { get; set; }
- TextureMapping Mapping { get; set; } // SetPrimParms(PRIM_TEXGEN)
- bool Bright { get; set; } // SetPrimParms(FULLBRIGHT)
- double Bloom { get; set; } // SetPrimParms(GLOW)
- bool Shiny { get; set; } // SetPrimParms(SHINY)
- bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECATE IN FAVOUR OF UUID?]
- }
- }
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