/* * Copyright (c) 2006, Second Life Reverse Engineering Team * All rights reserved. * * - 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. * - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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; namespace libsecondlife { public class PrimObject { public int PathTwistBegin = 0; public uint PathEnd = 0; public uint ProfileBegin = 0; public int PathRadiusOffset = 0; public int PathSkew = 0; public LLVector3 RayStart = new LLVector3(); public int ProfileCurve = 0; public int PathScaleX = 0; public int PathScaleY = 0; public LLUUID GroupID = new LLUUID(); public uint Material = 0; public string Name = ""; public string Description; public uint PathShearX = 0; public uint PathShearY = 0; public int PathTaperX = 0; public int PathTaperY = 0; public uint ProfileEnd = 0; public uint PathBegin = 0; public uint PathCurve = 0; public LLVector3 Scale = new LLVector3(); public int PathTwist = 0; public LLUUID Texture = null; // TODO: Add multi-texture support public uint ProfileHollow = 0; public uint PathRevolutions = 0; public LLQuaternion Rotation = new LLQuaternion(); public PrimObject(LLUUID texture) { Texture = texture; } } }