Files
libremetaverse/Programs/Simian/Interfaces/ISceneProvider.cs
John Hurliman 06404ab4e4 * Fixed endianness for OSD handling of uint, long, and ulong (big endian byte arrays are used)
* Fixed CapsServer to handle all content types (old SL clients were sending application/xml, new ones send application/llsd+xml)
* Start the EventQueue ID at 1 (seems to help)
* HyperGrid teleporting is now working in Simian

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2428 52acb1d6-8a22-11de-b505-999d5b087335
2009-02-05 03:12:41 +00:00

87 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
using HttpServer;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
namespace Simian
{
public class TerrainPatch
{
public float[,] Height;
public TerrainPatch(uint width, uint height)
{
Height = new float[height, width];
}
}
public delegate void ObjectAddCallback(object sender, SimulationObject obj, PrimFlags creatorFlags);
public delegate void ObjectRemoveCallback(object sender, SimulationObject obj);
public delegate void ObjectTransformCallback(object sender, SimulationObject obj, Vector3 position,
Quaternion rotation, Vector3 velocity, Vector3 acceleration, Vector3 angularVelocity);
public delegate void ObjectFlagsCallback(object sender, SimulationObject obj, PrimFlags flags);
public delegate void ObjectImageCallback(object sender, SimulationObject obj,
string mediaURL, Primitive.TextureEntry textureEntry);
public delegate void ObjectModifyCallback(object sender, SimulationObject obj, Primitive.ConstructionData data);
public delegate void AgentAddCallback(object sender, Agent agent, PrimFlags creatorFlags);
public delegate void AgentRemoveCallback(object sender, Agent agent);
public delegate void AgentAppearanceCallback(object sender, Agent agent, Primitive.TextureEntry textures,
byte[] visualParams);
public delegate void TerrainUpdateCallback(object sender, uint x, uint y, float[,] patchData);
public interface ISceneProvider
{
event ObjectAddCallback OnObjectAdd;
event ObjectRemoveCallback OnObjectRemove;
event ObjectTransformCallback OnObjectTransform;
event ObjectFlagsCallback OnObjectFlags;
event ObjectModifyCallback OnObjectModify;
event AgentAddCallback OnAgentAdd;
event AgentRemoveCallback OnAgentRemove;
event AgentAppearanceCallback OnAgentAppearance;
event TerrainUpdateCallback OnTerrainUpdate;
uint RegionX { get; }
uint RegionY { get; }
ulong RegionHandle { get; }
UUID RegionID { get; }
string RegionName { get; }
RegionFlags RegionFlags { get; }
float WaterHeight { get; }
uint TerrainPatchWidth { get; }
uint TerrainPatchHeight { get; }
float[,] GetTerrainPatch(uint x, uint y);
void SetTerrainPatch(object sender, uint x, uint y, float[,] patchData);
bool ObjectAdd(object sender, SimulationObject obj, PrimFlags creatorFlags);
bool ObjectRemove(object sender, uint localID);
bool ObjectRemove(object sender, UUID id);
void ObjectTransform(object sender, uint localID, Vector3 position, Quaternion rotation, Vector3 velocity,
Vector3 acceleration, Vector3 angularVelocity);
void ObjectFlags(object sender, SimulationObject obj, PrimFlags flags);
void ObjectImage(object sender, SimulationObject obj, string mediaURL, Primitive.TextureEntry textureEntry);
void ObjectModify(object sender, uint localID, Primitive.ConstructionData data);
bool ContainsObject(uint localID);
bool ContainsObject(UUID id);
int ObjectCount();
bool TryGetObject(uint localID, out SimulationObject obj);
bool TryGetObject(UUID id, out SimulationObject obj);
void ForEachObject(Action<SimulationObject> obj);
bool AgentAdd(object sender, Agent agent, PrimFlags creatorFlags);
void AgentAppearance(object sender, Agent agent, Primitive.TextureEntry textures, byte[] visualParams);
int AgentCount();
bool TryGetAgent(uint localID, out Agent agent);
bool TryGetAgent(UUID id, out Agent agent);
void ForEachAgent(Action<Agent> action);
void SendEvent(Agent agent, string name, OSDMap body);
bool HasRunningEventQueue(Agent agent);
bool SeedCapabilityHandler(IHttpClientContext context, IHttpRequest request, IHttpResponse response, object state);
}
}