Files
libremetaverse/Programs/Simian/Interfaces/ISceneProvider.cs
John Hurliman 1ab82e4f17 * Removed Agent.CurrentPosition in favor of Agent.Avatar.Position
* Stubbed out the UDP teleport request handler
* Removed some redundancies in the ISceneProvider interface between objects and agents, and fixed SceneManager to operate on both agent and object stores where needed

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2424 52acb1d6-8a22-11de-b505-999d5b087335
2009-02-03 01:59:46 +00:00

77 lines
3.6 KiB
C#

using System;
using System.Collections.Generic;
using OpenMetaverse;
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; }
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);
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);
bool TryGetAgent(uint localID, out Agent agent);
bool TryGetAgent(UUID id, out Agent agent);
void ForEachAgent(Action<Agent> action);
}
}