* Quaternion.Conjugate() was accidentally set private, fixed [Simian] * Move login code to LindenLogin extension * Move avatar tracking to ISceneProvider (Simian class is now "pure" and contains no implementation code) git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2421 52acb1d6-8a22-11de-b505-999d5b087335
64 lines
3.4 KiB
C#
64 lines
3.4 KiB
C#
using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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namespace Simian
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{
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public delegate void ObjectAddCallback(object sender, SimulationObject obj, PrimFlags creatorFlags);
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public delegate void ObjectRemoveCallback(object sender, SimulationObject obj);
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public delegate void ObjectTransformCallback(object sender, SimulationObject obj, Vector3 position,
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Quaternion rotation, Vector3 velocity, Vector3 acceleration, Vector3 angularVelocity);
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public delegate void ObjectFlagsCallback(object sender, SimulationObject obj, PrimFlags flags);
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public delegate void ObjectImageCallback(object sender, SimulationObject obj,
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string mediaURL, Primitive.TextureEntry textureEntry);
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public delegate void ObjectModifyCallback(object sender, SimulationObject obj, Primitive.ConstructionData data);
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public delegate void AgentAddCallback(object sender, Agent agent, PrimFlags creatorFlags);
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public delegate void AgentRemoveCallback(object sender, Agent agent);
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public delegate void AgentAppearanceCallback(object sender, Agent agent, Primitive.TextureEntry textures,
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byte[] visualParams);
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// TODO: Convert terrain to a patch-based system
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public delegate void TerrainUpdatedCallback(object sender);
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public interface ISceneProvider
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{
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event ObjectAddCallback OnObjectAdd;
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event ObjectRemoveCallback OnObjectRemove;
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event ObjectTransformCallback OnObjectTransform;
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event ObjectFlagsCallback OnObjectFlags;
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event ObjectModifyCallback OnObjectModify;
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event AgentAddCallback OnAgentAdd;
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event AgentRemoveCallback OnAgentRemove;
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event AgentAppearanceCallback OnAgentAppearance;
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event TerrainUpdatedCallback OnTerrainUpdated;
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// TODO: Convert to a patch-based system, and expose terrain editing
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// through functions instead of a property
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float[] Heightmap { get; set; }
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float WaterHeight { get; }
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bool ObjectAdd(object sender, SimulationObject obj, PrimFlags creatorFlags);
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bool ObjectRemove(object sender, uint localID);
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bool ObjectRemove(object sender, UUID id);
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void ObjectTransform(object sender, uint localID, Vector3 position, Quaternion rotation, Vector3 velocity,
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Vector3 acceleration, Vector3 angularVelocity);
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void ObjectFlags(object sender, SimulationObject obj, PrimFlags flags);
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void ObjectImage(object sender, SimulationObject obj, string mediaURL, Primitive.TextureEntry textureEntry);
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void ObjectModify(object sender, uint localID, Primitive.ConstructionData data);
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bool ContainsObject(uint localID);
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bool ContainsObject(UUID id);
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bool TryGetObject(uint localID, out SimulationObject obj);
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bool TryGetObject(UUID id, out SimulationObject obj);
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void ForEachObject(Action<SimulationObject> obj);
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bool AgentAdd(object sender, Agent agent, PrimFlags creatorFlags);
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bool AgentRemove(object sender, uint localID);
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bool AgentRemove(object sender, UUID id);
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void AgentAppearance(object sender, Agent agent, Primitive.TextureEntry textures, byte[] visualParams);
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bool ContainsAgent(uint localID);
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bool ContainsAgent(UUID id);
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bool TryGetAgent(uint localID, out Agent agent);
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bool TryGetAgent(UUID id, out Agent agent);
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void ForEachAgent(Action<Agent> action);
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}
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}
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