Files
libremetaverse/Programs/Simian/Interfaces/ISceneProvider.cs
John Hurliman abf0c15384 [Simian]
* Completed a partial port of OpenSim's LSL API. Thank you to everyone on the OpenSim team for their hard work on this incredibly large feature
* Added Agent.GetSimulatorPosition()
* Corrected default PrimFlags for agents and prims
* Stubs for encoding/decoding prim linkset assets
* Route chat through the scene
* Stub for grid messaging (IM and email)
* Add GetTerrainHeightAt(), removed duplicate heightmap storage in Movement.cs
* Added a permissions manager stub
* Store wind speeds, added functions to get wind speed
* Make sure all of the important prim properties are set before creating an object
* Lots of new object manipulation functions in scene
* Properly clean up event queues on agent exit
* Stubbed out a space for a scripting engine
* Stubbed out task inventory
* Added ScriptingConsole, which allows you to run LSL functions from the chat console
* Added new PacketCategory, Messaging, for chat-related packets
* Fixed InventoryObject overrides
* Added a NotecardCache, useful for the scripting engine and may become generally useful later
* Added several helper functions and new members to SimulationObject

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2462 52acb1d6-8a22-11de-b505-999d5b087335
2009-03-02 23:00:28 +00:00

162 lines
8.4 KiB
C#

using System;
using System.Collections.Generic;
using HttpServer;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
namespace Simian
{
#region Scene related classes
public class TerrainPatch
{
public float[,] Height;
public TerrainPatch(uint width, uint height)
{
Height = new float[height, width];
}
}
public class AnimationTrigger
{
public UUID AnimationID;
public int SequenceID;
public AnimationTrigger(UUID animationID, int sequenceID)
{
AnimationID = animationID;
SequenceID = sequenceID;
}
}
public class ViewerEffect
{
public UUID EffectID;
public EffectType Type;
public UUID AgentID;
public Color4 Color;
public float Duration;
public byte[] TypeData;
public ViewerEffect(UUID effectID, EffectType type, UUID agentID, Color4 color, float duration, byte[] typeData)
{
EffectID = effectID;
Type = type;
AgentID = agentID;
Color = color;
Duration = duration;
TypeData = typeData;
}
}
#endregion Scene related classes
public delegate void ObjectAddCallback(object sender, SimulationObject obj, UUID ownerID, int scriptStartParam, 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 ObjectModifyCallback(object sender, SimulationObject obj, Primitive.ConstructionData data);
public delegate void ObjectModifyTexturesCallback(object sender, SimulationObject obj, string mediaURL, Primitive.TextureEntry textureEntry);
public delegate void ObjectSetRotationAxisCallback(object sender, SimulationObject obj, Vector3 rotationAxis);
public delegate void ObjectApplyImpulseCallback(object sender, SimulationObject obj, Vector3 impulse);
public delegate void ObjectApplyRotationalImpulseCallback(object sender, SimulationObject obj, Vector3 impulse);
public delegate void ObjectSetTorqueCallback(object sender, SimulationObject obj, Vector3 torque);
public delegate void ObjectAnimateCallback(object sender, UUID senderID, UUID objectID, AnimationTrigger[] animations);
public delegate void ObjectChatCallback(object sender, UUID ownerID, UUID sourceID, ChatAudibleLevel audible, ChatType type, ChatSourceType SourceType, string fromName, Vector3 position, int channel, string message);
public delegate void ObjectUndoCallback(object sender, SimulationObject obj);
public delegate void ObjectRedoCallback(object sender, SimulationObject obj);
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 TriggerSoundCallback(object sender, UUID objectID, UUID parentID, UUID ownerID, UUID soundID, Vector3 position, float gain);
public delegate void TriggerEffectsCallback(object sender, ViewerEffect[] effects);
public delegate void TerrainUpdateCallback(object sender, uint x, uint y, float[,] patchData);
public delegate void WindUpdateCallback(object sender, uint x, uint y, Vector2 windSpeed);
public interface ISceneProvider
{
event ObjectAddCallback OnObjectAdd;
event ObjectRemoveCallback OnObjectRemove;
event ObjectTransformCallback OnObjectTransform;
event ObjectFlagsCallback OnObjectFlags;
event ObjectModifyCallback OnObjectModify;
event ObjectModifyTexturesCallback OnObjectModifyTextures;
event ObjectSetRotationAxisCallback OnObjectSetRotationAxis;
event ObjectApplyImpulseCallback OnObjectApplyImpulse;
event ObjectApplyRotationalImpulseCallback OnObjectApplyRotationalImpulse;
event ObjectSetTorqueCallback OnObjectSetTorque;
event ObjectAnimateCallback OnObjectAnimate;
event ObjectChatCallback OnObjectChat;
event ObjectUndoCallback OnObjectUndo;
event ObjectRedoCallback OnObjectRedo;
event AgentAddCallback OnAgentAdd;
event AgentRemoveCallback OnAgentRemove;
event AgentAppearanceCallback OnAgentAppearance;
event TriggerSoundCallback OnTriggerSound;
event TriggerEffectsCallback OnTriggerEffects;
event TerrainUpdateCallback OnTerrainUpdate;
event WindUpdateCallback OnWindUpdate;
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; }
uint TerrainPatchCountWidth { get; }
uint TerrainPatchCountHeight { get; }
bool ObjectAdd(object sender, SimulationObject obj, UUID ownerID, int scriptStartParam, PrimFlags creatorFlags);
bool ObjectRemove(object sender, uint localID);
bool ObjectRemove(object sender, UUID id);
void ObjectTransform(object sender, SimulationObject obj, Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 acceleration, Vector3 angularVelocity);
void ObjectFlags(object sender, SimulationObject obj, PrimFlags flags);
void ObjectModify(object sender, SimulationObject obj, Primitive.ConstructionData data);
void ObjectModifyTextures(object sender, SimulationObject obj, string mediaURL, Primitive.TextureEntry textureEntry);
void ObjectSetRotationAxis(object sender, SimulationObject obj, Vector3 rotationAxis);
void ObjectApplyImpulse(object sender, SimulationObject obj, Vector3 impulse);
void ObjectApplyRotationalImpulse(object sender, SimulationObject obj, Vector3 impulse);
void ObjectSetTorque(object sender, SimulationObject obj, Vector3 torque);
void ObjectAnimate(object sender, UUID senderID, UUID objectID, AnimationTrigger[] animations);
void ObjectChat(object sender, UUID ownerID, UUID sourceID, ChatAudibleLevel audible, ChatType type, ChatSourceType sourceType, string fromName, Vector3 position, int channel, string message);
void ObjectUndo(object sender, SimulationObject obj);
void ObjectRedo(object sender, SimulationObject obj);
void TriggerSound(object sender, UUID objectID, UUID parentID, UUID ownerID, UUID soundID, Vector3 position, float gain);
void TriggerEffects(object sender, ViewerEffect[] effects);
bool AgentAdd(object sender, Agent agent, PrimFlags creatorFlags);
void AgentAppearance(object sender, Agent agent, Primitive.TextureEntry textures, byte[] visualParams);
float GetTerrainHeightAt(float x, float y);
float[,] GetTerrainPatch(uint x, uint y);
void SetTerrainPatch(object sender, uint x, uint y, float[,] patchData);
Vector2 GetWindSpeedAt(float x, float y);
Vector2 GetWindSpeed(uint x, uint y);
void SetWindSpeed(object sender, uint x, uint y, Vector2 windSpeed);
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);
SimulationObject FindObject(Predicate<SimulationObject> predicate);
int AgentCount();
bool TryGetAgent(uint localID, out Agent agent);
bool TryGetAgent(UUID id, out Agent agent);
void ForEachAgent(Action<Agent> action);
Agent FindAgent(Predicate<Agent> predicate);
void SendEvent(Agent agent, string name, OSDMap body);
bool HasRunningEventQueue(Agent agent);
bool SeedCapabilityHandler(IHttpClientContext context, IHttpRequest request, IHttpResponse response, object state);
}
}