Files
libremetaverse/Programs/Simian/Interfaces/ISceneProvider.cs
John Hurliman e180f7a612 * Added Helpers.SplitBlocks() that calculates how to split multiple blocks into multiple packets
* Fixed a typo in TestClient login command usage
Simian:
* Asset uploads were returning the TransactionID instead of the AssetID causing uploads to seemingly fail
* Added ISceneManager.AvatarAppearance and OnAvatarAppearance
* Added UI sounds from OpenSim and sound asset loading
* Split up FetchInventoryReply and InventoryDescendents into multiple packets when necessary

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2281 52acb1d6-8a22-11de-b505-999d5b087335
2008-10-08 22:10:14 +00:00

51 lines
2.6 KiB
C#

using System;
using OpenMetaverse;
namespace Simian
{
public delegate void ObjectAddCallback(object sender, Agent creator, 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, Vector3 scale);
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 AvatarAppearanceCallback(object sender, Agent agent,
Primitive.TextureEntry textures, byte[] visualParams);
// TODO: Convert terrain to a patch-based system
public delegate void TerrainUpdatedCallback(object sender);
public interface ISceneProvider
{
event ObjectAddCallback OnObjectAdd;
event ObjectRemoveCallback OnObjectRemove;
event ObjectTransformCallback OnObjectTransform;
event ObjectFlagsCallback OnObjectFlags;
event ObjectModifyCallback OnObjectModify;
event AvatarAppearanceCallback OnAvatarAppearance;
event TerrainUpdatedCallback OnTerrainUpdated;
// TODO: Convert to a patch-based system, and expose terrain editing
// through functions instead of a property
float[] Heightmap { get; set; }
float WaterHeight { get; }
bool ObjectAdd(object sender, Agent creator, SimulationObject obj, PrimFlags creatorFlags);
bool ObjectRemove(object sender, SimulationObject obj);
void ObjectTransform(object sender, SimulationObject obj, Vector3 position,
Quaternion rotation, Vector3 velocity, Vector3 acceleration,
Vector3 angularVelocity, Vector3 scale);
void ObjectFlags(object sender, SimulationObject obj, PrimFlags flags);
void ObjectImage(object sender, SimulationObject obj, string mediaURL, Primitive.TextureEntry textureEntry);
void ObjectModify(object sender, SimulationObject obj, Primitive.ConstructionData data);
void AvatarAppearance(object sender, Agent agent, Primitive.TextureEntry textures, byte[] visualParams);
bool TryGetObject(uint localID, out SimulationObject obj);
bool TryGetObject(UUID id, out SimulationObject obj);
}
}