Files
libremetaverse/Programs/Simian/Interfaces/ISceneProvider.cs
John Hurliman 344d327a15 * Removed all strings from _Packets_.cs, including warning messages for null arrays and Packet.ToString(). GridProxy needs a new Packet.ToString() method that uses reflection now
* Fixed foliage decoding and removed OnNewFoliage in favor of OnNewPrim only
* Flexi, light, sculpt, and object properties (all inside of Primitive) are now classes that can be null instead of structs
* Added Primitive.GetExtraParamsBytes()
* Massive improvements to Simian and periscope

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2384 52acb1d6-8a22-11de-b505-999d5b087335
2008-12-18 21:45:38 +00:00

54 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using OpenMetaverse;
namespace Simian
{
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 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, 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);
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);
IDictionary<uint, SimulationObject> GetSceneCopy();
}
}