AgentUpdateArgs.cs 3.2 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using OpenMetaverse;
  29. namespace OpenSim.Framework
  30. {
  31. /// <summary>
  32. /// Client provided parameters for avatar movement
  33. /// </summary>
  34. public class AgentUpdateArgs : EventArgs
  35. {
  36. /// <summary>
  37. /// Agent's unique ID
  38. /// </summary>
  39. public UUID AgentID;
  40. /// <summary>
  41. /// Rotation of the avatar's body
  42. /// </summary>
  43. public Quaternion BodyRotation;
  44. /// <summary>
  45. /// AT portion of the camera matrix
  46. /// </summary>
  47. public Vector3 CameraAtAxis;
  48. /// <summary>
  49. /// Position of the camera in the Scene
  50. /// </summary>
  51. public Vector3 CameraCenter;
  52. public Vector3 CameraLeftAxis;
  53. public Vector3 CameraUpAxis;
  54. /// <summary>
  55. /// Bitflag field for agent movement. Fly, forward, backward, turn left, turn right, go up, go down, Straffe, etc.
  56. /// </summary>
  57. public uint ControlFlags;
  58. /// <summary>
  59. /// Agent's client Draw distance setting
  60. /// </summary>
  61. public float Far;
  62. public byte Flags;
  63. /// <summary>
  64. /// Rotation of the avatar's head
  65. /// </summary>
  66. public Quaternion HeadRotation;
  67. /// <summary>
  68. /// Session Id
  69. /// </summary>
  70. public UUID SessionID;
  71. public byte State;
  72. public Vector3 ClientAgentPosition;
  73. public bool UseClientAgentPosition;
  74. public bool NeedsCameraCollision;
  75. public uint lastpacketSequence;
  76. public AgentUpdateArgs()
  77. {
  78. UseClientAgentPosition = false;
  79. }
  80. }
  81. }