/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenMetaverse;
namespace OpenSim.Framework
{
///
/// Client provided parameters for avatar movement
///
public class AgentUpdateArgs : EventArgs
{
///
/// Rotation of the avatar's body
///
public Quaternion BodyRotation;
///
/// AT portion of the camera matrix
///
public Vector3 CameraAtAxis;
///
/// Position of the camera in the Scene
///
public Vector3 CameraCenter;
public Vector3 CameraLeftAxis;
public Vector3 CameraUpAxis;
///
/// Bitflag field for agent movement. Fly, forward, backward, turn left, turn right, go up, go down, Straffe, etc.
///
public uint ControlFlags;
///
/// Agent's client Draw distance setting
///
public float Far;
public byte Flags;
///
/// Rotation of the avatar's head
///
public Quaternion HeadRotation;
///
/// Session Id
///
public byte State;
public Vector3 ClientAgentPosition;
public bool UseClientAgentPosition;
public bool NeedsCameraCollision;
public uint lastpacketSequence;
public double lastUpdateTS;
public double lastMoveUpdateTS;
public AgentUpdateArgs()
{
UseClientAgentPosition = false;
}
}
}