ISceneAgent.cs 3.6 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. /// An agent in the scene.
  33. /// </summary>
  34. /// <remarks>
  35. /// Interface is a work in progress. Please feel free to add other required properties and methods.
  36. /// </remarks>
  37. public interface ISceneAgent : ISceneEntity
  38. {
  39. /// <value>
  40. /// The client controlling this presence
  41. /// </value>
  42. IClientAPI ControllingClient { get; }
  43. /// <summary>
  44. /// What type of presence is this? User, NPC, etc.
  45. /// </summary>
  46. PresenceType PresenceType { get; }
  47. /// <summary>
  48. /// If true, then the agent has no avatar in the scene.
  49. /// The agent exists to relay data from a region that neighbours the current position of the user's avatar.
  50. /// Occasionally data is relayed, such as which a user clicks an item in a neighbouring region.
  51. /// </summary>
  52. bool IsChildAgent { get; }
  53. /// <summary>
  54. /// Avatar appearance data.
  55. /// </summary>
  56. /// <remarks>
  57. // Because appearance setting is in a module, we actually need
  58. // to give it access to our appearance directly, otherwise we
  59. // get a synchronization issue.
  60. /// </remarks>
  61. AvatarAppearance Appearance { get; set; }
  62. /// <summary>
  63. /// Set if initial data about the scene (avatars, objects) has been sent to the client.
  64. /// </summary>
  65. bool SentInitialDataToClient { get; }
  66. /// <summary>
  67. /// Send initial scene data to the client controlling this agent
  68. /// </summary>
  69. /// <remarks>
  70. /// This includes scene object data and the appearance data of other avatars.
  71. /// </remarks>
  72. void SendInitialDataToClient();
  73. /// <summary>
  74. /// Direction in which the scene presence is looking.
  75. /// </summary>
  76. /// <remarks>Will be Vector3.Zero for a child agent.</remarks>
  77. Vector3 Lookat { get; }
  78. }
  79. }