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- /*
- * 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
- {
- /// <summary>
- /// An agent in the scene.
- /// </summary>
- /// <remarks>
- /// Interface is a work in progress. Please feel free to add other required properties and methods.
- /// </remarks>
- public interface ISceneAgent : ISceneEntity
- {
- /// <value>
- /// The client controlling this presence
- /// </value>
- IClientAPI ControllingClient { get; }
- /// <summary>
- /// What type of presence is this? User, NPC, etc.
- /// </summary>
- PresenceType PresenceType { get; }
- /// <summary>
- /// If true, then the agent has no avatar in the scene.
- /// The agent exists to relay data from a region that neighbours the current position of the user's avatar.
- /// Occasionally data is relayed, such as which a user clicks an item in a neighbouring region.
- /// </summary>
- bool IsChildAgent { get; }
- /// <summary>
- /// Avatar appearance data.
- /// </summary>
- /// <remarks>
- // Because appearance setting is in a module, we actually need
- // to give it access to our appearance directly, otherwise we
- // get a synchronization issue.
- /// </remarks>
- AvatarAppearance Appearance { get; set; }
- /// <summary>
- /// Set if initial data about the scene (avatars, objects) has been sent to the client.
- /// </summary>
- bool SentInitialDataToClient { get; }
- /// <summary>
- /// Send initial scene data to the client controlling this agent
- /// </summary>
- /// <remarks>
- /// This includes scene object data and the appearance data of other avatars.
- /// </remarks>
- void SendInitialDataToClient();
- /// <summary>
- /// Direction in which the scene presence is looking.
- /// </summary>
- /// <remarks>Will be Vector3.Zero for a child agent.</remarks>
- Vector3 Lookat { get; }
- }
- }
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