82 lines
3.4 KiB
C#
82 lines
3.4 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using OpenMetaverse;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// An agent in the scene.
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/// </summary>
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/// <remarks>
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/// Interface is a work in progress. Please feel free to add other required properties and methods.
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/// </remarks>
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public interface ISceneAgent : ISceneEntity
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{
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/// <value>
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/// The client controlling this presence
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/// </value>
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IClientAPI ControllingClient { get; }
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/// <summary>
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/// What type of presence is this? User, NPC, etc.
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/// </summary>
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PresenceType PresenceType { get; }
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/// <summary>
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/// If true, then the agent has no avatar in the scene.
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/// The agent exists to relay data from a region that neighbours the current position of the user's avatar.
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/// Occasionally data is relayed, such as which a user clicks an item in a neighbouring region.
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/// </summary>
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bool IsChildAgent { get; }
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/// <summary>
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/// Avatar appearance data.
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/// </summary>
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/// <remarks>
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// Because appearance setting is in a module, we actually need
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// to give it access to our appearance directly, otherwise we
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// get a synchronization issue.
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/// </remarks>
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AvatarAppearance Appearance { get; set; }
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/// <summary>
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/// Send initial scene data to the client controlling this agent
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/// </summary>
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/// <remarks>
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/// This includes scene object data and the appearance data of other avatars.
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/// </remarks>
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void SendInitialDataToMe();
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/// <summary>
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/// Direction in which the scene presence is looking.
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/// </summary>
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/// <remarks>Will be Vector3.Zero for a child agent.</remarks>
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Vector3 Lookat { get; }
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}
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} |