opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using OpenMetaverse; |
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30 | |||
31 | namespace OpenSim.Framework |
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32 | { |
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33 | /// <summary> |
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34 | /// An agent in the scene. |
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35 | /// </summary> |
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36 | /// <remarks> |
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37 | /// Interface is a work in progress. Please feel free to add other required properties and methods. |
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38 | /// </remarks> |
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39 | public interface ISceneAgent : ISceneEntity |
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40 | { |
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41 | /// <value> |
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42 | /// The client controlling this presence |
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43 | /// </value> |
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44 | IClientAPI ControllingClient { get; } |
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45 | |||
46 | /// <summary> |
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47 | /// What type of presence is this? User, NPC, etc. |
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48 | /// </summary> |
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49 | PresenceType PresenceType { get; } |
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50 | |||
51 | /// <summary> |
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52 | /// If true, then the agent has no avatar in the scene. |
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53 | /// The agent exists to relay data from a region that neighbours the current position of the user's avatar. |
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54 | /// Occasionally data is relayed, such as which a user clicks an item in a neighbouring region. |
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55 | /// </summary> |
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56 | bool IsChildAgent { get; } |
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57 | |||
58 | /// <summary> |
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59 | /// Avatar appearance data. |
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60 | /// </summary> |
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61 | /// <remarks> |
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62 | // Because appearance setting is in a module, we actually need |
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63 | // to give it access to our appearance directly, otherwise we |
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64 | // get a synchronization issue. |
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65 | /// </remarks> |
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66 | AvatarAppearance Appearance { get; set; } |
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67 | |||
68 | /// <summary> |
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69 | /// Send initial scene data to the client controlling this agent |
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70 | /// </summary> |
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71 | /// <remarks> |
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72 | /// This includes scene object data and the appearance data of other avatars. |
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73 | /// </remarks> |
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74 | void SendInitialDataToMe(); |
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75 | |||
76 | /// <summary> |
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77 | /// Direction in which the scene presence is looking. |
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78 | /// </summary> |
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79 | /// <remarks>Will be Vector3.Zero for a child agent.</remarks> |
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80 | Vector3 Lookat { get; } |
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81 | } |
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82 | } |