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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
28using System;
29using OpenMetaverse;
30
31namespace OpenSim.Framework
32{
33 /// <summary>
34 /// An agent in the scene.
35 /// </summary>
36 /// <remarks>
37 /// Interface is a work in progress. Please feel free to add other required properties and methods.
38 /// </remarks>
39 public interface ISceneAgent : ISceneEntity
40 {
41 /// <value>
42 /// The client controlling this presence
43 /// </value>
44 IClientAPI ControllingClient { get; }
45
46 /// <summary>
47 /// What type of presence is this? User, NPC, etc.
48 /// </summary>
49 PresenceType PresenceType { get; }
50
51 /// <summary>
52 /// If true, then the agent has no avatar in the scene.
53 /// The agent exists to relay data from a region that neighbours the current position of the user's avatar.
54 /// Occasionally data is relayed, such as which a user clicks an item in a neighbouring region.
55 /// </summary>
56 bool IsChildAgent { get; }
57
58 /// <summary>
59 /// Avatar appearance data.
60 /// </summary>
61 /// <remarks>
62 // Because appearance setting is in a module, we actually need
63 // to give it access to our appearance directly, otherwise we
64 // get a synchronization issue.
65 /// </remarks>
66 AvatarAppearance Appearance { get; set; }
67
68 /// <summary>
69 /// Set if initial data about the scene (avatars, objects) has been sent to the client.
70 /// </summary>
71 bool SentInitialDataToClient { get; }
72
73 /// <summary>
74 /// Send initial scene data to the client controlling this agent
75 /// </summary>
76 /// <remarks>
77 /// This includes scene object data and the appearance data of other avatars.
78 /// </remarks>
79 void SendInitialDataToClient();
80
81 /// <summary>
82 /// Direction in which the scene presence is looking.
83 /// </summary>
84 /// <remarks>Will be Vector3.Zero for a child agent.</remarks>
85 Vector3 Lookat { get; }
86 }
87} \ No newline at end of file