/* * 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 { /// /// Client provided parameters for avatar movement /// public class AgentUpdateArgs : EventArgs { /// /// Agent's unique ID /// public UUID AgentID; /// /// Rotation of the avatar's body /// public Quaternion BodyRotation; /// /// AT portion of the camera matrix /// public Vector3 CameraAtAxis; /// /// Position of the camera in the Scene /// public Vector3 CameraCenter; public Vector3 CameraLeftAxis; public Vector3 CameraUpAxis; /// /// Bitflag field for agent movement. Fly, forward, backward, turn left, turn right, go up, go down, Straffe, etc. /// public uint ControlFlags; /// /// Agent's client Draw distance setting /// public float Far; public byte Flags; /// /// Rotation of the avatar's head /// public Quaternion HeadRotation; /// /// Session Id /// public UUID SessionID; public byte State; public Vector3 ClientAgentPosition; public bool UseClientAgentPosition; public bool NeedsCameraCollision; public AgentUpdateArgs() { UseClientAgentPosition = false; } } }