/* * 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> /// 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 SendInitialDataToMe(); /// <summary> /// Direction in which the scene presence is looking. /// </summary> /// <remarks>Will be Vector3.Zero for a child agent.</remarks> Vector3 Lookat { get; } } }