/* * 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 OpenSim 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; using System.Collections.Generic; namespace OpenSim.Framework { public struct InterregionGroupData { public UUID GroupID; public ulong GroupPowers; public bool AcceptNotices; } public struct InterregionAnimationData { public UUID Animation; public UUID ObjectID; } public struct InterregionData { public ulong RegionHandle; public uint CircuitCode; public UUID AgentID; public UUID SessionID; public Vector3 AgentPos; public Vector3 AgentVel; public Vector3 Center; public Vector3 Size; public Vector3 AtAxis; public Vector3 LeftAxis; public Vector3 UpAxis; public bool ChangedGrid; public float Far; public float Aspect; public int[] Throttles; public uint LocomotionState; public Quaternion HeadRotation; public Quaternion BodyRotation; public uint ControlFlags; public float EnergyLevel; public Byte GodLevel; public bool AlwaysRun; public UUID PreyAgent; public Byte AgentAccess; public UUID[] AgentTextures; public UUID ActiveGroupID; public InterregionGroupData[] Groups; public InterregionAnimationData[] Anims; } }