/*
* Copyright (c) 2006-2014, openmetaverse.org
* All rights reserved.
*
* - 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.
* - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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)
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* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
namespace OpenMetaverse
{
public partial class AgentManager
{
public partial class AgentMovement
{
///
/// Camera controls for the agent, mostly a thin wrapper around
/// CoordinateFrame. This class is only responsible for state
/// tracking and math, it does not send any packets
///
public class AgentCamera
{
///
public float Far;
/// The camera is a local frame of reference inside of
/// the larger grid space. This is where the math happens
private CoordinateFrame Frame;
///
public Vector3 Position
{
get { return Frame.Origin; }
set { Frame.Origin = value; }
}
///
public Vector3 AtAxis
{
get { return Frame.YAxis; }
set { Frame.YAxis = value; }
}
///
public Vector3 LeftAxis
{
get { return Frame.XAxis; }
set { Frame.XAxis = value; }
}
///
public Vector3 UpAxis
{
get { return Frame.ZAxis; }
set { Frame.ZAxis = value; }
}
///
/// Default constructor
///
public AgentCamera()
{
Frame = new CoordinateFrame(new Vector3(128f, 128f, 20f));
Far = 128f;
}
public void Roll(float angle)
{
Frame.Roll(angle);
}
public void Pitch(float angle)
{
Frame.Pitch(angle);
}
public void Yaw(float angle)
{
Frame.Yaw(angle);
}
public void LookDirection(Vector3 target)
{
Frame.LookDirection(target);
}
public void LookDirection(Vector3 target, Vector3 upDirection)
{
Frame.LookDirection(target, upDirection);
}
public void LookDirection(double heading)
{
Frame.LookDirection(heading);
}
public void LookAt(Vector3 position, Vector3 target)
{
Frame.LookAt(position, target);
}
public void LookAt(Vector3 position, Vector3 target, Vector3 upDirection)
{
Frame.LookAt(position, target, upDirection);
}
public void SetPositionOrientation(Vector3 position, float roll, float pitch, float yaw)
{
Frame.Origin = position;
Frame.ResetAxes();
Frame.Roll(roll);
Frame.Pitch(pitch);
Frame.Yaw(yaw);
}
}
}
}
}