/* * 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) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * 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); } } } } }