Files
libremetaverse/libsecondlife/AgentManagerCamera.cs
John Hurliman 3013742668 * Increased SIMULATOR_TIMEOUT to 30 seconds
* Converted all timers to System.Threading timers to fix problems running in services and the CF
* UDPBase now uses our own ReaderWriterLock that is more efficient, and CF compatible
* Login uses a hand-created LoginProxy object instead of dynamically building the class with reflection .Emit()
* Replaced ParameterizedThreadStart calls with class-wide variables for CF compat.
* Removed transfer timeout code (irrelevant now that uploads go through CAPS)
* Added several new Helpers methods to wrap desktop and CF conditional code
* Replaced Monitor calls with AutoResetEvent in BlockingQueue
* InventoryNodeDictionary uses generics now
* Removed final lingering piece of XML serialization
* Added CookComputing.XmlRpc.CF.dll for the CF

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1479 52acb1d6-8a22-11de-b505-999d5b087335
2007-11-06 09:26:10 +00:00

137 lines
4.9 KiB
C#

/*
* Copyright (c) 2007, Second Life Reverse Engineering Team
* 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 Second Life Reverse Engineering Team 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 libsecondlife
{
public partial class AgentManager
{
public partial class AgentMovement
{
/// <summary>
/// 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
/// </summary>
public class AgentCamera
{
/// <summary></summary>
public float Far;
/// <summary>The camera is a local frame of reference inside of
/// the larger grid space. This is where the math happens</summary>
private CoordinateFrame Frame;
/// <summary></summary>
public LLVector3 Position
{
get { return Frame.Origin; }
set { Frame.Origin = value; }
}
/// <summary></summary>
public LLVector3 AtAxis
{
get { return Frame.YAxis; }
set { Frame.YAxis = value; }
}
/// <summary></summary>
public LLVector3 LeftAxis
{
get { return Frame.XAxis; }
set { Frame.XAxis = value; }
}
/// <summary></summary>
public LLVector3 UpAxis
{
get { return Frame.ZAxis; }
set { Frame.ZAxis = value; }
}
/// <summary>
/// Default constructor
/// </summary>
public AgentCamera()
{
Frame = new CoordinateFrame(new LLVector3(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(LLVector3 target)
{
Frame.LookDirection(target);
}
public void LookDirection(LLVector3 target, LLVector3 upDirection)
{
Frame.LookDirection(target, upDirection);
}
public void LookDirection(double heading)
{
Frame.LookDirection(heading);
}
public void LookAt(LLVector3 position, LLVector3 target)
{
Frame.LookAt(position, target);
}
public void LookAt(LLVector3 position, LLVector3 target, LLVector3 upDirection)
{
Frame.LookAt(position, target, upDirection);
}
public void SetPositionOrientation(LLVector3 position, float roll, float pitch, float yaw)
{
Frame.Origin = position;
Frame.ResetAxes();
Frame.Roll(roll);
Frame.Pitch(pitch);
Frame.Yaw(yaw);
}
}
}
}
}