/// <summary> /// Builds an AgentUpdate packet entirely from parameters. This /// will not touch the state of Self.Movement or /// Self.Movement.Camera in any way /// </summary> /// <param name="controlFlags"></param> /// <param name="position"></param> /// <param name="forwardAxis"></param> /// <param name="leftAxis"></param> /// <param name="upAxis"></param> /// <param name="bodyRotation"></param> /// <param name="headRotation"></param> /// <param name="farClip"></param> /// <param name="reliable"></param> /// <param name="flags"></param> /// <param name="state"></param> public void SendManualUpdate(AgentManager.ControlFlags controlFlags, Vector3 position, Vector3 forwardAxis, Vector3 leftAxis, Vector3 upAxis, Quaternion bodyRotation, Quaternion headRotation, float farClip, AgentFlags flags, AgentState state, bool reliable) { // Since version 1.40.4 of the Linden simulator, sending this update // causes corruption of the agent position in the simulator if (Client.Network.CurrentSim != null && (!Client.Network.CurrentSim.HandshakeComplete)) { return; } AgentUpdatePacket update = new AgentUpdatePacket(); update.AgentData.AgentID = Client.Self.AgentID; update.AgentData.SessionID = Client.Self.SessionID; update.AgentData.BodyRotation = bodyRotation; update.AgentData.HeadRotation = headRotation; update.AgentData.CameraCenter = position; update.AgentData.CameraAtAxis = forwardAxis; update.AgentData.CameraLeftAxis = leftAxis; update.AgentData.CameraUpAxis = upAxis; update.AgentData.Far = farClip; update.AgentData.ControlFlags = (uint)controlFlags; update.AgentData.Flags = (byte)flags; update.AgentData.State = (byte)state; update.Header.Reliable = reliable; Client.Network.SendPacket(update); }
/// <summary> /// Builds an AgentUpdate packet entirely from parameters. This /// will not touch the state of Self.Movement or /// Self.Movement.Camera in any way /// </summary> /// <param name="controlFlags"></param> /// <param name="position"></param> /// <param name="forwardAxis"></param> /// <param name="leftAxis"></param> /// <param name="upAxis"></param> /// <param name="bodyRotation"></param> /// <param name="headRotation"></param> /// <param name="farClip"></param> /// <param name="reliable"></param> /// <param name="flags"></param> /// <param name="state"></param> public void SendManualUpdate(AgentManager.ControlFlags controlFlags, Vector3 position, Vector3 forwardAxis, Vector3 leftAxis, Vector3 upAxis, Quaternion bodyRotation, Quaternion headRotation, float farClip, AgentFlags flags, AgentState state, bool reliable) { AgentUpdatePacket update = new AgentUpdatePacket(); update.AgentData.AgentID = Client.Self.AgentID; update.AgentData.SessionID = Client.Self.SessionID; update.AgentData.BodyRotation = bodyRotation; update.AgentData.HeadRotation = headRotation; update.AgentData.CameraCenter = position; update.AgentData.CameraAtAxis = forwardAxis; update.AgentData.CameraLeftAxis = leftAxis; update.AgentData.CameraUpAxis = upAxis; update.AgentData.Far = farClip; update.AgentData.ControlFlags = (uint)controlFlags; update.AgentData.Flags = (byte)flags; update.AgentData.State = (byte)state; update.Header.Reliable = reliable; Client.Network.SendPacket(update); }
/// <summary> /// Builds an AgentUpdate packet entirely from parameters. This /// will not touch the state of Self.Movement or /// Self.Movement.Camera in any way /// </summary> /// <param name="controlFlags"></param> /// <param name="position"></param> /// <param name="forwardAxis"></param> /// <param name="leftAxis"></param> /// <param name="upAxis"></param> /// <param name="bodyRotation"></param> /// <param name="headRotation"></param> /// <param name="farClip"></param> /// <param name="reliable"></param> /// <param name="flags"></param> /// <param name="state"></param> public void SendManualUpdate(AgentManager.ControlFlags controlFlags, Vector3 position, Vector3 forwardAxis, Vector3 leftAxis, Vector3 upAxis, Quaternion bodyRotation, Quaternion headRotation, float farClip, AgentFlags flags, AgentState state, bool reliable) { // Since version 1.40.4 of the Linden simulator, sending this update // causes corruption of the agent position in the simulator if (Client.Network.CurrentSim != null && (!Client.Network.CurrentSim.HandshakeComplete)) return; AgentUpdatePacket update = new AgentUpdatePacket(); update.AgentData.AgentID = Client.Self.AgentID; update.AgentData.SessionID = Client.Self.SessionID; update.AgentData.BodyRotation = bodyRotation; update.AgentData.HeadRotation = headRotation; update.AgentData.CameraCenter = position; update.AgentData.CameraAtAxis = forwardAxis; update.AgentData.CameraLeftAxis = leftAxis; update.AgentData.CameraUpAxis = upAxis; update.AgentData.Far = farClip; update.AgentData.ControlFlags = (uint)controlFlags; update.AgentData.Flags = (byte)flags; update.AgentData.State = (byte)state; update.Header.Reliable = reliable; Client.Network.SendPacket(update); }