OpenSimMirror/OpenSim/Region/Environment/Scenes/ScenePresence.cs

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/*
* Copyright (c) Contributors, http://opensimulator.org/
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* 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
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* 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 System.Collections.Generic;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Communications;
using OpenSim.Region.Environment.Types;
using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
{
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public partial class ScenePresence : EntityBase
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{
public static AvatarAnimations Animations;
public static byte[] DefaultTexture;
public LLUUID CurrentAnimation;
public int AnimationSeq;
private bool m_updateflag = false;
private byte m_movementflag = 0;
private readonly List<NewForce> m_forcesList = new List<NewForce>();
private short m_updateCount = 0;
private uint m_requestedSitTargetID = 0;
private LLVector3 m_requestedSitOffset = new LLVector3();
private float m_sitAvatarHeight = 2.0f;
private float m_godlevel = 0;
private bool m_isTyping = false;
private bool m_setAlwaysRun = false;
private Quaternion m_bodyRot;
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public bool IsRestrictedToRegion = false;
private bool m_newForce = false;
private bool m_newAvatar = false;
private bool m_newCoarseLocations = true;
private bool m_gotAllObjectsInScene = false;
private float m_avHeight = 127.0f;
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protected RegionInfo m_regionInfo;
protected ulong crossingFromRegion = 0;
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private readonly Vector3[] Dir_Vectors = new Vector3[6];
private LLVector3 lastPhysPos = new LLVector3();
// Position of agent's camera in world
protected Vector3 m_CameraCenter = new Vector3(0, 0, 0);
// Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion
protected Vector3 m_CameraAtAxis = new Vector3(0, 0, 0);
protected Vector3 m_CameraLeftAxis = new Vector3(0, 0, 0);
protected Vector3 m_CameraUpAxis = new Vector3(0, 0, 0);
// Agent's Draw distance.
protected float m_DrawDistance = 0f;
protected AvatarAppearance m_appearance;
private readonly List<ulong> m_knownChildRegions = new List<ulong>(); //neighbouring regions we have enabled a child agent in
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private enum Dir_ControlFlags
{
DIR_CONTROL_FLAG_FOWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG
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}
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/// <summary>
/// Position at which a significant movement was made
/// </summary>
private LLVector3 posLastSignificantMove = new LLVector3();
public delegate void SignificantClientMovement(IClientAPI remote_client);
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public event SignificantClientMovement OnSignificantClientMovement;
private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
private Dictionary<LLUUID, ScenePartUpdate> m_updateTimes = new Dictionary<LLUUID, ScenePartUpdate>();
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#region Properties
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/// <summary>
///
/// </summary>
public PhysicsActor PhysicsActor
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{
set { m_physicsActor = value; }
get { return m_physicsActor; }
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}
public bool Updated
{
set { m_updateflag = value; }
get { return m_updateflag; }
}
private readonly ulong m_regionHandle;
public ulong RegionHandle
{
get { return m_regionHandle; }
}
public Vector3 CameraPosition
{
get { return m_CameraCenter; }
}
private readonly string m_firstname;
public string Firstname
{
get { return m_firstname; }
}
private readonly string m_lastname;
public string Lastname
{
get { return m_lastname; }
}
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public float DrawDistance
{
get { return m_DrawDistance; }
}
protected bool m_allowMovement = true;
public bool AllowMovement
{
get { return m_allowMovement; }
set { m_allowMovement = value; }
}
private readonly IClientAPI m_controllingClient;
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protected PhysicsActor m_physicsActor;
public IClientAPI ControllingClient
{
get { return m_controllingClient; }
}
protected LLVector3 m_parentPosition = new LLVector3();
public override LLVector3 AbsolutePosition
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{
get
{
if (m_physicsActor != null)
{
m_pos.X = m_physicsActor.Position.X;
m_pos.Y = m_physicsActor.Position.Y;
m_pos.Z = m_physicsActor.Position.Z;
}
return m_parentPosition + m_pos;
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}
set
{
if (m_physicsActor != null)
{
try
{
lock (m_scene.SyncRoot)
{
m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
m_pos = value;
}
}
public override LLVector3 Velocity
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{
get
{
if (m_physicsActor != null)
{
m_velocity.X = m_physicsActor.Velocity.X;
m_velocity.Y = m_physicsActor.Velocity.Y;
m_velocity.Z = m_physicsActor.Velocity.Z;
}
return m_velocity;
}
set
{
if (m_physicsActor != null)
{
try
{
lock (m_scene.SyncRoot)
{
m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
}
}
catch (Exception e)
{
Console.WriteLine(e.Message);
}
}
m_velocity = value;
}
}
private bool m_isChildAgent = true;
public bool IsChildAgent
{
get { return m_isChildAgent; }
set { m_isChildAgent = value; }
}
private uint m_parentID = 0;
public uint ParentID
{
get { return m_parentID; }
set { m_parentID = value; }
}
public List<ulong> KnownChildRegions
{
get { return m_knownChildRegions; }
}
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#endregion
#region Constructor(s)
public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
AvatarWearable[] wearables)
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{
//couldn't move the following into SetInitialValues as they are readonly
m_regionHandle = reginfo.RegionHandle;
m_controllingClient = client;
m_firstname = m_controllingClient.FirstName;
m_lastname = m_controllingClient.LastName;
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SetInitialValues(client, world, reginfo);
m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
Animations = new AvatarAnimations();
Animations.LoadAnims();
RegisterToEvents();
SetDirectionVectors();
//m_textureEntry = new LLObject.TextureEntry(DefaultTexture, 0, DefaultTexture.Length);
// m_textureEntry = GetDefaultTextureEntry();
//temporary until we move some code into the body classes
if (m_newAvatar)
{
//do we need to use newAvatar? not sure so have added this to kill the compile warning
}
m_scene.LandManager.sendLandUpdate(this);
}
public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
{
//couldn't move the following into SetInitialValues as they are readonly
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m_regionHandle = reginfo.RegionHandle;
m_controllingClient = client;
m_firstname = m_controllingClient.FirstName;
m_lastname = m_controllingClient.LastName;
SetInitialValues(client, world, reginfo);
m_appearance = appearance;
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Animations = new AvatarAnimations();
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Animations.LoadAnims();
RegisterToEvents();
SetDirectionVectors();
if (m_newAvatar)
{
//do we need to use newAvatar? not sure so have added this to kill the compile warning
}
m_scene.LandManager.sendLandUpdate(this);
}
private void SetInitialValues(IClientAPI client, Scene world, RegionInfo reginfo)
{
m_scene = world;
m_uuid = client.AgentId;
m_regionInfo = reginfo;
m_localId = m_scene.NextLocalId;
AbsolutePosition = m_controllingClient.StartPos;
}
private void RegisterToEvents()
{
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//register for events
m_controllingClient.OnRequestWearables += SendOwnAppearance;
m_controllingClient.OnSetAppearance += SetAppearance;
m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
m_controllingClient.OnAgentSit += HandleAgentSit;
m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
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// ControllingClient.OnStartAnim += new StartAnim(this.SendAnimPack);
// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
//ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
}
private void SetDirectionVectors()
{
Dir_Vectors[0] = new Vector3(1, 0, 0); //FOWARD
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Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
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Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
Dir_Vectors[4] = new Vector3(0, 0, 1); //UP
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Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN
}
#endregion
public void QueuePartForUpdate(SceneObjectPart part)
{
//if (InterestList.Contains(part.ParentGroup))
//{
lock (m_partsUpdateQueue)
{
m_partsUpdateQueue.Enqueue(part);
}
// }
}
public uint GenerateClientFlags(LLUUID ObjectID)
{
return m_scene.PermissionsMngr.GenerateClientFlags(this.m_uuid, ObjectID);
}
public void SendPrimUpdates()
{
// if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
//{
// this.UpdateQuadTreeNode();
//this.RefreshQuadObject();
//}
if (!m_gotAllObjectsInScene)
{
if (!m_isChildAgent || m_scene.m_sendTasksToChild)
{
m_scene.SendAllSceneObjectsToClient(this);
m_gotAllObjectsInScene = true;
}
}
if (m_partsUpdateQueue.Count > 0)
{
bool runUpdate = true;
int updateCount = 0;
while (runUpdate)
{
SceneObjectPart part = m_partsUpdateQueue.Dequeue();
if (m_updateTimes.ContainsKey(part.UUID))
{
ScenePartUpdate update = m_updateTimes[part.UUID];
// Two updates can occur with the same timestamp (especially
// since our timestamp resolution is to the nearest second). The first
// could have been sent in the last update - we still need to send the
// second here.
if (update.LastFullUpdateTime < part.TimeStampFull)
{
//need to do a full update
part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
// We'll update to the part's timestamp rather than the current to
// avoid the race condition whereby the next tick occurs while we are
// doing this update. If this happened, then subsequent updates which occurred
// on the same tick or the next tick of the last update would be ignored.
update.LastFullUpdateTime = part.TimeStampFull;
updateCount++;
}
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
{
part.SendTerseUpdate(ControllingClient);
update.LastTerseUpdateTime = part.TimeStampTerse;
updateCount++;
}
}
else
{
//never been sent to client before so do full update
part.SendFullUpdate(ControllingClient, GenerateClientFlags(part.UUID));
ScenePartUpdate update = new ScenePartUpdate();
update.FullID = part.UUID;
update.LastFullUpdateTime = part.TimeStampFull;
m_updateTimes.Add(part.UUID, update);
updateCount++;
}
if (m_partsUpdateQueue.Count < 1 || updateCount > 60)
{
runUpdate = false;
}
}
}
}
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#region Status Methods
public void MakeRootAgent(LLVector3 pos, bool isFlying)
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{
m_newAvatar = true;
m_isChildAgent = false;
AbsolutePosition = pos;
AddToPhysicalScene();
m_physicsActor.Flying = isFlying;
m_scene.CommsManager.UserProfileCacheService.UpdateUserInventory(m_uuid);
//if (!m_gotAllObjectsInScene)
//{
//m_scene.SendAllSceneObjectsToClient(this);
//m_gotAllObjectsInScene = true;
//}
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}
public void MakeChildAgent()
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{
Velocity = new LLVector3(0, 0, 0);
m_isChildAgent = true;
RemoveFromPhysicalScene();
//this.Pos = new LLVector3(128, 128, 70);
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}
private void RemoveFromPhysicalScene()
{
if (PhysicsActor != null)
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{
m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
PhysicsActor = null;
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}
}
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/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void Teleport(LLVector3 pos)
{
AbsolutePosition = pos;
SendTerseUpdateToAllClients();
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}
/// <summary>
///
/// </summary>
public void StopMovement()
{
}
public void AddNeighbourRegion(ulong regionHandle)
{
if (!m_knownChildRegions.Contains(regionHandle))
{
m_knownChildRegions.Add(regionHandle);
}
}
public void RemoveNeighbourRegion(ulong regionHandle)
{
if (!m_knownChildRegions.Contains(regionHandle))
{
m_knownChildRegions.Remove(regionHandle);
}
}
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#endregion
#region Event Handlers
internal void SetHeight(float height)
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{
m_avHeight = height;
if (PhysicsActor != null)
{
PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
PhysicsActor.Size = SetSize;
}
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}
/// <summary>
/// Complete Avatar's movement into the region
/// </summary>
public void CompleteMovement()
{
LLVector3 look = Velocity;
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if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
{
look = new LLVector3(0.99f, 0.042f, 0);
}
m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
if (m_isChildAgent)
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{
m_isChildAgent = false;
//this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
MakeRootAgent(AbsolutePosition, false);
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}
}
public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdatePacket agentData)
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{
//if (m_isChildAgent)
//{
// // Console.WriteLine("DEBUG: HandleAgentUpdate: child agent");
// return;
//}
// Must check for standing up even when PhysicsActor is null,
// since sitting currently removes avatar from physical scene
uint flags = agentData.AgentData.ControlFlags;
LLQuaternion bodyRotation = agentData.AgentData.BodyRotation;
// Camera location in world. We'll need to raytrace
// from this location from time to time.
m_CameraCenter.x = agentData.AgentData.CameraCenter.X;
m_CameraCenter.y = agentData.AgentData.CameraCenter.Y;
m_CameraCenter.z = agentData.AgentData.CameraCenter.Z;
// Use these three vectors to figure out what the agent is looking at
// Convert it to a Matrix and/or Quaternion
m_CameraAtAxis.x = agentData.AgentData.CameraAtAxis.X;
m_CameraAtAxis.y = agentData.AgentData.CameraAtAxis.Y;
m_CameraAtAxis.z = agentData.AgentData.CameraAtAxis.Z;
m_CameraLeftAxis.x = agentData.AgentData.CameraLeftAxis.X;
m_CameraLeftAxis.y = agentData.AgentData.CameraLeftAxis.Y;
m_CameraLeftAxis.z = agentData.AgentData.CameraLeftAxis.Z;
m_CameraUpAxis.x = agentData.AgentData.CameraUpAxis.X;
m_CameraUpAxis.y = agentData.AgentData.CameraUpAxis.Y;
m_CameraUpAxis.z = agentData.AgentData.CameraUpAxis.Z;
// The Agent's Draw distance setting
m_DrawDistance = agentData.AgentData.Far;
// We don't know the agent's draw distance until the first agentUpdate packet
//if (m_DrawDistance > 0)
//{
//if (!m_gotAllObjectsInScene && m_DrawDistance > 0)
//{
// This will need to end up being a space based invalidator
// where we send object updates on spaces in 3d space (possibily a cube)
// that the avatar hasn't been surrounding it's draw distance.
// It would be better if the distance increased incrementally
// until there was no space to update because either the avatar's draw
// distance is smaller then the space they've been or the avatar has explored
// all the space in the sim.
//m_scene.SendAllSceneObjectsToClient(this);
//m_gotAllObjectsInScene = true;
//}
//}
//MainLog.Instance.Verbose("CAMERA", "AtAxis:" + m_CameraAtAxis.ToString() + " Center:" + m_CameraCenter.ToString() + " LeftAxis:" + m_CameraLeftAxis.ToString() + " UpAxis:" + m_CameraUpAxis.ToString() + " Far:" + m_CameraFar);
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
{
StandUp();
}
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if (PhysicsActor == null)
{
// Console.WriteLine("DEBUG: HandleAgentUpdate: null PhysicsActor!");
return;
}
if (m_allowMovement)
{
int i = 0;
bool update_movementflag = false;
bool update_rotation = false;
bool DCFlagKeyPressed = false;
Vector3 agent_control_v3 = new Vector3(0, 0, 0);
Quaternion q = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
bool oldflying = PhysicsActor.Flying;
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PhysicsActor.Flying = ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
if (PhysicsActor.Flying != oldflying)
{
update_movementflag = true;
}
if (q != m_bodyRot)
{
m_bodyRot = q;
update_rotation = true;
}
if (m_parentID == 0)
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{
foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof(Dir_ControlFlags)))
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{
if ((flags & (uint)DCF) != 0)
{
DCFlagKeyPressed = true;
agent_control_v3 += Dir_Vectors[i];
if ((m_movementflag & (uint)DCF) == 0)
{
m_movementflag += (byte)(uint)DCF;
update_movementflag = true;
}
}
else
{
if ((m_movementflag & (uint)DCF) != 0)
{
m_movementflag -= (byte)(uint)DCF;
update_movementflag = true;
}
}
i++;
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}
}
if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
{
AddNewMovement(agent_control_v3, q);
UpdateMovementAnimations(update_movementflag);
}
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}
}
/// <summary>
/// Perform the logic necessary to stand the client up. This method also executes
/// the stand animation.
/// </summary>
public void StandUp()
{
if (m_parentID != 0)
{
m_pos += m_parentPosition + new LLVector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
m_parentPosition = new LLVector3();
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AddToPhysicalScene();
m_parentID = 0;
SendFullUpdateToAllClients();
}
UpdateMovementAnimations(true);
}
private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
{
AvatarSitResponsePacket avatarSitResponse = new AvatarSitResponsePacket();
avatarSitResponse.SitObject.ID = targetID;
bool autopilot = true;
LLVector3 pos = new LLVector3();
SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
if (part != null)
{
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// TODO: determine position to sit at based on scene geometry; don't trust offset from client
// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
pos = part.AbsolutePosition + offset;
if (m_physicsActor != null)
{
m_sitAvatarHeight = m_physicsActor.Size.Z;
}
// this doesn't seem to quite work yet....
// // if we're close, set the avatar position to the target position and forgo autopilot
// if (AbsolutePosition.GetDistanceTo(pos) < 2.5)
// {
// autopilot = false;
// AbsolutePosition = pos + new LLVector3(0.0f, 0.0f, m_sitAvatarHeight);
// }
}
avatarSitResponse.SitTransform.AutoPilot = autopilot;
avatarSitResponse.SitTransform.SitPosition = offset;
avatarSitResponse.SitTransform.SitRotation = new LLQuaternion(0.0f, 0.0f, 0.0f, 1.0f);
remoteClient.OutPacket(avatarSitResponse, ThrottleOutPacketType.Task);
}
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public void HandleAgentRequestSit(IClientAPI remoteClient, LLUUID agentID, LLUUID targetID, LLVector3 offset)
{
SendSitResponse(remoteClient, targetID, offset);
if (m_parentID != 0)
{
StandUp();
}
SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
if (part != null)
{
m_requestedSitTargetID = part.LocalID;
m_requestedSitOffset = offset;
}
else
{
MainLog.Instance.Warn("Sit requested on unknown object: " + targetID.ToString());
}
}
public void HandleAgentSit(IClientAPI remoteClient, LLUUID agentID)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
if (part != null)
{
m_pos -= part.AbsolutePosition;
m_parentPosition = part.AbsolutePosition;
}
m_parentID = m_requestedSitTargetID;
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Velocity = new LLVector3(0, 0, 0);
RemoveFromPhysicalScene();
SendAnimPack(Animations.AnimsLLUUID["SIT"], 1);
SendFullUpdateToAllClients();
}
public void HandleSetAlwaysRun(IClientAPI remoteClient, bool SetAlwaysRun)
{
m_setAlwaysRun = SetAlwaysRun;
if (PhysicsActor != null)
{
PhysicsActor.SetAlwaysRun = SetAlwaysRun;
}
}
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protected void UpdateMovementAnimations(bool update_movementflag)
{
if (update_movementflag)
{
if (m_movementflag != 0)
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{
if (m_physicsActor.Flying)
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{
SendAnimPack(Animations.AnimsLLUUID["FLY"], 1);
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}
else
{
if (((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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PhysicsActor.IsColliding)
{
SendAnimPack(Animations.AnimsLLUUID["CROUCHWALK"], 1);
}
else
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{
if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
{
SendAnimPack(Animations.AnimsLLUUID["FALLDOWN"], 1);
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
SendAnimPack(Animations.AnimsLLUUID["JUMP"], 1);
}
else
{
if (!m_setAlwaysRun)
{
SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
}
else
{
SendAnimPack(Animations.AnimsLLUUID["RUN"], 1);
}
}
}
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}
}
else if (m_parentID != 0)
{
if (m_isTyping)
{
SendAnimPack(Animations.AnimsLLUUID["TYPE"], 1);
}
else
{
// TODO: stop the typing animation, continue sitting
SendAnimPack(Animations.AnimsLLUUID["SIT"], 1);
}
}
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else
{
if (((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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PhysicsActor.IsColliding)
{
SendAnimPack(Animations.AnimsLLUUID["CROUCH"], 1);
}
else if (m_isTyping)
{
SendAnimPack(Animations.AnimsLLUUID["TYPE"], 1);
}
else
{
if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
{
SendAnimPack(Animations.AnimsLLUUID["FALLDOWN"], 1);
}
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
{
SendAnimPack(Animations.AnimsLLUUID["JUMP"], 1);
}
else
{
if (!m_physicsActor.Flying)
{
SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
}
}
}
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}
}
}
protected void AddNewMovement(Vector3 vec, Quaternion rotation)
{
if (m_isChildAgent)
{
Console.WriteLine("DEBUG: AddNewMovement: child agent");
return;
}
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NewForce newVelocity = new NewForce();
Vector3 direc = rotation * vec;
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direc.Normalize();
direc *= 0.03f * 128f;
if (m_physicsActor.Flying)
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{
direc *= 4;
}
else
{
if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
{
//direc.z *= 40;
if (direc.z > 2.0f)
{
direc.z *= 3;
//System.Console.WriteLine("Jump");
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SendAnimPack(Animations.AnimsLLUUID["PREJUMP"], 1);
SendAnimPack(Animations.AnimsLLUUID["JUMP"], 1);
}
}
}
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newVelocity.X = direc.x;
newVelocity.Y = direc.y;
newVelocity.Z = direc.z;
m_forcesList.Add(newVelocity);
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}
public void setTyping(bool typing)
{
if (m_isChildAgent)
{
MainLog.Instance.Warn("setTyping called on child agent");
return;
}
m_isTyping = typing;
UpdateMovementAnimations(true);
}
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#endregion
#region Overridden Methods
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/// <summary>
///
/// </summary>
public override void Update()
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{
SendPrimUpdates();
if (m_newCoarseLocations)
{
SendCoarseLocations();
m_newCoarseLocations = false;
}
if (m_isChildAgent == false)
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{
if (m_newForce) // user movement 'forces' (ie commands to move)
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{
SendTerseUpdateToAllClients();
m_updateCount = 0;
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}
else if (m_movementflag != 0) // scripted movement (?)
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{
m_updateCount++;
if (m_updateCount > 3)
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{
SendTerseUpdateToAllClients();
m_updateCount = 0;
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}
}
else if (Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) // physics-related movement
{
SendTerseUpdateToAllClients();
m_updateCount = 0;
lastPhysPos = AbsolutePosition;
}
CheckForSignificantMovement();
CheckForBorderCrossing();
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}
}
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#endregion
#region Update Client(s)
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/// <summary>
///
/// </summary>
/// <param name="RemoteClient"></param>
public void SendTerseUpdateToClient(IClientAPI RemoteClient)
{
LLVector3 pos = m_pos;
LLVector3 vel = Velocity;
LLQuaternion rot;
rot.X = m_bodyRot.x;
rot.Y = m_bodyRot.y;
rot.Z = m_bodyRot.z;
rot.W = m_bodyRot.w;
RemoteClient.SendAvatarTerseUpdate(m_regionHandle, 64096, LocalId, new LLVector3(pos.X, pos.Y, pos.Z),
new LLVector3(vel.X, vel.Y, vel.Z), rot);
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}
/// <summary>
///
/// </summary>
public void SendTerseUpdateToAllClients()
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{
m_scene.Broadcast(SendTerseUpdateToClient);
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}
public void SendCoarseLocations()
{
List<LLVector3> CoarseLocations = new List<LLVector3>();
List<ScenePresence> avatars = m_scene.GetAvatars();
for (int i = 0; i < avatars.Count; i++)
{
if (avatars[i] != this)
{
CoarseLocations.Add(avatars[i].m_pos);
}
}
m_controllingClient.SendCoarseLocationUpdate(CoarseLocations);
}
public void CoarseLocationChange()
{
m_newCoarseLocations = true;
}
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/// <summary>
///
/// </summary>
/// <param name="remoteAvatar"></param>
public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
{
remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
LocalId, m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID);
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}
public void SendFullUpdateToAllClients()
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{
List<ScenePresence> avatars = m_scene.GetScenePresences();
foreach (ScenePresence avatar in avatars)
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{
SendFullUpdateToOtherClient(avatar);
if (avatar.LocalId != LocalId)
{
if (!avatar.m_isChildAgent || m_scene.m_sendTasksToChild)
{
avatar.SendFullUpdateToOtherClient(this);
avatar.SendAppearanceToOtherAgent(this);
}
}
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}
}
/// <summary>
///
/// </summary>
public void SendInitialData()
{
m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID);
if (!m_isChildAgent)
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{
m_scene.InformClientOfNeighbours(this);
m_newAvatar = false;
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}
SendFullUpdateToAllClients();
SendAppearanceToAllOtherAgents();
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}
/// <summary>
///
/// </summary>
/// <param name="client"></param>
public void SendOwnAppearance()
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{
m_appearance.SendOwnWearables(ControllingClient);
// TODO: remove this once the SunModule is slightly more tested
// m_controllingClient.SendViewerTime(m_scene.TimePhase);
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}
/// <summary>
///
/// </summary>
public void SendAppearanceToAllOtherAgents()
{
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
if (scenePresence.UUID != UUID)
{
m_appearance.SendAppearanceToOtherAgent(scenePresence);
}
});
}
public void SendAppearanceToOtherAgent(ScenePresence avatar)
{
m_appearance.SendAppearanceToOtherAgent(avatar);
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}
public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam)
{
m_appearance.SetAppearance(texture, visualParam);
SetHeight(m_appearance.AvatarHeight);
SendAppearanceToAllOtherAgents();
}
public void SetWearable(int wearableId, AvatarWearable wearable)
{
m_appearance.SetWearable(ControllingClient, wearableId, wearable);
}
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/// <summary>
///
/// </summary>
/// <param name="animID"></param>
/// <param name="seq"></param>
public void SendAnimPack(LLUUID animID, int seq)
{
CurrentAnimation = animID;
AnimationSeq = seq;
LLUUID sourceAgentId = m_controllingClient.AgentId;
m_scene.Broadcast(delegate(IClientAPI client) { client.SendAnimation(animID, seq, sourceAgentId); });
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}
/// <summary>
///
/// </summary>
public void SendAnimPack()
{
SendAnimPack(CurrentAnimation, AnimationSeq);
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}
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#endregion
#region Significant Movement Method
protected void CheckForSignificantMovement()
{
if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > 0.02)
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{
posLastSignificantMove = AbsolutePosition;
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if (OnSignificantClientMovement != null)
{
OnSignificantClientMovement(m_controllingClient);
m_scene.NotifyMyCoarseLocationChange();
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}
}
}
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#endregion
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#region Border Crossing Methods
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/// <summary>
///
/// </summary>
protected void CheckForBorderCrossing()
{
LLVector3 pos2 = AbsolutePosition;
LLVector3 vel = Velocity;
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float timeStep = 0.1f;
pos2.X = pos2.X + (vel.X * timeStep);
pos2.Y = pos2.Y + (vel.Y * timeStep);
pos2.Z = pos2.Z + (vel.Z * timeStep);
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if ((pos2.X < 0) || (pos2.X > 256))
{
CrossToNewRegion();
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}
if ((pos2.Y < 0) || (pos2.Y > 256))
{
CrossToNewRegion();
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}
}
/// <summary>
///
/// </summary>
protected void CrossToNewRegion()
{
LLVector3 pos = AbsolutePosition;
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LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z);
uint neighbourx = m_regionInfo.RegionLocX;
uint neighboury = m_regionInfo.RegionLocY;
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if (pos.X < 1.7F)
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{
neighbourx -= 1;
newpos.X = 255.9F;
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}
if (pos.X > 254.3F)
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{
neighbourx += 1;
newpos.X = 0.1F;
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}
if (pos.Y < 1.7F)
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{
neighboury -= 1;
newpos.Y = 255.9F;
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}
if (pos.Y > 254.3F)
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{
neighboury += 1;
newpos.Y = 0.1F;
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}
LLVector3 vel = m_velocity;
ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * 256), (uint)(neighboury * 256));
SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
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if (neighbourRegion != null)
{
bool res =
m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos,
m_physicsActor.Flying);
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if (res)
{
AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
string capsPath = Util.GetCapsURL(m_controllingClient.AgentId);
m_controllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint,
capsPath);
MakeChildAgent();
m_scene.SendKillObject(m_localId);
m_scene.NotifyMyCoarseLocationChange();
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}
}
}
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#endregion
public void GrantGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token)
{
GrantGodlikePowersPacket respondPacket = new GrantGodlikePowersPacket();
GrantGodlikePowersPacket.GrantDataBlock gdb = new GrantGodlikePowersPacket.GrantDataBlock();
GrantGodlikePowersPacket.AgentDataBlock adb = new GrantGodlikePowersPacket.AgentDataBlock();
adb.AgentID = agentID;
adb.SessionID = sessionID; // More security
gdb.GodLevel = (byte)100;
gdb.Token = token;
//respondPacket.AgentData = (GrantGodlikePowersPacket.AgentDataBlock)ablock;
respondPacket.GrantData = gdb;
respondPacket.AgentData = adb;
ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task);
}
public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData)
{
//
m_DrawDistance = cAgentData.drawdistance;
m_pos = new LLVector3(cAgentData.Position.x, cAgentData.Position.y, cAgentData.Position.z);
m_CameraCenter = new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z);
m_godlevel = cAgentData.godlevel;
ControllingClient.SetChildAgentThrottle(cAgentData.throttles);
//cAgentData.AVHeight;
//cAgentData.regionHandle;
//m_velocity = cAgentData.Velocity;
}
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/// <summary>
///
/// </summary>
public static void LoadAnims()
{
}
/// <summary>
///
/// </summary>
public override void UpdateMovement()
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{
m_newForce = false;
lock (m_forcesList)
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{
if (m_forcesList.Count > 0)
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{
for (int i = 0; i < m_forcesList.Count; i++)
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{
NewForce force = m_forcesList[i];
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m_updateflag = true;
Velocity = new LLVector3(force.X, force.Y, force.Z);
m_newForce = true;
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}
for (int i = 0; i < m_forcesList.Count; i++)
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{
m_forcesList.RemoveAt(0);
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}
}
}
}
static ScenePresence()
{
LLObject.TextureEntry textu = AvatarAppearance.GetDefaultTextureEntry();
DefaultTexture = textu.ToBytes();
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}
public class NewForce
{
public float X;
public float Y;
public float Z;
public NewForce()
{
}
}
public class ScenePartUpdate
{
public LLUUID FullID;
public uint LastFullUpdateTime;
public uint LastTerseUpdateTime;
public ScenePartUpdate()
{
FullID = LLUUID.Zero;
LastFullUpdateTime = 0;
LastTerseUpdateTime = 0;
}
}
public override void SetText(string text, Vector3 color, double alpha)
{
throw new Exception("Can't set Text on avatar.");
}
public void AddToPhysicalScene()
{
PhysicsScene scene = m_scene.PhysicsScene;
PhysicsVector pVec =
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
AbsolutePosition.Z);
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec);
m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
}
private void PhysicsCollisionUpdate(EventArgs e)
{
bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0;
UpdateMovementAnimations(isUserMoving);
}
internal void Close()
{
RemoveFromPhysicalScene();
}
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}
}