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
* 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 bool m_oldColliding = true;
private bool m_isTyping = false;
private bool m_setAlwaysRun = false;
private Quaternion m_bodyRot;
private byte[] m_visualParams;
private AvatarWearable[] m_wearables;
private LLObject.TextureEntry m_textureEntry;
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public bool IsRestrictedToRegion = false;
private bool m_newForce = false;
private bool m_newAvatar = false;
private bool m_newCoarseLocations = true;
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();
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private int m_wearablesSerial = 1;
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 = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS,
DIR_CONTROL_FLAG_BACK = MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG,
DIR_CONTROL_FLAG_LEFT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS,
DIR_CONTROL_FLAG_RIGHT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG,
DIR_CONTROL_FLAG_UP = MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS,
DIR_CONTROL_FLAG_DOWN = MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG
}
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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;
//public List<SceneObjectGroup> InterestList = new List<SceneObjectGroup>();
// private string m_currentQuadNode = " ";
// private Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>();
//private Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>();
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; }
}
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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private readonly IClientAPI m_controllingClient;
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protected PhysicsActor m_physicsActor;
public IClientAPI ControllingClient
{
get { return m_controllingClient; }
}
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_pos;
}
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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{
m_scene = world;
m_uuid = client.AgentId;
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m_regionInfo = reginfo;
m_regionHandle = reginfo.RegionHandle;
m_controllingClient = client;
m_firstname = m_controllingClient.FirstName;
m_lastname = m_controllingClient.LastName;
m_localId = m_scene.NextLocalId;
AbsolutePosition = m_controllingClient.StartPos;
m_visualParams = visualParams;
m_wearables = wearables;
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Animations = new AvatarAnimations();
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Animations.LoadAnims();
//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);
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
m_textureEntry = new LLObject.TextureEntry(DefaultTexture, 0, DefaultTexture.Length);
//temporary until we move some code into the body classes
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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);
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}
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#endregion
public void QueuePartForUpdate(SceneObjectPart part)
{
//if (InterestList.Contains(part.ParentGroup))
//{
lock (m_partsUpdateQueue)
{
m_partsUpdateQueue.Enqueue(part);
}
// }
}
public void SendPrimUpdates()
{
// if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
//{
// this.UpdateQuadTreeNode();
//this.RefreshQuadObject();
//}
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.
// after object un-linking was introduced, this broke and needs fixing
// *all* object movements create a fullobjectupdate (which is bad)
// Physical objects do not need this bit of code, so lets make sure that they don't
// get updated and make matters worse until this gets fixed.
if (update.LastFullUpdateTime < part.TimeStampFull && !((part.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) !=0 ))
{
//need to do a full update
part.SendFullUpdate(ControllingClient);
// 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);
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.SendAllSceneObjectsToClient(this);
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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.PhysScene.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()
{
int x = 0;
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}
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
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/// <summary>
///
/// </summary>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam)
{
LLObject.TextureEntry textureEnt = new LLObject.TextureEntry(texture, 0, texture.Length);
m_textureEntry = textureEnt;
for (int i = 0; i < visualParam.Length; i++)
{
m_visualParams[i] = visualParam[i].ParamValue;
//OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "VisualData[" + i.ToString() + "]: " + visualParam[i].ParamValue.ToString() + "m");
}
// Teravus : Nifty AV Height Getting Maaaaagical formula. Oh how we love turning 0-255 into meters.
// (float)m_visualParams[25] = Height
// (float)m_visualParams[125] = LegLength
m_avHeight = (1.50856f + (((float)m_visualParams[25] / 255.0f) * (2.525506f - 1.50856f)))
+ (((float)m_visualParams[125] / 255.0f) / 1.5f);
if (PhysicsActor != null)
{
PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
PhysicsActor.Size = SetSize;
}
//OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "Set Avatar Height to: " + (1.50856f + (((float)m_visualParams[25] / 255.0f) * (2.525506f - 1.50856f))).ToString() + "m" + " Leglength: " + ((float)m_visualParams[125]).ToString() + ":" + (((float)m_visualParams[125] / 255.0f)).ToString() + "m");
SendAppearanceToAllOtherAgents();
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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, uint flags, LLQuaternion bodyRotation)
{
//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
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if ((flags & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
{
StandUp();
UpdateMovementAnimations(true);
}
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if (PhysicsActor == null)
{
// Console.WriteLine("DEBUG: HandleAgentUpdate: null PhysicsActor!");
return;
}
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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;
PhysicsActor.Flying = ((flags & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0);
if (PhysicsActor.Flying != oldflying)
{
update_movementflag = true;
}
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if (q != m_bodyRot)
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{
m_bodyRot = q;
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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)
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{
DCFlagKeyPressed = true;
agent_control_v3 += Dir_Vectors[i];
if ((m_movementflag & (uint) DCF) == 0)
{
m_movementflag += (byte) (uint) DCF;
update_movementflag = true;
}
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}
else
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{
if ((m_movementflag & (uint) DCF) != 0)
{
m_movementflag -= (byte) (uint) DCF;
update_movementflag = true;
}
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}
i++;
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}
}
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if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
{
AddNewMovement(agent_control_v3, q);
UpdateMovementAnimations(update_movementflag);
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}
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}
protected void StandUp()
{
if (m_parentID != 0)
{
SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
if (part != null)
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AbsolutePosition = part.AbsolutePosition + m_requestedSitOffset +
new LLVector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
AddToPhysicalScene();
m_parentID = 0;
SendFullUpdateToAllClients();
}
}
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)
{
pos = part.AbsolutePosition + offset;
double dist = AbsolutePosition.GetDistanceTo(pos);
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 (dist < 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);
}
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public void HandleAgentRequestSit(IClientAPI remoteClient, LLUUID agentID, LLUUID targetID, LLVector3 offset)
{
SendSitResponse(remoteClient, targetID, offset);
if (m_parentID != 0)
{
StandUp();
UpdateMovementAnimations(true);
}
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)
{
// these magic numbers come mostly from experimenting with ODE,
// and seeing what looks right
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AbsolutePosition = m_requestedSitOffset +
new LLVector3(m_physicsActor.Size.X/2.7f, 0f, m_physicsActor.Size.Z/1.45f);
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
{
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if (((m_movementflag & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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) MainAvatar.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
{
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if (((m_movementflag & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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) MainAvatar.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 = 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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{
/// check for user movement 'forces' (ie commands to move)
if (m_newForce)
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{
SendTerseUpdateToAllClients();
m_updateCount = 0;
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}
/// check for scripted movement (?)
else if (m_movementflag != 0)
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{
m_updateCount++;
if (m_updateCount > 3)
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{
SendTerseUpdateToAllClients();
m_updateCount = 0;
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}
}
/// check for physics-related movement
else if (lastPhysPos.GetDistanceTo(AbsolutePosition) > 0.02)
{
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 = AbsolutePosition;
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].AbsolutePosition);
}
}
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, AbsolutePosition, m_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)
{
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,
AbsolutePosition, m_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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{
SendOwnWearables( );
m_scene.SendAllSceneObjectsToClient(this);
// 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)
{
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// if (scenePresence != this)
// {
SendAppearanceToOtherAgent(scenePresence);
// }
});
}
/// <summary>
///
/// </summary>
/// <param name="avatarInfo"></param>
public void SendAppearanceToOtherAgent(ScenePresence avatarInfo)
{
avatarInfo.m_controllingClient.SendAppearance(m_controllingClient.AgentId, m_visualParams,
m_textureEntry.ToBytes());
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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 (AbsolutePosition.GetDistanceTo(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
/// <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 = new LLObject.TextureEntry(new LLUUID("C228D1CF-4B5D-4BA8-84F4-899A0796AA97"));
textu.CreateFace(0).TextureID = new LLUUID("00000000-0000-1111-9999-000000000012");
textu.CreateFace(1).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
textu.CreateFace(2).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
textu.CreateFace(3).TextureID = new LLUUID("6522E74D-1660-4E7F-B601-6F48C1659A77");
textu.CreateFace(4).TextureID = new LLUUID("7CA39B4C-BD19-4699-AFF7-F93FD03D3E7B");
textu.CreateFace(5).TextureID = new LLUUID("00000000-0000-1111-9999-000000000010");
textu.CreateFace(6).TextureID = new LLUUID("00000000-0000-1111-9999-000000000011");
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()
{
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PhysicsScene scene = m_scene.PhysScene;
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 = false;
if (Velocity.X > 0 || Velocity.Y > 0)
isUserMoving = true;
UpdateMovementAnimations(isUserMoving);
}
internal void Close()
{
RemoveFromPhysicalScene();
}
public void SetWearable(int wearableId, AvatarWearable wearable)
{
m_wearables[wearableId] = wearable;
SendOwnWearables();
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}
private void SendOwnWearables()
{
m_controllingClient.SendWearables(m_wearables, m_wearablesSerial++);
}
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}
}