2007-02-07 16:52:49 +00:00
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/*
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* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the <organization> nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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using libsecondlife.Packets;
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namespace OpenSimLite
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{
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/// <summary>
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/// Manages prim and avatar sim positions and movements and updating clients
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/// </summary>
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public class SceneGraph
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{
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public Node RootNode;
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public Terrain Terrain;
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private PhysicsManager _physics;
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private Server _server;
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2007-02-08 21:18:24 +00:00
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private System.Text.Encoding _enc = System.Text.Encoding.ASCII;
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2007-02-07 16:52:49 +00:00
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private libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock _avatarTemplate;
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public NonBlockingQueue<UpdateCommand> Commands;
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2007-02-08 21:18:24 +00:00
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2007-02-07 16:52:49 +00:00
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#region Thread Sync
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//public object CommandsSync = new object();
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private object _sendTerrainSync = new object();
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#endregion
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public SceneGraph(Server server)
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{
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_server = server;
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RootNode = new Node();
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_physics = new PhysicsManager(this);
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Commands = new NonBlockingQueue<UpdateCommand>();
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Terrain = new Terrain();
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//testing
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this.SetupTemplate("objectupate168.dat");
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}
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public void Update()
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{
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}
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#region send terrain data
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/// <summary>
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///
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/// </summary>
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/// <param name="userInfo"></param>
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public void SendTerrainData(NetworkInfo userInfo)
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{
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lock(this._sendTerrainSync)
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{
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string data_path = System.AppDomain.CurrentDomain.BaseDirectory + @"\layer_data\";
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//send layerdata
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LayerDataPacket layerpack = new LayerDataPacket();
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layerpack.LayerID.Type = 76;
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this.SendLayerData(userInfo, layerpack, data_path+@"layerdata0.dat");
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Console.WriteLine("Sent terrain data");
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this.SendAvatarData(userInfo);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="userInfo"></param>
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/// <param name="layer"></param>
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/// <param name="name"></param>
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private void SendLayerData(NetworkInfo userInfo, LayerDataPacket layer, string fileName)
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{
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FileInfo fInfo = new FileInfo(fileName);
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long numBytes = fInfo.Length;
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FileStream fStream = new FileStream(fileName, FileMode.Open, FileAccess.Read);
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BinaryReader br = new BinaryReader(fStream);
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byte [] data1 = br.ReadBytes((int)numBytes);
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br.Close();
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fStream.Close();
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layer.LayerData.Data = data1;
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_server.SendPacket(layer, true, userInfo);
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}
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#endregion
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#region testing
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//test only
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private void SendAvatarData(NetworkInfo userInfo)
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{
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ObjectUpdatePacket objupdate = new ObjectUpdatePacket();
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objupdate.RegionData.RegionHandle = Globals.Instance.RegionHandle;
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objupdate.RegionData.TimeDilation = 64096;
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objupdate.ObjectData = new libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock[1];
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objupdate.ObjectData[0] = _avatarTemplate;
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//give this avatar object a local id and assign the user a name
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objupdate.ObjectData[0].ID = 8880000;// + this._localNumber;
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userInfo.User.AvatarLocalID = objupdate.ObjectData[0].ID;
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//User_info.name="Test"+this.local_numer+" User";
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//this.GetAgent(userInfo.UserAgentID).Started = true;
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objupdate.ObjectData[0].FullID = userInfo.User.AgentID;
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objupdate.ObjectData[0].NameValue = _enc.GetBytes("FirstName STRING RW SV " + userInfo.User.FirstName + "\nLastName STRING RW SV " + userInfo.User.LastName + " \0");
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//userInfo.User.FullName = "FirstName STRING RW SV " + userInfo.first_name + "\nLastName STRING RW SV " + userInfo.last_name + " \0";
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libsecondlife.LLVector3 pos2 = new LLVector3(100f, 100.0f, 22.0f);
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byte[] pb = pos2.GetBytes();
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Array.Copy(pb, 0, objupdate.ObjectData[0].ObjectData, 16, pb.Length);
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//this._localNumber++;
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_server.SendPacket(objupdate, true, userInfo);
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}
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//test only
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private void SetupTemplate(string name)
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{
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int i = 0;
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FileInfo fInfo = new FileInfo(name);
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long numBytes = fInfo.Length;
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FileStream fStream = new FileStream(name, FileMode.Open, FileAccess.Read);
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BinaryReader br = new BinaryReader(fStream);
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byte [] data1 = br.ReadBytes((int)numBytes);
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br.Close();
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fStream.Close();
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libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock objdata = new libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock(data1, ref i);
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System.Text.Encoding enc = System.Text.Encoding.ASCII;
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libsecondlife.LLVector3 pos = new LLVector3(objdata.ObjectData, 16);
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pos.X = 100f;
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objdata.ID = 8880000;
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objdata.NameValue = enc.GetBytes("FirstName STRING RW SV Test \nLastName STRING RW SV User \0");
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libsecondlife.LLVector3 pos2 = new LLVector3(13.981f,100.0f,20.0f);
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//objdata.FullID=user.AgentID;
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byte[] pb = pos.GetBytes();
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Array.Copy(pb, 0, objdata.ObjectData, 16, pb.Length);
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_avatarTemplate = objdata;
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}
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#endregion
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}
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//any need for separate nodes and sceneobjects?
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//do we need multiple objects in the same node?
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public class Node
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{
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private List<Node> _children;
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private List<SceneObject> _attached;
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public List<Node> ChildNodes
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{
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get
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{
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return(_children);
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}
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}
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public List<SceneObject> AttachedObjexts
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{
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get
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{
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return(_attached);
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}
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}
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public Node()
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{
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_children = new List<Node>();
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_attached = new List<SceneObject>();
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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public SceneObject GetAttachedObject(int index)
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{
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if(_attached.Count > index)
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{
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return(_attached[index]);
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}
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else
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{
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return(null);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="sceneObject"></param>
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public void AttachObject(SceneObject sceneObject)
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{
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_attached.Add(sceneObject);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="sceneObject"></param>
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public void RemoveObject(SceneObject sceneObject)
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{
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_attached.Remove(sceneObject);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <returns></returns>
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public int HasAttachedObject(SceneObject sceneObject)
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{
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int rValue = -1;
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for(int i = 0; i < this._attached.Count; i++)
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{
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if(sceneObject == this._attached[i])
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{
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rValue = i;
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}
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}
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return(rValue);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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public Node GetChild(int index)
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{
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if(_children.Count > index)
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{
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return(_children[index]);
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}
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else
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{
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return(null);
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}
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="node"></param>
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public void AddChild(Node node)
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{
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_children.Add(node);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="node"></param>
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public void RemoveChild(Node node)
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{
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_children.Remove(node);
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}
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}
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public class SceneObject
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{
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public byte SceneType;
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public SceneObject()
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{
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}
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}
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public class Terrain
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{
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public List<LLVector3> Vertices;
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public List<Face> Faces;
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public Terrain()
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{
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Vertices = new List<LLVector3>();
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Faces = new List<Face>();
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}
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public LLVector3 CastRay()
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{
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return(new LLVector3(0,0,0));
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}
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}
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2007-02-08 21:18:24 +00:00
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public struct Face
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2007-02-07 16:52:49 +00:00
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{
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public int V1;
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public int V2;
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public int V3;
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}
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public class UpdateCommand
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{
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public byte CommandType;
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public SceneObject SObject;
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public LLVector3 Position;
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public LLVector3 Velocity;
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public LLQuaternion Rotation;
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public UpdateCommand()
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{
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}
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}
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public class UpdateSender
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{
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public BlockingQueue<SendInfo> SendList;
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private Thread mthread;
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public UpdateSender()
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{
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SendList = new BlockingQueue<SendInfo>();
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}
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public void Startup()
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{
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mthread = new Thread(new System.Threading.ThreadStart(RunSender));
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mthread.Start();
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}
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private void RunSender()
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{
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}
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}
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public class SendInfo
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{
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public Packet Packet;
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public bool Incr;
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public NetworkInfo NetInfo;
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public SendInfo()
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{
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}
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}
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}
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