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.Console;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Framework.Utilities;
using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
{
public partial class ScenePresence : Entity
{
public static AvatarAnimations Animations;
public static byte[] DefaultTexture;
public LLUUID current_anim;
public int anim_seq;
private bool updateflag = false;
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private byte movementflag = 0;
private List<NewForce> forcesList = new List<NewForce>();
private short _updateCount = 0;
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private Quaternion bodyRot;
private byte[] visualParams;
private AvatarWearable[] Wearables;
private LLObject.TextureEntry m_textureEntry;
public bool childAgent = true;
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public bool IsRestrictedToRegion = false;
private bool newForce = false;
private bool newAvatar = false;
private bool newCoarseLocations = true;
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protected RegionInfo m_regionInfo;
protected ulong crossingFromRegion = 0;
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private IScenePresenceBody m_body;
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private Vector3[] Dir_Vectors = new Vector3[6];
private LLVector3 lastPhysPos = new LLVector3();
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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 Queue<SceneObjectGroup> m_fullGroupUpdates = new Queue<SceneObjectGroup>();
// private Queue<SceneObjectGroup> m_terseGroupUpdates = new Queue<SceneObjectGroup>();
private Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>();
private Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>();
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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 { updateflag = value; }
get { return 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;
public IClientAPI _ControllingClient
{
get { return m_controllingClient; }
}
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#endregion
#region Constructor(s)
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/// <summary>
///
/// </summary>
/// <param name="client"></param>
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/// <param name="world"></param>
/// <param name="clientThreads"></param>
/// <param name="regionDat"></param>
public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
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{
m_scene = world;
m_uuid = client.AgentId;
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m_regionInfo = reginfo;
m_regionHandle = reginfo.RegionHandle;
MainLog.Instance.Verbose("Avatar.cs ");
m_controllingClient = client;
m_firstname = m_controllingClient.FirstName;
m_lastname = m_controllingClient.LastName;
m_localId = m_scene.NextLocalId;
AbsolutePosition = m_controllingClient.StartPos;
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visualParams = new byte[218];
for (int i = 0; i < 218; i++)
{
visualParams[i] = 100;
}
Wearables = AvatarWearable.DefaultWearables;
Animations = new AvatarAnimations();
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Animations.LoadAnims();
//register for events
m_controllingClient.OnRequestWearables += SendOurAppearance;
m_controllingClient.OnSetAppearance += new SetAppearance(SetAppearance);
m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
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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
m_body = new ChildAgent();
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if (newAvatar)
{
//do we need to use newAvatar? not sure so have added this to kill the compile warning
}
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}
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#endregion
public void AddTersePart(SceneObjectPart part)
{
m_tersePartUpdates.Enqueue(part);
}
public void AddFullPart(SceneObjectPart part)
{
m_fullPartUpdates.Enqueue(part);
}
public void SendPrimUpdates()
{
if (m_tersePartUpdates.Count > 0)
{
bool terse = true;
int terseCount = 0;
while (terse)
{
SceneObjectPart part = m_tersePartUpdates.Dequeue();
part.SendTerseUpdate(m_controllingClient);
terseCount++;
if ((m_tersePartUpdates.Count < 1) | (terseCount > 30))
{
terse = false;
}
}
}
if (m_fullPartUpdates.Count > 0)
{
bool full = true;
int fullCount = 0;
while (full)
{
SceneObjectPart part = m_fullPartUpdates.Dequeue();
part.SendFullUpdate(m_controllingClient);
fullCount++;
if ((m_fullPartUpdates.Count < 1) | (fullCount > 40))
{
full = false;
}
}
}
}
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#region Status Methods
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/// <summary>
/// Not Used, most likely can be deleted
/// </summary>
/// <param name="status"></param>
public void ChildStatusChange(bool status)
{
childAgent = status;
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if (childAgent == true)
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{
Velocity = new LLVector3(0, 0, 0);
AbsolutePosition = new LLVector3(128, 128, 70);
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}
}
public void MakeAvatar(LLVector3 pos, bool isFlying)
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{
newAvatar = true;
childAgent = false;
AbsolutePosition = pos;
AddToPhysicalScene( );
m_physicsActor.Flying = isFlying;
m_scene.SendAllSceneObjectsToClient(this);
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}
protected void MakeChildAgent()
{
Velocity = new LLVector3(0, 0, 0);
childAgent = true;
RemoveFromPhysicalScene();
//this.Pos = new LLVector3(128, 128, 70);
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}
private void RemoveFromPhysicalScene()
{
m_scene.PhysScene.RemoveAvatar( this.PhysicsActor );
}
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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()
{
}
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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++)
{
visualParams[i] = visualParam[i].ParamValue;
}
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SendArrearanceToAllOtherAgents();
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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 (childAgent)
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{
childAgent = false;
//this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
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}
}
/// <summary>
///
/// </summary>
/// <param name="pack"></param>
public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation)
{
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 != bodyRot)
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{
bodyRot = q;
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update_rotation = true;
}
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 ((movementflag & (uint) DCF) == 0)
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{
movementflag += (byte) (uint) DCF;
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update_movementflag = true;
}
}
else
{
if ((movementflag & (uint) DCF) != 0)
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{
movementflag -= (byte) (uint) DCF;
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update_movementflag = true;
}
}
i++;
}
if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
{
AddNewMovement(agent_control_v3, q);
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}
UpdateMovementAnimations(update_movementflag);
}
protected void UpdateMovementAnimations(bool update_movementflag)
{
if (update_movementflag)
{
if (movementflag != 0)
{
if (m_physicsActor.Flying)
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{
SendAnimPack(Animations.AnimsLLUUID["FLY"], 1);
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}
else
{
SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
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}
}
else
{
SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
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}
}
}
protected void AddNewMovement(Vector3 vec, Quaternion rotation)
{
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;
newVelocity.X = direc.x;
newVelocity.Y = direc.y;
newVelocity.Z = direc.z;
forcesList.Add(newVelocity);
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}
#endregion
#region Overridden Methods
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/// <summary>
///
/// </summary>
public override void LandRenegerated()
{
}
/// <summary>
///
/// </summary>
public override void Update()
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{
SendPrimUpdates();
if (newCoarseLocations)
{
SendCoarseLocations();
newCoarseLocations = false;
}
if (childAgent == false)
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{
/// check for user movement 'forces' (ie commands to move)
if (newForce)
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{
SendTerseUpdateToAllClients();
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_updateCount = 0;
}
/// check for scripted movement (?)
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else if (movementflag != 0)
{
_updateCount++;
if (_updateCount > 3)
{
SendTerseUpdateToAllClients();
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_updateCount = 0;
}
}
/// check for physics-related movement
else if (lastPhysPos.GetDistanceTo(AbsolutePosition) > 0.02)
{
SendTerseUpdateToAllClients();
_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 = bodyRot.x;
rot.Y = bodyRot.y;
rot.Z = bodyRot.z;
rot.W = 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.ForEachScenePresence(delegate(ScenePresence presence)
{
SendTerseUpdateToClient(presence.m_controllingClient);
});
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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(ScenePresence avatar)
{
newCoarseLocations = true;
}
private void NotifyMyCoarseLocationChange()
{
m_scene.ForEachScenePresence(delegate(ScenePresence presence)
{
if (presence != this)
{
presence.CoarseLocationChange(this);
}
});
}
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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());
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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.childAgent)
{
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());
if (!childAgent)
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{
m_scene.InformClientOfNeighbours(m_controllingClient);
newAvatar = false;
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}
SendFullUpdateToAllClients();
SendArrearanceToAllOtherAgents();
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}
/// <summary>
///
/// </summary>
/// <param name="OurClient"></param>
public void SendOurAppearance(IClientAPI OurClient)
{
m_controllingClient.SendWearables(Wearables);
//this.SendFullUpdateToAllClients();
//this.SendArrearanceToAllOtherAgents();
m_scene.SendAllSceneObjectsToClient(this);
m_controllingClient.SendViewerTime(m_scene.TimePhase);
//Please don't remove the following code (at least not yet), just leave it commented out
//gives the user god powers, should help with debuging things in the future
/*
GrantGodlikePowersPacket grant = new GrantGodlikePowersPacket();
grant.AgentData.AgentID = this.ControllingClient.AgentId;
grant.AgentData.SessionID = this.ControllingClient.SessionId;
grant.GrantData.GodLevel = 255;
grant.GrantData.Token = LLUUID.Random();
this.ControllingClient.OutPacket(grant);*/
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}
/// <summary>
///
/// </summary>
public void SendArrearanceToAllOtherAgents()
{
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
SendAppearanceToOtherAgent(scenePresence);
});
}
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/// <summary>
///
/// </summary>
/// <param name="avatarInfo"></param>
public void SendAppearanceToOtherAgent(ScenePresence avatarInfo)
{
avatarInfo.m_controllingClient.SendAppearance(m_controllingClient.AgentId, 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)
{
current_anim = animID;
anim_seq = seq;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
scenePresence.m_controllingClient.SendAnimation(animID, seq,
m_controllingClient.AgentId);
});
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}
/// <summary>
///
/// </summary>
public void SendAnimPack()
{
SendAnimPack(current_anim, anim_seq);
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}
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#endregion
#region Significant Movement Method
protected void CheckForSignificantMovement()
{
if (Helpers.VecDist(AbsolutePosition, posLastSignificantMove) > 2.0)
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{
posLastSignificantMove = AbsolutePosition;
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if (OnSignificantClientMovement != null)
{
OnSignificantClientMovement(m_controllingClient);
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));
RegionInfo 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)
{
//TODO: following line is hard coded to port 9000, really need to change this as soon as possible
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);
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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{
newForce = false;
lock (forcesList)
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{
if (forcesList.Count > 0)
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{
for (int i = 0; i < forcesList.Count; i++)
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{
NewForce force = forcesList[i];
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updateflag = true;
Velocity = new LLVector3(force.X, force.Y, force.Z);
newForce = true;
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}
for (int i = 0; i < forcesList.Count; i++)
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{
forcesList.RemoveAt(0);
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}
}
}
}
public static void CreateDefaultTextureEntry()
{
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 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(pVec);
}
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}
}