Merge branch 'master' into xassetservice
commit
2a2656f629
|
@ -150,7 +150,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Profile
|
||||||
string skillsText = String.Empty;
|
string skillsText = String.Empty;
|
||||||
string languages = String.Empty;
|
string languages = String.Empty;
|
||||||
|
|
||||||
Byte[] charterMember = Utils.StringToBytes("Avatar");
|
UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, avatarID);
|
||||||
|
|
||||||
|
string name = "Avatar";
|
||||||
|
int created = 0;
|
||||||
|
if (account != null)
|
||||||
|
{
|
||||||
|
name = account.FirstName + " " + account.LastName;
|
||||||
|
created = account.Created;
|
||||||
|
}
|
||||||
|
Byte[] charterMember = Utils.StringToBytes(name);
|
||||||
|
|
||||||
profileUrl = "No profile data";
|
profileUrl = "No profile data";
|
||||||
aboutText = string.Empty;
|
aboutText = string.Empty;
|
||||||
|
@ -160,7 +169,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Profile
|
||||||
partner = UUID.Zero;
|
partner = UUID.Zero;
|
||||||
|
|
||||||
remoteClient.SendAvatarProperties(avatarID, aboutText,
|
remoteClient.SendAvatarProperties(avatarID, aboutText,
|
||||||
Util.ToDateTime(0).ToString(
|
Util.ToDateTime(created).ToString(
|
||||||
"M/d/yyyy", CultureInfo.InvariantCulture),
|
"M/d/yyyy", CultureInfo.InvariantCulture),
|
||||||
charterMember, firstLifeAboutText,
|
charterMember, firstLifeAboutText,
|
||||||
(uint)(0 & 0xff),
|
(uint)(0 & 0xff),
|
||||||
|
|
|
@ -343,13 +343,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// </summary>
|
/// </summary>
|
||||||
protected Vector3 m_lastCameraPosition;
|
protected Vector3 m_lastCameraPosition;
|
||||||
|
|
||||||
protected Vector3 m_CameraPosition;
|
public Vector3 CameraPosition { get; set; }
|
||||||
|
|
||||||
public Vector3 CameraPosition
|
|
||||||
{
|
|
||||||
get { return m_CameraPosition; }
|
|
||||||
private set { m_CameraPosition = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public Quaternion CameraRotation
|
public Quaternion CameraRotation
|
||||||
{
|
{
|
||||||
|
@ -359,28 +353,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// Use these three vectors to figure out what the agent is looking at
|
// Use these three vectors to figure out what the agent is looking at
|
||||||
// Convert it to a Matrix and/or Quaternion
|
// Convert it to a Matrix and/or Quaternion
|
||||||
//
|
//
|
||||||
protected Vector3 m_CameraAtAxis;
|
public Vector3 CameraAtAxis { get; set; }
|
||||||
protected Vector3 m_CameraLeftAxis;
|
public Vector3 CameraLeftAxis { get; set; }
|
||||||
protected Vector3 m_CameraUpAxis;
|
public Vector3 CameraUpAxis { get; set; }
|
||||||
|
|
||||||
public Vector3 CameraAtAxis
|
|
||||||
{
|
|
||||||
get { return m_CameraAtAxis; }
|
|
||||||
private set { m_CameraAtAxis = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public Vector3 CameraLeftAxis
|
|
||||||
{
|
|
||||||
get { return m_CameraLeftAxis; }
|
|
||||||
private set { m_CameraLeftAxis = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector3 CameraUpAxis
|
|
||||||
{
|
|
||||||
get { return m_CameraUpAxis; }
|
|
||||||
private set { m_CameraUpAxis = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector3 Lookat
|
public Vector3 Lookat
|
||||||
{
|
{
|
||||||
|
@ -396,33 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
public readonly string Firstname;
|
public string Firstname { get; private set; }
|
||||||
public readonly string Lastname;
|
public string Lastname { get; private set; }
|
||||||
|
|
||||||
private string m_grouptitle;
|
public string Grouptitle { get; set; }
|
||||||
|
|
||||||
public string Grouptitle
|
|
||||||
{
|
|
||||||
get { return m_grouptitle; }
|
|
||||||
set { m_grouptitle = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
// Agent's Draw distance.
|
// Agent's Draw distance.
|
||||||
protected float m_DrawDistance;
|
public float DrawDistance { get; set; }
|
||||||
|
|
||||||
public float DrawDistance
|
public bool AllowMovement { get; set; }
|
||||||
{
|
|
||||||
get { return m_DrawDistance; }
|
|
||||||
private set { m_DrawDistance = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
protected bool m_allowMovement = true;
|
|
||||||
|
|
||||||
public bool AllowMovement
|
|
||||||
{
|
|
||||||
get { return m_allowMovement; }
|
|
||||||
set { m_allowMovement = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool m_setAlwaysRun;
|
private bool m_setAlwaysRun;
|
||||||
|
|
||||||
|
@ -449,13 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private byte m_state;
|
public byte State { get; set; }
|
||||||
|
|
||||||
public byte State
|
|
||||||
{
|
|
||||||
get { return m_state; }
|
|
||||||
set { m_state = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
private AgentManager.ControlFlags m_AgentControlFlags;
|
private AgentManager.ControlFlags m_AgentControlFlags;
|
||||||
|
|
||||||
|
@ -465,29 +416,14 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
|
set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
public IClientAPI ControllingClient { get; set; }
|
||||||
/// This works out to be the ClientView object associated with this avatar, or it's client connection manager
|
|
||||||
/// </summary>
|
|
||||||
private IClientAPI m_controllingClient;
|
|
||||||
|
|
||||||
public IClientAPI ControllingClient
|
|
||||||
{
|
|
||||||
get { return m_controllingClient; }
|
|
||||||
private set { m_controllingClient = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public IClientCore ClientView
|
public IClientCore ClientView
|
||||||
{
|
{
|
||||||
get { return (IClientCore) m_controllingClient; }
|
get { return (IClientCore)ControllingClient; }
|
||||||
}
|
}
|
||||||
|
|
||||||
protected Vector3 m_parentPosition;
|
public Vector3 ParentPosition { get; set; }
|
||||||
|
|
||||||
public Vector3 ParentPosition
|
|
||||||
{
|
|
||||||
get { return m_parentPosition; }
|
|
||||||
set { m_parentPosition = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Position of this avatar relative to the region the avatar is in
|
/// Position of this avatar relative to the region the avatar is in
|
||||||
|
@ -826,17 +762,17 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
private Vector3[] GetWalkDirectionVectors()
|
private Vector3[] GetWalkDirectionVectors()
|
||||||
{
|
{
|
||||||
Vector3[] vector = new Vector3[11];
|
Vector3[] vector = new Vector3[11];
|
||||||
vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
|
vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
|
||||||
vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
|
vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
|
||||||
vector[2] = Vector3.UnitY; //LEFT
|
vector[2] = Vector3.UnitY; //LEFT
|
||||||
vector[3] = -Vector3.UnitY; //RIGHT
|
vector[3] = -Vector3.UnitY; //RIGHT
|
||||||
vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
|
vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
|
||||||
vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
|
vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
|
||||||
vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
|
vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
|
||||||
vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
|
vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
|
||||||
vector[8] = Vector3.UnitY; //LEFT_NUDGE
|
vector[8] = Vector3.UnitY; //LEFT_NUDGE
|
||||||
vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
|
vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
|
||||||
vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
|
vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
|
||||||
return vector;
|
return vector;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1333,7 +1269,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// Convert it to a Matrix and/or Quaternion
|
// Convert it to a Matrix and/or Quaternion
|
||||||
CameraAtAxis = agentData.CameraAtAxis;
|
CameraAtAxis = agentData.CameraAtAxis;
|
||||||
CameraLeftAxis = agentData.CameraLeftAxis;
|
CameraLeftAxis = agentData.CameraLeftAxis;
|
||||||
m_CameraUpAxis = agentData.CameraUpAxis;
|
CameraUpAxis = agentData.CameraUpAxis;
|
||||||
|
|
||||||
// The Agent's Draw distance setting
|
// The Agent's Draw distance setting
|
||||||
// When we get to the point of re-computing neighbors everytime this
|
// When we get to the point of re-computing neighbors everytime this
|
||||||
|
@ -1345,7 +1281,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// Check if Client has camera in 'follow cam' or 'build' mode.
|
// Check if Client has camera in 'follow cam' or 'build' mode.
|
||||||
Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
|
Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
|
||||||
|
|
||||||
m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
|
m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
|
||||||
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
|
&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
|
||||||
|
|
||||||
m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
|
m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
|
||||||
|
@ -3078,7 +3014,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
cAgent.Center = CameraPosition;
|
cAgent.Center = CameraPosition;
|
||||||
cAgent.AtAxis = CameraAtAxis;
|
cAgent.AtAxis = CameraAtAxis;
|
||||||
cAgent.LeftAxis = CameraLeftAxis;
|
cAgent.LeftAxis = CameraLeftAxis;
|
||||||
cAgent.UpAxis = m_CameraUpAxis;
|
cAgent.UpAxis = CameraUpAxis;
|
||||||
|
|
||||||
cAgent.Far = DrawDistance;
|
cAgent.Far = DrawDistance;
|
||||||
|
|
||||||
|
@ -3164,7 +3100,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
CameraPosition = cAgent.Center;
|
CameraPosition = cAgent.Center;
|
||||||
CameraAtAxis = cAgent.AtAxis;
|
CameraAtAxis = cAgent.AtAxis;
|
||||||
CameraLeftAxis = cAgent.LeftAxis;
|
CameraLeftAxis = cAgent.LeftAxis;
|
||||||
m_CameraUpAxis = cAgent.UpAxis;
|
CameraUpAxis = cAgent.UpAxis;
|
||||||
|
|
||||||
// When we get to the point of re-computing neighbors everytime this
|
// When we get to the point of re-computing neighbors everytime this
|
||||||
// changes, then start using the agent's drawdistance rather than the
|
// changes, then start using the agent's drawdistance rather than the
|
||||||
|
|
Loading…
Reference in New Issue