A example of how the physics plugins might work
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91c11314ac
commit
40a52b0f55
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@ -4,6 +4,7 @@ using System.IO;
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using System.Text;
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using System.Text;
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using libsecondlife;
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using libsecondlife;
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using libsecondlife.Packets;
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using libsecondlife.Packets;
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using PhysicsManager;
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namespace OpenSim.world
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namespace OpenSim.world
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{
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{
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@ -12,7 +13,11 @@ namespace OpenSim.world
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public string firstname;
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public string firstname;
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public string lastname;
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public string lastname;
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public OpenSimClient ControllingClient;
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public OpenSimClient ControllingClient;
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private PhysicsActor _physActor;
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private libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate;
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private libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate;
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private bool updateflag;
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private bool walking;
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private List<NewForce> forcesList = new List<NewForce>();
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public Avatar(OpenSimClient TheClient) {
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public Avatar(OpenSimClient TheClient) {
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Console.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
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Console.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
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@ -20,6 +25,39 @@ namespace OpenSim.world
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SetupTemplate("avatar-template.dat");
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SetupTemplate("avatar-template.dat");
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}
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}
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public PhysicsActor PhysActor
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{
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set
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{
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this._physActor = value;
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}
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}
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public override void addFroces()
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{
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if(this.forcesList.Count>0)
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{
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for(int i=0 ; i < this.forcesList.Count; i++)
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{
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NewForce force = this.forcesList[i];
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PhysicsVector phyVector = new PhysicsVector(force.X, force.Y, force.Z);
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this.PhysActor.Velocity = phyVector;
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this.updateflag = true;
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this.velocity = new Axiom.MathLib.Vector3(force.X, force.Y, force.Z); //shouldn't really be doing this
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// but as we are setting the velocity (rather than using real forces) at the moment it is okay.
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}
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}
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}
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public override void update()
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{
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if(this.updateflag)
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{
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//need to send movement info
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//so create the improvedterseobjectupdate packet
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}
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}
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private void SetupTemplate(string name)
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private void SetupTemplate(string name)
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{
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{
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@ -113,6 +151,39 @@ namespace OpenSim.world
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ControllingClient.OutPacket(aw);
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ControllingClient.OutPacket(aw);
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}
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}
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public void HandleUpdate(AgentUpdatePacket pack) {
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if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) !=0) {
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if(!walking)
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{
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//we should add a new force to the list
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// but for now we will deal with velocities
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NewFoce newVelocity = new NewForce();
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Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0);
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Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
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Axiom.MathLib.Vector3 direc = q * v3;
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direc.Normalize();
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Axiom.MathLib.Vector3 internDirec = new Vector3(direc.x, direc.y, direc.z);
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//work out velocity for sim physics system
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direc = direc * ((0.03f) * 128f);
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newVelocity.X = direc.x;
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newVelocity.Y = direc.y;
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newVelocity.Z = direc.z;
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this.forcesList.Add(newVelocity);
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walking=true;
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}
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}
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else
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{
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if(walking)
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{
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}
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}
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}
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//should be moved somewhere else
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public void SendRegionHandshake(World RegionInfo) {
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public void SendRegionHandshake(World RegionInfo) {
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Console.WriteLine("Avatar.cs:SendRegionHandshake() - Creating empty RegionHandshake packet");
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Console.WriteLine("Avatar.cs:SendRegionHandshake() - Creating empty RegionHandshake packet");
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System.Text.Encoding _enc = System.Text.Encoding.ASCII;
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System.Text.Encoding _enc = System.Text.Encoding.ASCII;
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@ -148,4 +219,16 @@ namespace OpenSim.world
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this.ControllingClient.OutPacket(handshake);
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this.ControllingClient.OutPacket(handshake);
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}
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}
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}
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}
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public class NewForce
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{
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public float X;
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public float Y;
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public float Z;
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public NewForce()
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{
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}
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}
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}
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}
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@ -9,9 +9,9 @@ namespace OpenSim.world
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public class Entity
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public class Entity
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{
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{
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protected libsecondlife.LLUUID uuid;
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protected libsecondlife.LLUUID uuid;
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protected Vector3 position;
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public Vector3 position;
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protected Vector3 velocity;
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public Vector3 velocity;
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protected Quaternion rotation;
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public Quaternion rotation;
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protected string name;
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protected string name;
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protected List<Entity> children;
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protected List<Entity> children;
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@ -24,7 +24,13 @@ namespace OpenSim.world
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name = "(basic entity)";
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name = "(basic entity)";
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children = new List<Entity>();
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children = new List<Entity>();
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}
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}
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public virtual void addFroces()
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{
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foreach (Entity child in children)
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{
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child.addFroces();
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}
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}
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public virtual void update() {
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public virtual void update() {
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// Do any per-frame updates needed that are applicable to every type of entity
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// Do any per-frame updates needed that are applicable to every type of entity
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foreach (Entity child in children)
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foreach (Entity child in children)
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@ -3,6 +3,7 @@ using libsecondlife;
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using libsecondlife.Packets;
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using libsecondlife.Packets;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Text;
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using System.Text;
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using PhysicsManager;
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namespace OpenSim.world
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namespace OpenSim.world
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{
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{
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@ -13,6 +14,8 @@ namespace OpenSim.world
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public ScriptEngine Scripts;
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public ScriptEngine Scripts;
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public TerrainDecode terrainengine = new TerrainDecode();
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public TerrainDecode terrainengine = new TerrainDecode();
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public uint _localNumber=0;
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public uint _localNumber=0;
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private PhysicsScene phyScene;
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private float timeStep= 0.1f;
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private Random Rand = new Random();
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private Random Rand = new Random();
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@ -33,8 +36,29 @@ namespace OpenSim.world
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Scripts = new ScriptEngine(this);
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Scripts = new ScriptEngine(this);
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}
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}
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public PhysicsScene PhysScene
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{
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set
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{
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this.phyScene = value;
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}
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}
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public void Update()
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public void Update()
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{
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{
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if(this.phyScene.IsThreaded)
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{
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this.phyScene.GetResults();
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}
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].addFroces();
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}
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this.phyScene.Simulate(timeStep);
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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foreach (libsecondlife.LLUUID UUID in Entities.Keys)
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{
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{
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Entities[UUID].update();
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Entities[UUID].update();
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@ -55,7 +79,9 @@ namespace OpenSim.world
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this.Entities.Add(AgentClient.AgentID, NewAvatar);
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this.Entities.Add(AgentClient.AgentID, NewAvatar);
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Console.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake ");
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Console.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake ");
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NewAvatar.SendRegionHandshake(this);
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NewAvatar.SendRegionHandshake(this);
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this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user
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NewAvatar.PhysActor = this.phyScene.AddAvatar(new PhysicsVector(NewAvatar.position.x, NewAvatar.position.y, NewAvatar.position.z));
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//this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user
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}
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}
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public bool Backup() {
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public bool Backup() {
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