A example of how the physics plugins might work
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using libsecondlife;
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using libsecondlife.Packets;
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using PhysicsManager;
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namespace OpenSim.world
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{
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public class Avatar : Entity
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{
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public string firstname;
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public string lastname;
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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 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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Console.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
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ControllingClient=TheClient;
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SetupTemplate("avatar-template.dat");
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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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{
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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(100f,100f,23f);
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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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public void CompleteMovement(World RegionInfo) {
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Console.WriteLine("Avatar.cs:CompleteMovement() - Constructing AgentMovementComplete packet");
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AgentMovementCompletePacket mov = new AgentMovementCompletePacket();
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mov.AgentData.SessionID = this.ControllingClient.SessionID;
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mov.AgentData.AgentID = this.ControllingClient.AgentID;
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mov.Data.RegionHandle = OpenSim_Main.cfg.RegionHandle;
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// TODO - dynamicalise this stuff
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mov.Data.Timestamp = 1172750370;
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mov.Data.Position = new LLVector3(100f, 100f, 23f);
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mov.Data.LookAt = new LLVector3(0.99f, 0.042f, 0);
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Console.WriteLine("Sending AgentMovementComplete packet");
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ControllingClient.OutPacket(mov);
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}
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public void SendInitialPosition() {
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System.Text.Encoding _enc = System.Text.Encoding.ASCII;
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//send a objectupdate packet with information about the clients avatar
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ObjectUpdatePacket objupdate = new ObjectUpdatePacket();
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objupdate.RegionData.RegionHandle = OpenSim_Main.cfg.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 + OpenSim_Main.local_world._localNumber;
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//User_info.name="Test"+this.local_numer+" User";
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objupdate.ObjectData[0].FullID = ControllingClient.AgentID;
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objupdate.ObjectData[0].NameValue = _enc.GetBytes("FirstName STRING RW SV " + firstname + "\nLastName STRING RW SV " + lastname + " \0");
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libsecondlife.LLVector3 pos2 = new LLVector3(100f, 100.0f, 23.0f);
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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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OpenSim_Main.local_world._localNumber++;
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this.ControllingClient.OutPacket(objupdate);
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}
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public void SendInitialAppearance() {
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AgentWearablesUpdatePacket aw = new AgentWearablesUpdatePacket();
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aw.AgentData.AgentID = this.ControllingClient.AgentID;
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aw.AgentData.SerialNum = 0;
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aw.AgentData.SessionID = ControllingClient.SessionID;
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aw.WearableData = new AgentWearablesUpdatePacket.WearableDataBlock[13];
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AgentWearablesUpdatePacket.WearableDataBlock awb = new AgentWearablesUpdatePacket.WearableDataBlock();
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awb.WearableType = (byte)0;
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awb.AssetID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
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awb.ItemID = LLUUID.Random();
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aw.WearableData[0] = awb;
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for(int i=1; i<13; i++) {
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awb = new AgentWearablesUpdatePacket.WearableDataBlock();
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awb.WearableType = (byte)i;
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awb.AssetID = new LLUUID("00000000-0000-0000-0000-000000000000");
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awb.ItemID = new LLUUID("00000000-0000-0000-0000-000000000000");
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aw.WearableData[i] = awb;
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}
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ControllingClient.OutPacket(aw);
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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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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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RegionHandshakePacket handshake = new RegionHandshakePacket();
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Console.WriteLine("Avatar.cs:SendRegionhandshake() - Filling in RegionHandshake details");
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handshake.RegionInfo.BillableFactor = 0;
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handshake.RegionInfo.IsEstateManager = false;
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handshake.RegionInfo.TerrainHeightRange00 = 60;
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handshake.RegionInfo.TerrainHeightRange01 = 60;
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handshake.RegionInfo.TerrainHeightRange10 = 60;
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handshake.RegionInfo.TerrainHeightRange11 = 60;
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handshake.RegionInfo.TerrainStartHeight00 = 10;
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handshake.RegionInfo.TerrainStartHeight01 = 10;
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handshake.RegionInfo.TerrainStartHeight10 = 10;
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handshake.RegionInfo.TerrainStartHeight11 = 10;
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handshake.RegionInfo.SimAccess = 13;
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handshake.RegionInfo.WaterHeight = 5;
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handshake.RegionInfo.RegionFlags = 72458694;
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handshake.RegionInfo.SimName = _enc.GetBytes(OpenSim_Main.cfg.RegionName + "\0");
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handshake.RegionInfo.SimOwner = new LLUUID("00000000-0000-0000-0000-000000000000");
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handshake.RegionInfo.TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975");
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handshake.RegionInfo.TerrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3");
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handshake.RegionInfo.TerrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f");
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handshake.RegionInfo.TerrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2");
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handshake.RegionInfo.TerrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000");
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handshake.RegionInfo.TerrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000");
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handshake.RegionInfo.TerrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000");
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handshake.RegionInfo.TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
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handshake.RegionInfo.CacheID = new LLUUID("545ec0a5-5751-1026-8a0b-216e38a7ab37");
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Console.WriteLine("Avatar.cs:SendRegionHandshake() - Sending RegionHandshake packet");
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this.ControllingClient.OutPacket(handshake);
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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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@ -0,0 +1,59 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Axiom.MathLib;
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using OpenSim.types;
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namespace OpenSim.world
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{
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public class Entity
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{
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protected libsecondlife.LLUUID uuid;
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public Vector3 position;
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public Vector3 velocity;
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public Quaternion rotation;
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protected string name;
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protected List<Entity> children;
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public Entity()
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{
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uuid = new libsecondlife.LLUUID();
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position = new Vector3();
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velocity = new Vector3();
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rotation = new Quaternion();
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name = "(basic entity)";
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children = new List<Entity>();
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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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// 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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{
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child.update();
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}
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}
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public virtual string getName()
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{
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return name;
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}
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public virtual Mesh getMesh()
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{
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Mesh mesh = new Mesh();
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foreach (Entity child in children)
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{
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mesh += child.getMesh();
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}
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return mesh;
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenSim.types;
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namespace OpenSim.world
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{
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public class Primitive : Entity
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{
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protected float mesh_cutbegin;
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protected float mesh_cutend;
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public Primitive()
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{
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mesh_cutbegin = 0.0f;
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mesh_cutend = 1.0f;
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}
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public override Mesh getMesh()
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{
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Mesh mesh = new Mesh();
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Triangle tri = new Triangle(
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new Axiom.MathLib.Vector3(0.0f, 1.0f, 1.0f),
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new Axiom.MathLib.Vector3(1.0f, 0.0f, 1.0f),
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new Axiom.MathLib.Vector3(1.0f, 1.0f, 0.0f));
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mesh.AddTri(tri);
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mesh += base.getMesh();
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return mesh;
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}
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}
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}
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@ -0,0 +1,93 @@
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using System;
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using libsecondlife;
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using libsecondlife.Packets;
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using System.Collections.Generic;
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using System.Text;
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using PhysicsManager;
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namespace OpenSim.world
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{
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public class World
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{
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public Dictionary<libsecondlife.LLUUID, Entity> Entities;
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public float[] LandMap;
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public ScriptEngine Scripts;
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public TerrainDecode terrainengine = new TerrainDecode();
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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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public World()
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{
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Console.WriteLine("World.cs - creating new entitities instance");
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Entities = new Dictionary<libsecondlife.LLUUID, Entity>();
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Console.WriteLine("World.cs - creating LandMap");
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terrainengine = new TerrainDecode();
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LandMap = new float[65536];
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for(int i =0; i < 65536; i++) {
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LandMap[i] = 21.4989f;
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}
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Console.WriteLine("World.cs - Creating script engine instance");
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// Initialise this only after the world has loaded
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Scripts = new ScriptEngine(this);
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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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{
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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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{
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Entities[UUID].update();
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}
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}
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public void SendLayerData(OpenSimClient RemoteClient) {
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for(int x=0; x<16; x=x+4) for(int y=0; y<16; y++){
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Packet layerpack=this.terrainengine.CreateLayerPacket(LandMap, x,y,x+4,y+1);
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RemoteClient.OutPacket(layerpack);
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}
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}
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public void AddViewerAgent(OpenSimClient AgentClient) {
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Console.WriteLine("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
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Avatar NewAvatar = new Avatar(AgentClient);
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Console.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world");
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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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NewAvatar.SendRegionHandshake(this);
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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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public bool Backup() {
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/* TODO: Save the current world entities state. */
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return false;
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}
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}
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}
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