1245 lines
42 KiB
C#
1245 lines
42 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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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 OpenSim Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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.Collections.Generic;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.Environment.Types;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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public partial class ScenePresence : EntityBase
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{
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public static AvatarAnimations Animations;
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public static byte[] DefaultTexture;
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public LLUUID CurrentAnimation;
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public int AnimationSeq;
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private bool m_updateflag = false;
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private byte m_movementflag = 0;
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private readonly List<NewForce> m_forcesList = new List<NewForce>();
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private short m_updateCount = 0;
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private uint m_requestedSitTargetID = 0;
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private LLVector3 m_requestedSitOffset = new LLVector3();
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private float m_sitAvatarHeight = 2.0f;
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private bool m_oldColliding = true;
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private bool m_isTyping = false;
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private bool m_setAlwaysRun = false;
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private Quaternion m_bodyRot;
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private byte[] m_visualParams;
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private AvatarWearable[] m_wearables;
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private LLObject.TextureEntry m_textureEntry;
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public bool IsRestrictedToRegion = false;
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private bool m_newForce = false;
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private bool m_newAvatar = false;
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private bool m_newCoarseLocations = true;
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private float m_avHeight = 127.0f;
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protected RegionInfo m_regionInfo;
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protected ulong crossingFromRegion = 0;
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private readonly Vector3[] Dir_Vectors = new Vector3[6];
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private LLVector3 lastPhysPos = new LLVector3();
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private int m_wearablesSerial = 1;
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private readonly List<ulong> m_knownChildRegions = new List<ulong>(); //neighbouring regions we have enabled a child agent in
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private enum Dir_ControlFlags
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{
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DIR_CONTROL_FLAG_FOWARD = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS,
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DIR_CONTROL_FLAG_BACK = MainAvatar.ControlFlags.AGENT_CONTROL_AT_NEG,
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DIR_CONTROL_FLAG_LEFT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_POS,
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DIR_CONTROL_FLAG_RIGHT = MainAvatar.ControlFlags.AGENT_CONTROL_LEFT_NEG,
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DIR_CONTROL_FLAG_UP = MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS,
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DIR_CONTROL_FLAG_DOWN = MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG
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}
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/// <summary>
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/// Position at which a significant movement was made
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/// </summary>
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private LLVector3 posLastSignificantMove = new LLVector3();
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public delegate void SignificantClientMovement(IClientAPI remote_client);
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public event SignificantClientMovement OnSignificantClientMovement;
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//public List<SceneObjectGroup> InterestList = new List<SceneObjectGroup>();
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// private string m_currentQuadNode = " ";
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// private Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>();
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//private Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>();
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private UpdateQueue m_partsUpdateQueue = new UpdateQueue();
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private Dictionary<LLUUID, ScenePartUpdate> m_updateTimes = new Dictionary<LLUUID, ScenePartUpdate>();
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#region Properties
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/// <summary>
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///
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/// </summary>
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public PhysicsActor PhysicsActor
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{
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set { m_physicsActor = value; }
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get { return m_physicsActor; }
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}
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public bool Updated
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{
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set { m_updateflag = value; }
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get { return m_updateflag; }
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}
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private readonly ulong m_regionHandle;
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public ulong RegionHandle
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{
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get { return m_regionHandle; }
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}
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private readonly string m_firstname;
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public string Firstname
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{
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get { return m_firstname; }
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}
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private readonly string m_lastname;
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public string Lastname
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{
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get { return m_lastname; }
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}
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private readonly IClientAPI m_controllingClient;
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protected PhysicsActor m_physicsActor;
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public IClientAPI ControllingClient
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{
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get { return m_controllingClient; }
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}
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public override LLVector3 AbsolutePosition
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{
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get
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{
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if (m_physicsActor != null)
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{
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m_pos.X = m_physicsActor.Position.X;
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m_pos.Y = m_physicsActor.Position.Y;
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m_pos.Z = m_physicsActor.Position.Z;
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}
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return m_pos;
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}
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set
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{
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if (m_physicsActor != null)
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{
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try
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{
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lock (m_scene.SyncRoot)
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{
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m_physicsActor.Position = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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m_pos = value;
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}
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}
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public override LLVector3 Velocity
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{
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get
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{
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if (m_physicsActor != null)
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{
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m_velocity.X = m_physicsActor.Velocity.X;
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m_velocity.Y = m_physicsActor.Velocity.Y;
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m_velocity.Z = m_physicsActor.Velocity.Z;
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}
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return m_velocity;
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}
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set
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{
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if (m_physicsActor != null)
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{
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try
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{
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lock (m_scene.SyncRoot)
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{
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m_physicsActor.Velocity = new PhysicsVector(value.X, value.Y, value.Z);
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}
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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}
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}
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m_velocity = value;
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}
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}
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private bool m_isChildAgent = true;
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public bool IsChildAgent
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{
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get { return m_isChildAgent; }
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set { m_isChildAgent = value; }
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}
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private uint m_parentID = 0;
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public uint ParentID
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{
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get { return m_parentID; }
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set { m_parentID = value; }
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}
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public List<ulong> KnownChildRegions
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{
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get { return m_knownChildRegions; }
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}
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#endregion
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#region Constructor(s)
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public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
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AvatarWearable[] wearables)
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{
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m_scene = world;
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m_uuid = client.AgentId;
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m_regionInfo = reginfo;
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m_regionHandle = reginfo.RegionHandle;
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m_controllingClient = client;
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m_firstname = m_controllingClient.FirstName;
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m_lastname = m_controllingClient.LastName;
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m_localId = m_scene.NextLocalId;
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AbsolutePosition = m_controllingClient.StartPos;
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m_visualParams = visualParams;
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m_wearables = wearables;
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Animations = new AvatarAnimations();
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Animations.LoadAnims();
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//register for events
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m_controllingClient.OnRequestWearables += SendOwnAppearance;
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m_controllingClient.OnSetAppearance += SetAppearance;
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m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
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m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
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m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
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m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
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m_controllingClient.OnAgentSit += HandleAgentSit;
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m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
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// ControllingClient.OnStartAnim += new StartAnim(this.SendAnimPack);
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// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
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//ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
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Dir_Vectors[0] = new Vector3(1, 0, 0); //FOWARD
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Dir_Vectors[1] = new Vector3(-1, 0, 0); //BACK
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Dir_Vectors[2] = new Vector3(0, 1, 0); //LEFT
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Dir_Vectors[3] = new Vector3(0, -1, 0); //RIGHT
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Dir_Vectors[4] = new Vector3(0, 0, 1); //UP
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Dir_Vectors[5] = new Vector3(0, 0, -1); //DOWN
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m_textureEntry = new LLObject.TextureEntry(DefaultTexture, 0, DefaultTexture.Length);
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//temporary until we move some code into the body classes
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if (m_newAvatar)
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{
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//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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m_scene.LandManager.sendLandUpdate(this);
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}
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#endregion
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public void QueuePartForUpdate(SceneObjectPart part)
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{
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//if (InterestList.Contains(part.ParentGroup))
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//{
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lock (m_partsUpdateQueue)
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{
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m_partsUpdateQueue.Enqueue(part);
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}
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// }
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}
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public void SendPrimUpdates()
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{
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// if (m_scene.QuadTree.GetNodeID(this.AbsolutePosition.X, this.AbsolutePosition.Y) != m_currentQuadNode)
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//{
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// this.UpdateQuadTreeNode();
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//this.RefreshQuadObject();
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//}
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if (m_partsUpdateQueue.Count > 0)
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{
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bool runUpdate = true;
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int updateCount = 0;
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while (runUpdate)
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{
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SceneObjectPart part = m_partsUpdateQueue.Dequeue();
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if (m_updateTimes.ContainsKey(part.UUID))
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{
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ScenePartUpdate update = m_updateTimes[part.UUID];
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// Two updates can occur with the same timestamp (especially
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// since our timestamp resolution is to the nearest second). The first
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// could have been sent in the last update - we still need to send the
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// second here.
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if (update.LastFullUpdateTime < part.TimeStampFull)
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{
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//need to do a full update
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part.SendFullUpdate(ControllingClient);
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// We'll update to the part's timestamp rather than the current to
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// avoid the race condition whereby the next tick occurs while we are
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// doing this update. If this happened, then subsequent updates which occurred
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// on the same tick or the next tick of the last update would be ignored.
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update.LastFullUpdateTime = part.TimeStampFull;
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updateCount++;
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}
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else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
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{
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part.SendTerseUpdate(ControllingClient);
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update.LastTerseUpdateTime = part.TimeStampTerse;
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updateCount++;
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}
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}
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else
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{
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//never been sent to client before so do full update
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part.SendFullUpdate(ControllingClient);
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ScenePartUpdate update = new ScenePartUpdate();
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update.FullID = part.UUID;
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update.LastFullUpdateTime = part.TimeStampFull;
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m_updateTimes.Add(part.UUID, update);
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updateCount++;
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}
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if (m_partsUpdateQueue.Count < 1 || updateCount > 60)
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{
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runUpdate = false;
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}
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}
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}
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}
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#region Status Methods
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public void MakeRootAgent(LLVector3 pos, bool isFlying)
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{
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m_newAvatar = true;
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m_isChildAgent = false;
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AbsolutePosition = pos;
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AddToPhysicalScene();
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m_physicsActor.Flying = isFlying;
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m_scene.SendAllSceneObjectsToClient(this);
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}
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public void MakeChildAgent()
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{
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Velocity = new LLVector3(0, 0, 0);
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m_isChildAgent = true;
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RemoveFromPhysicalScene();
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//this.Pos = new LLVector3(128, 128, 70);
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}
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private void RemoveFromPhysicalScene()
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{
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if (PhysicsActor != null)
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{
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m_scene.PhysScene.RemoveAvatar(PhysicsActor);
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m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
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m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
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PhysicsActor = 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="pos"></param>
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public void Teleport(LLVector3 pos)
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{
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AbsolutePosition = pos;
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SendTerseUpdateToAllClients();
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}
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/// <summary>
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///
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/// </summary>
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public void StopMovement()
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{
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int x = 0;
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}
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public void AddNeighbourRegion(ulong regionHandle)
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{
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if (!m_knownChildRegions.Contains(regionHandle))
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{
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m_knownChildRegions.Add(regionHandle);
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}
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}
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public void RemoveNeighbourRegion(ulong regionHandle)
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{
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if (!m_knownChildRegions.Contains(regionHandle))
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{
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m_knownChildRegions.Remove(regionHandle);
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}
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}
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#endregion
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#region Event Handlers
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/// <summary>
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///
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/// </summary>
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/// <param name="texture"></param>
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/// <param name="visualParam"></param>
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public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam)
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{
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LLObject.TextureEntry textureEnt = new LLObject.TextureEntry(texture, 0, texture.Length);
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m_textureEntry = textureEnt;
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for (int i = 0; i < visualParam.Length; i++)
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{
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m_visualParams[i] = visualParam[i].ParamValue;
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "VisualData[" + i.ToString() + "]: " + visualParam[i].ParamValue.ToString() + "m");
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}
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// Teravus : Nifty AV Height Getting Maaaaagical formula. Oh how we love turning 0-255 into meters.
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// (float)m_visualParams[25] = Height
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// (float)m_visualParams[125] = LegLength
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m_avHeight = (1.50856f + (((float)m_visualParams[25] / 255.0f) * (2.525506f - 1.50856f)))
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+ (((float)m_visualParams[125] / 255.0f) / 1.5f);
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if (PhysicsActor != null)
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{
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PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
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PhysicsActor.Size = SetSize;
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}
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "Set Avatar Height to: " + (1.50856f + (((float)m_visualParams[25] / 255.0f) * (2.525506f - 1.50856f))).ToString() + "m" + " Leglength: " + ((float)m_visualParams[125]).ToString() + ":" + (((float)m_visualParams[125] / 255.0f)).ToString() + "m");
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SendAppearanceToAllOtherAgents();
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}
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/// <summary>
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/// Complete Avatar's movement into the region
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/// </summary>
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public void CompleteMovement()
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{
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LLVector3 look = Velocity;
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if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
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{
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look = new LLVector3(0.99f, 0.042f, 0);
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}
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m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
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if (m_isChildAgent)
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{
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m_isChildAgent = false;
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//this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
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MakeRootAgent(AbsolutePosition, false);
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}
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}
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public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation)
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{
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//if (m_isChildAgent)
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//{
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// // Console.WriteLine("DEBUG: HandleAgentUpdate: child agent");
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// return;
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//}
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// Must check for standing up even when PhysicsActor is null,
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// since sitting currently removes avatar from physical scene
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if ((flags & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
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{
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StandUp();
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UpdateMovementAnimations(true);
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}
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if (PhysicsActor == null)
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{
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// Console.WriteLine("DEBUG: HandleAgentUpdate: null PhysicsActor!");
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return;
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}
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int i = 0;
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bool update_movementflag = false;
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bool update_rotation = false;
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bool DCFlagKeyPressed = false;
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Vector3 agent_control_v3 = new Vector3(0, 0, 0);
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Quaternion q = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
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bool oldflying = PhysicsActor.Flying;
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PhysicsActor.Flying = ((flags & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0);
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if (PhysicsActor.Flying != oldflying)
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{
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update_movementflag = true;
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}
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|
|
if (q != m_bodyRot)
|
|
{
|
|
m_bodyRot = q;
|
|
update_rotation = true;
|
|
}
|
|
|
|
if (m_parentID == 0)
|
|
{
|
|
foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
|
|
{
|
|
if ((flags & (uint) DCF) != 0)
|
|
{
|
|
DCFlagKeyPressed = true;
|
|
agent_control_v3 += Dir_Vectors[i];
|
|
if ((m_movementflag & (uint) DCF) == 0)
|
|
{
|
|
m_movementflag += (byte) (uint) DCF;
|
|
update_movementflag = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((m_movementflag & (uint) DCF) != 0)
|
|
{
|
|
m_movementflag -= (byte) (uint) DCF;
|
|
update_movementflag = true;
|
|
}
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
|
|
{
|
|
AddNewMovement(agent_control_v3, q);
|
|
UpdateMovementAnimations(update_movementflag);
|
|
}
|
|
|
|
}
|
|
|
|
protected void StandUp()
|
|
{
|
|
if (m_parentID != 0)
|
|
{
|
|
SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
|
|
if (part != null)
|
|
AbsolutePosition = part.AbsolutePosition + m_requestedSitOffset +
|
|
new LLVector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
|
|
|
|
AddToPhysicalScene();
|
|
|
|
m_parentID = 0;
|
|
SendFullUpdateToAllClients();
|
|
}
|
|
}
|
|
|
|
private void SendSitResponse(IClientAPI remoteClient, LLUUID targetID, LLVector3 offset)
|
|
{
|
|
AvatarSitResponsePacket avatarSitResponse = new AvatarSitResponsePacket();
|
|
|
|
avatarSitResponse.SitObject.ID = targetID;
|
|
|
|
bool autopilot = true;
|
|
LLVector3 pos = new LLVector3();
|
|
|
|
SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
|
|
if (part != null)
|
|
{
|
|
pos = part.AbsolutePosition + offset;
|
|
|
|
double dist = AbsolutePosition.GetDistanceTo(pos);
|
|
|
|
if (m_physicsActor != null)
|
|
{
|
|
m_sitAvatarHeight = m_physicsActor.Size.Z;
|
|
}
|
|
|
|
// this doesn't seem to quite work yet....
|
|
// // if we're close, set the avatar position to the target position and forgo autopilot
|
|
// if (dist < 2.5)
|
|
// {
|
|
// autopilot = false;
|
|
// AbsolutePosition = pos + new LLVector3(0.0f, 0.0f, m_sitAvatarHeight);
|
|
// }
|
|
}
|
|
|
|
avatarSitResponse.SitTransform.AutoPilot = autopilot;
|
|
avatarSitResponse.SitTransform.SitPosition = offset;
|
|
avatarSitResponse.SitTransform.SitRotation = new LLQuaternion(0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
remoteClient.OutPacket(avatarSitResponse);
|
|
}
|
|
|
|
public void HandleAgentRequestSit(IClientAPI remoteClient, LLUUID agentID, LLUUID targetID, LLVector3 offset)
|
|
{
|
|
SendSitResponse(remoteClient, targetID, offset);
|
|
|
|
if (m_parentID != 0)
|
|
{
|
|
StandUp();
|
|
UpdateMovementAnimations(true);
|
|
}
|
|
|
|
SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
|
|
|
|
if (part != null)
|
|
{
|
|
m_requestedSitTargetID = part.LocalID;
|
|
m_requestedSitOffset = offset;
|
|
}
|
|
else
|
|
{
|
|
MainLog.Instance.Warn("Sit requested on unknown object: " + targetID.ToString());
|
|
}
|
|
}
|
|
|
|
public void HandleAgentSit(IClientAPI remoteClient, LLUUID agentID)
|
|
{
|
|
// these magic numbers come mostly from experimenting with ODE,
|
|
// and seeing what looks right
|
|
AbsolutePosition = m_requestedSitOffset +
|
|
new LLVector3(m_physicsActor.Size.X/2.7f, 0f, m_physicsActor.Size.Z/1.45f);
|
|
m_parentID = m_requestedSitTargetID;
|
|
|
|
Velocity = new LLVector3(0, 0, 0);
|
|
RemoveFromPhysicalScene();
|
|
|
|
SendAnimPack(Animations.AnimsLLUUID["SIT"], 1);
|
|
SendFullUpdateToAllClients();
|
|
}
|
|
|
|
public void HandleSetAlwaysRun(IClientAPI remoteClient, bool SetAlwaysRun)
|
|
{
|
|
m_setAlwaysRun = SetAlwaysRun;
|
|
if (PhysicsActor != null)
|
|
{
|
|
PhysicsActor.SetAlwaysRun = SetAlwaysRun;
|
|
}
|
|
|
|
}
|
|
|
|
protected void UpdateMovementAnimations(bool update_movementflag)
|
|
{
|
|
if (update_movementflag)
|
|
{
|
|
if (m_movementflag != 0)
|
|
{
|
|
if (m_physicsActor.Flying)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["FLY"], 1);
|
|
}
|
|
else
|
|
{
|
|
if (((m_movementflag & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
|
|
PhysicsActor.IsColliding)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["CROUCHWALK"], 1);
|
|
}
|
|
else
|
|
{
|
|
if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["FALLDOWN"], 1);
|
|
}
|
|
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && (m_movementflag & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["JUMP"], 1);
|
|
}
|
|
else
|
|
{
|
|
if (!m_setAlwaysRun)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
|
|
}
|
|
else
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["RUN"], 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (m_parentID != 0)
|
|
{
|
|
if (m_isTyping)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["TYPE"], 1);
|
|
}
|
|
else
|
|
{
|
|
// TODO: stop the typing animation, continue sitting
|
|
SendAnimPack(Animations.AnimsLLUUID["SIT"], 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (((m_movementflag & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
|
|
PhysicsActor.IsColliding)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["CROUCH"], 1);
|
|
}
|
|
else if (m_isTyping)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["TYPE"], 1);
|
|
}
|
|
else
|
|
{
|
|
if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["FALLDOWN"], 1);
|
|
}
|
|
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && (m_movementflag & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["JUMP"], 1);
|
|
}
|
|
else
|
|
{
|
|
if (!m_physicsActor.Flying)
|
|
{
|
|
SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void AddNewMovement(Vector3 vec, Quaternion rotation)
|
|
{
|
|
if (m_isChildAgent)
|
|
{
|
|
Console.WriteLine("DEBUG: AddNewMovement: child agent");
|
|
return;
|
|
}
|
|
|
|
NewForce newVelocity = new NewForce();
|
|
Vector3 direc = rotation*vec;
|
|
direc.Normalize();
|
|
|
|
direc = direc*((0.03f)*128f);
|
|
if (m_physicsActor.Flying)
|
|
{
|
|
direc *= 4;
|
|
}
|
|
else
|
|
{
|
|
if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
|
|
{
|
|
//direc.z *= 40;
|
|
if (direc.z > 2.0f)
|
|
{
|
|
direc.z *= 3;
|
|
//System.Console.WriteLine("Jump");
|
|
SendAnimPack(Animations.AnimsLLUUID["PREJUMP"], 1);
|
|
SendAnimPack(Animations.AnimsLLUUID["JUMP"], 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
newVelocity.X = direc.x;
|
|
newVelocity.Y = direc.y;
|
|
newVelocity.Z = direc.z;
|
|
m_forcesList.Add(newVelocity);
|
|
}
|
|
|
|
public void setTyping(bool typing)
|
|
{
|
|
if (m_isChildAgent)
|
|
{
|
|
MainLog.Instance.Warn("setTyping called on child agent");
|
|
return;
|
|
}
|
|
|
|
m_isTyping = typing;
|
|
|
|
UpdateMovementAnimations(true);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Overridden Methods
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public override void Update()
|
|
{
|
|
SendPrimUpdates();
|
|
|
|
if (m_newCoarseLocations)
|
|
{
|
|
SendCoarseLocations();
|
|
m_newCoarseLocations = false;
|
|
}
|
|
|
|
if (m_isChildAgent == false)
|
|
{
|
|
/// check for user movement 'forces' (ie commands to move)
|
|
if (m_newForce)
|
|
{
|
|
SendTerseUpdateToAllClients();
|
|
m_updateCount = 0;
|
|
}
|
|
|
|
/// check for scripted movement (?)
|
|
else if (m_movementflag != 0)
|
|
{
|
|
m_updateCount++;
|
|
if (m_updateCount > 3)
|
|
{
|
|
SendTerseUpdateToAllClients();
|
|
m_updateCount = 0;
|
|
}
|
|
}
|
|
|
|
/// check for physics-related movement
|
|
else if (lastPhysPos.GetDistanceTo(AbsolutePosition) > 0.02)
|
|
{
|
|
SendTerseUpdateToAllClients();
|
|
m_updateCount = 0;
|
|
lastPhysPos = AbsolutePosition;
|
|
}
|
|
CheckForSignificantMovement();
|
|
CheckForBorderCrossing();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Update Client(s)
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="RemoteClient"></param>
|
|
public void SendTerseUpdateToClient(IClientAPI RemoteClient)
|
|
{
|
|
LLVector3 pos = AbsolutePosition;
|
|
LLVector3 vel = Velocity;
|
|
LLQuaternion rot;
|
|
rot.X = m_bodyRot.x;
|
|
rot.Y = m_bodyRot.y;
|
|
rot.Z = m_bodyRot.z;
|
|
rot.W = m_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);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendTerseUpdateToAllClients()
|
|
{
|
|
m_scene.Broadcast(SendTerseUpdateToClient);
|
|
}
|
|
|
|
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()
|
|
{
|
|
m_newCoarseLocations = true;
|
|
}
|
|
|
|
|
|
/// <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(),
|
|
m_parentID);
|
|
}
|
|
|
|
public void SendFullUpdateToAllClients()
|
|
{
|
|
List<ScenePresence> avatars = m_scene.GetScenePresences();
|
|
foreach (ScenePresence avatar in avatars)
|
|
{
|
|
SendFullUpdateToOtherClient(avatar);
|
|
if (avatar.LocalId != LocalId)
|
|
{
|
|
if (!avatar.m_isChildAgent)
|
|
{
|
|
avatar.SendFullUpdateToOtherClient(this);
|
|
avatar.SendAppearanceToOtherAgent(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendInitialData()
|
|
{
|
|
m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
|
|
AbsolutePosition, m_textureEntry.ToBytes(), m_parentID);
|
|
if (!m_isChildAgent)
|
|
{
|
|
m_scene.InformClientOfNeighbours(this);
|
|
m_newAvatar = false;
|
|
}
|
|
|
|
SendFullUpdateToAllClients();
|
|
SendAppearanceToAllOtherAgents();
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="client"></param>
|
|
public void SendOwnAppearance( )
|
|
{
|
|
SendOwnWearables( );
|
|
m_scene.SendAllSceneObjectsToClient(this);
|
|
// TODO: remove this once the SunModule is slightly more tested
|
|
// m_controllingClient.SendViewerTime(m_scene.TimePhase);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendAppearanceToAllOtherAgents()
|
|
{
|
|
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
|
|
{
|
|
// if (scenePresence != this)
|
|
// {
|
|
SendAppearanceToOtherAgent(scenePresence);
|
|
// }
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="avatarInfo"></param>
|
|
public void SendAppearanceToOtherAgent(ScenePresence avatarInfo)
|
|
{
|
|
avatarInfo.m_controllingClient.SendAppearance(m_controllingClient.AgentId, m_visualParams,
|
|
m_textureEntry.ToBytes());
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="animID"></param>
|
|
/// <param name="seq"></param>
|
|
public void SendAnimPack(LLUUID animID, int seq)
|
|
{
|
|
CurrentAnimation = animID;
|
|
AnimationSeq = seq;
|
|
LLUUID sourceAgentId = m_controllingClient.AgentId;
|
|
|
|
m_scene.Broadcast(delegate(IClientAPI client) { client.SendAnimation(animID, seq, sourceAgentId); });
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendAnimPack()
|
|
{
|
|
SendAnimPack(CurrentAnimation, AnimationSeq);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Significant Movement Method
|
|
|
|
protected void CheckForSignificantMovement()
|
|
{
|
|
if (AbsolutePosition.GetDistanceTo(posLastSignificantMove) > 0.02)
|
|
{
|
|
posLastSignificantMove = AbsolutePosition;
|
|
if (OnSignificantClientMovement != null)
|
|
{
|
|
OnSignificantClientMovement(m_controllingClient);
|
|
m_scene.NotifyMyCoarseLocationChange();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Border Crossing Methods
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
protected void CheckForBorderCrossing()
|
|
{
|
|
LLVector3 pos2 = AbsolutePosition;
|
|
LLVector3 vel = Velocity;
|
|
|
|
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);
|
|
|
|
if ((pos2.X < 0) || (pos2.X > 256))
|
|
{
|
|
CrossToNewRegion();
|
|
}
|
|
|
|
if ((pos2.Y < 0) || (pos2.Y > 256))
|
|
{
|
|
CrossToNewRegion();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
protected void CrossToNewRegion()
|
|
{
|
|
LLVector3 pos = AbsolutePosition;
|
|
LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z);
|
|
uint neighbourx = m_regionInfo.RegionLocX;
|
|
uint neighboury = m_regionInfo.RegionLocY;
|
|
|
|
if (pos.X < 1.7F)
|
|
{
|
|
neighbourx -= 1;
|
|
newpos.X = 255.9F;
|
|
}
|
|
if (pos.X > 254.3F)
|
|
{
|
|
neighbourx += 1;
|
|
newpos.X = 0.1F;
|
|
}
|
|
if (pos.Y < 1.7F)
|
|
{
|
|
neighboury -= 1;
|
|
newpos.Y = 255.9F;
|
|
}
|
|
if (pos.Y > 254.3F)
|
|
{
|
|
neighboury += 1;
|
|
newpos.Y = 0.1F;
|
|
}
|
|
|
|
LLVector3 vel = m_velocity;
|
|
ulong neighbourHandle = Helpers.UIntsToLong((uint) (neighbourx*256), (uint) (neighboury*256));
|
|
SimpleRegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
|
|
if (neighbourRegion != null)
|
|
{
|
|
bool res =
|
|
m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos,
|
|
m_physicsActor.Flying);
|
|
if (res)
|
|
{
|
|
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);
|
|
m_scene.NotifyMyCoarseLocationChange();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public static void LoadAnims()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public override void UpdateMovement()
|
|
{
|
|
m_newForce = false;
|
|
lock (m_forcesList)
|
|
{
|
|
if (m_forcesList.Count > 0)
|
|
{
|
|
for (int i = 0; i < m_forcesList.Count; i++)
|
|
{
|
|
NewForce force = m_forcesList[i];
|
|
|
|
m_updateflag = true;
|
|
|
|
|
|
Velocity = new LLVector3(force.X, force.Y, force.Z);
|
|
m_newForce = true;
|
|
}
|
|
for (int i = 0; i < m_forcesList.Count; i++)
|
|
{
|
|
m_forcesList.RemoveAt(0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static ScenePresence()
|
|
{
|
|
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();
|
|
}
|
|
|
|
public class NewForce
|
|
{
|
|
public float X;
|
|
public float Y;
|
|
public float Z;
|
|
|
|
public NewForce()
|
|
{
|
|
}
|
|
}
|
|
|
|
public class ScenePartUpdate
|
|
{
|
|
public LLUUID FullID;
|
|
public uint LastFullUpdateTime;
|
|
public uint LastTerseUpdateTime;
|
|
|
|
public ScenePartUpdate()
|
|
{
|
|
FullID = LLUUID.Zero;
|
|
LastFullUpdateTime = 0;
|
|
LastTerseUpdateTime = 0;
|
|
}
|
|
}
|
|
|
|
|
|
public override void SetText(string text, Vector3 color, double alpha)
|
|
{
|
|
throw new Exception("Can't set Text on avatar.");
|
|
}
|
|
|
|
public void AddToPhysicalScene()
|
|
{
|
|
PhysicsScene scene = m_scene.PhysScene;
|
|
|
|
PhysicsVector pVec =
|
|
new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
|
|
AbsolutePosition.Z);
|
|
|
|
m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec);
|
|
m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
|
|
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
|
|
}
|
|
private void PhysicsCollisionUpdate(EventArgs e)
|
|
{
|
|
bool isUserMoving = false;
|
|
if (Velocity.X > 0 || Velocity.Y > 0)
|
|
isUserMoving = true;
|
|
UpdateMovementAnimations(isUserMoving);
|
|
|
|
}
|
|
internal void Close()
|
|
{
|
|
RemoveFromPhysicalScene();
|
|
}
|
|
|
|
public void SetWearable(int wearableId, AvatarWearable wearable)
|
|
{
|
|
m_wearables[wearableId] = wearable;
|
|
SendOwnWearables();
|
|
|
|
}
|
|
|
|
private void SendOwnWearables()
|
|
{
|
|
m_controllingClient.SendWearables(m_wearables, m_wearablesSerial++);
|
|
}
|
|
|
|
}
|
|
}
|