352 lines
16 KiB
C#
352 lines
16 KiB
C#
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 OpenSim.Physics.Manager;
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using OpenSim.Framework.Inventory;
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using Axiom.MathLib;
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namespace OpenSim.world
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{
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public partial class Avatar : Entity
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{
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public static bool PhysicsEngineFlying = false;
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public static AvatarAnimations Animations;
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public string firstname;
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public string lastname;
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public SimClient ControllingClient;
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public LLUUID current_anim;
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public int anim_seq;
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private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate;
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private bool updateflag = false;
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private byte movementflag = 0;
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private List<NewForce> forcesList = new List<NewForce>();
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private short _updateCount = 0;
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private Axiom.MathLib.Quaternion bodyRot;
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private LLObject.TextureEntry avatarAppearanceTexture = null;
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private byte[] visualParams;
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private AvatarWearable[] Wearables;
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private LLVector3 positionLastFrame = new LLVector3(0, 0, 0);
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private ulong m_regionHandle;
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private Dictionary<uint, SimClient> m_clientThreads;
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private string m_regionName;
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private bool childShadowAvatar = false;
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public Avatar(SimClient TheClient, World world, string regionName, Dictionary<uint, SimClient> clientThreads, ulong regionHandle)
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{
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m_world = world;
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m_clientThreads = clientThreads;
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m_regionName = regionName;
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m_regionHandle = regionHandle;
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
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ControllingClient = TheClient;
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localid = 8880000 + (this.m_world._localNumber++);
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Pos = new LLVector3(100.0f, 100.0f, m_world.LandMap[(int)Pos.Y * 256 + (int)Pos.X] + 1);
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visualParams = new byte[218];
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for (int i = 0; i < 218; i++)
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{
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visualParams[i] = 100;
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}
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Wearables = new AvatarWearable[13]; //should be 13 of these
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for (int i = 0; i < 13; i++)
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{
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Wearables[i] = new AvatarWearable();
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}
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this.Wearables[0].AssetID = new LLUUID("66c41e39-38f9-f75a-024e-585989bfab73");
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this.Wearables[0].ItemID = LLUUID.Random();
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this.avatarAppearanceTexture = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-5005-000000000005"));
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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 addForces()
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{
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lock (this.forcesList)
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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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lock (m_world.LockPhysicsEngine)
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{
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this._physActor.Velocity = phyVector;
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}
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this.updateflag = true;
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this.velocity = new LLVector3(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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for (int i = 0; i < this.forcesList.Count; i++)
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{
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this.forcesList.RemoveAt(0);
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}
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}
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}
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}
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public static 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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Avatar.AvatarTemplate = objdata;
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}
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public void CompleteMovement(World RegionInfo)
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{
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OpenSim.Framework.Console.MainConsole.Instance.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 = this.m_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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ControllingClient.OutPacket(mov);
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}
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public void HandleUpdate(AgentUpdatePacket pack)
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{
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if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_FLY) != 0)
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{
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if (this._physActor.Flying == false)
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{
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this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_FLY"];
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this.anim_seq = 1;
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this.SendAnimPack();
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}
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this._physActor.Flying = true;
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}
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else
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{
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if (this._physActor.Flying == true)
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{
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this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_STAND"];
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this.anim_seq = 1;
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this.SendAnimPack();
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}
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this._physActor.Flying = false;
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}
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if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) != 0)
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{
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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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if (((movementflag & 1) == 0) || (q != this.bodyRot))
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{
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if (((movementflag & 1) == 0) && (!this._physActor.Flying))
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{
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this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_WALK"];
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this.anim_seq = 1;
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this.SendAnimPack();
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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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NewForce newVelocity = new NewForce();
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Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0);
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Axiom.MathLib.Vector3 direc = q * v3;
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direc.Normalize();
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//work out velocity for sim physics system
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direc = direc * ((0.03f) * 128f);
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if (this._physActor.Flying)
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direc *= 2;
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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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movementflag = 1;
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this.bodyRot = q;
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}
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}
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else if ((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_POS) != 0) && (PhysicsEngineFlying))
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{
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if (((movementflag & 2) == 0) && this._physActor.Flying)
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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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NewForce newVelocity = new NewForce();
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Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, 1);
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Axiom.MathLib.Vector3 direc = v3;
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direc.Normalize();
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//work out velocity for sim physics system
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direc = direc * ((0.03f) * 128f * 2);
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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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movementflag = 2;
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}
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}
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else if ((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_NEG) != 0) && (PhysicsEngineFlying))
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{
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if (((movementflag & 4) == 0) && this._physActor.Flying)
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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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NewForce newVelocity = new NewForce();
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Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, -1);
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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 = v3;
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direc.Normalize();
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//work out velocity for sim physics system
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direc = direc * ((0.03f) * 128f * 2);
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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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movementflag = 4;
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}
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}
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else if (((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_NEG) != 0)
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{
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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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if (((movementflag & 8) == 0) || (q != this.bodyRot))
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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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NewForce newVelocity = new NewForce();
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Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(-1, 0, 0);
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Axiom.MathLib.Vector3 direc = q * v3;
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direc.Normalize();
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//work out velocity for sim physics system
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direc = direc * ((0.03f) * 128f);
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if (this._physActor.Flying)
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direc *= 2;
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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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movementflag = 8;
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this.bodyRot = q;
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}
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}
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else
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{
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if (movementflag == 16)
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{
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movementflag = 0;
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}
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if ((movementflag) != 0)
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{
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NewForce newVelocity = new NewForce();
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newVelocity.X = 0;
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newVelocity.Y = 0;
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newVelocity.Z = 0;
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this.forcesList.Add(newVelocity);
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movementflag = 0;
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// We're standing still, so make it show!
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if (this._physActor.Flying == false)
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{
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this.current_anim = Animations.AnimsLLUUID["ANIM_AGENT_STAND"];
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this.anim_seq = 1;
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this.SendAnimPack();
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}
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this.movementflag = 16;
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}
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}
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}
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//really really should be moved somewhere else
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public void SendRegionHandshake(World RegionInfo)
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{
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OpenSim.Framework.Console.MainConsole.Instance.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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OpenSim.Framework.Console.MainConsole.Instance.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 = 20;
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handshake.RegionInfo.RegionFlags = 72458694 -32;
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handshake.RegionInfo.SimName = _enc.GetBytes(m_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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OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Avatar.cs:SendRegionHandshake() - Sending RegionHandshake packet");
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this.ControllingClient.OutPacket(handshake);
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}
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public static void LoadAnims()
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{
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Avatar.Animations = new AvatarAnimations();
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Avatar.Animations.LoadAnims();
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}
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public override void LandRenegerated()
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{
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Pos = new LLVector3(100.0f, 100.0f, this.m_world.LandMap[(int)Pos.Y * 256 + (int)Pos.X] + 50);
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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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