920 lines
30 KiB
C#
920 lines
30 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.Console;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Utilities;
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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 Quaternion bodyRot;
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private byte[] visualParams;
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private AvatarWearable[] 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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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 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 Queue<SceneObjectGroup> m_fullGroupUpdates = new Queue<SceneObjectGroup>();
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// private Queue<SceneObjectGroup> m_terseGroupUpdates = new Queue<SceneObjectGroup>();
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private readonly Queue<SceneObjectPart> m_fullPartUpdates = new Queue<SceneObjectPart>();
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private readonly Queue<SceneObjectPart> m_tersePartUpdates = new Queue<SceneObjectPart>();
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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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#endregion
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#region Constructor(s)
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/// <summary>
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///
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/// </summary>
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/// <param name="client"></param>
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/// <param name="world"></param>
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/// <param name="clientThreads"></param>
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/// <param name="regionDat"></param>
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public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
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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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MainLog.Instance.Verbose("Avatar.cs ");
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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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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 = AvatarWearable.DefaultWearables;
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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 += SendOurAppearance;
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m_controllingClient.OnSetAppearance += new SetAppearance(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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// 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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}
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#endregion
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public void AddTersePart(SceneObjectPart part)
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{
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m_tersePartUpdates.Enqueue(part);
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}
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public void AddFullPart(SceneObjectPart part)
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{
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m_fullPartUpdates.Enqueue(part);
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}
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public void SendPrimUpdates()
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{
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if (m_tersePartUpdates.Count > 0)
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{
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bool terse = true;
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int terseCount = 0;
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while (terse)
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{
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SceneObjectPart part = m_tersePartUpdates.Dequeue();
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part.SendTerseUpdate(m_controllingClient);
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terseCount++;
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if ((m_tersePartUpdates.Count < 1) | (terseCount > 30))
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{
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terse = false;
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}
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}
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}
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if (m_fullPartUpdates.Count > 0)
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{
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bool full = true;
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int fullCount = 0;
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while (full)
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{
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SceneObjectPart part = m_fullPartUpdates.Dequeue();
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part.SendFullUpdate(m_controllingClient);
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fullCount++;
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if ((m_fullPartUpdates.Count < 1) | (fullCount > 40))
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{
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full = 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 MakeAvatarPhysical(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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protected 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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m_scene.PhysScene.RemoveAvatar( this.PhysicsActor );
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this.PhysicsActor = null;
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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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}
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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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visualParams[i] = visualParam[i].ParamValue;
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}
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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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this.MakeAvatarPhysical(this.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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if(PhysicsActor==null) {
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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 != bodyRot)
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{
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bodyRot = q;
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update_rotation = true;
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}
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foreach (Dir_ControlFlags DCF in Enum.GetValues(typeof (Dir_ControlFlags)))
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{
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if ((flags & (uint) DCF) != 0)
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{
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DCFlagKeyPressed = true;
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agent_control_v3 += Dir_Vectors[i];
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if ((m_movementflag & (uint) DCF) == 0)
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{
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m_movementflag += (byte) (uint) DCF;
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update_movementflag = true;
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}
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}
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else
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{
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if ((m_movementflag & (uint) DCF) != 0)
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{
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m_movementflag -= (byte) (uint) DCF;
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update_movementflag = true;
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}
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}
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i++;
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}
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if ((update_movementflag) || (update_rotation && DCFlagKeyPressed))
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{
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AddNewMovement(agent_control_v3, q);
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}
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UpdateMovementAnimations(update_movementflag);
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}
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protected void UpdateMovementAnimations(bool update_movementflag)
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{
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if (update_movementflag)
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{
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if (m_movementflag != 0)
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{
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if (m_physicsActor.Flying)
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{
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SendAnimPack(Animations.AnimsLLUUID["FLY"], 1);
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}
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else
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{
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SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
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}
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}
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else
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{
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SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
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}
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}
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}
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protected void AddNewMovement(Vector3 vec, Quaternion rotation)
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{
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if (m_isChildAgent)
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{
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Console.WriteLine("DEBUG: AddNewMovement: child agent");
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return;
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}
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NewForce newVelocity = new NewForce();
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Vector3 direc = rotation*vec;
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direc.Normalize();
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direc = direc*((0.03f)*128f);
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if (m_physicsActor.Flying)
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direc *= 4;
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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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m_forcesList.Add(newVelocity);
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}
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#endregion
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#region Overridden Methods
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/// <summary>
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///
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/// </summary>
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public override void Update()
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{
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SendPrimUpdates();
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if (m_newCoarseLocations)
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{
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SendCoarseLocations();
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m_newCoarseLocations = false;
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}
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if (m_isChildAgent == false)
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{
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/// check for user movement 'forces' (ie commands to move)
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if (m_newForce)
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{
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SendTerseUpdateToAllClients();
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m_updateCount = 0;
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}
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/// check for scripted movement (?)
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else if (m_movementflag != 0)
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{
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m_updateCount++;
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if (m_updateCount > 3)
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{
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SendTerseUpdateToAllClients();
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m_updateCount = 0;
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}
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}
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/// check for physics-related movement
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else if (lastPhysPos.GetDistanceTo(AbsolutePosition) > 0.02)
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{
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SendTerseUpdateToAllClients();
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m_updateCount = 0;
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lastPhysPos = AbsolutePosition;
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}
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CheckForSignificantMovement();
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CheckForBorderCrossing();
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}
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}
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#endregion
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#region Update Client(s)
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/// <summary>
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///
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/// </summary>
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/// <param name="RemoteClient"></param>
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public void SendTerseUpdateToClient(IClientAPI RemoteClient)
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{
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LLVector3 pos = AbsolutePosition;
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LLVector3 vel = Velocity;
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LLQuaternion rot;
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rot.X = bodyRot.x;
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rot.Y = bodyRot.y;
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rot.Z = bodyRot.z;
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rot.W = bodyRot.w;
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RemoteClient.SendAvatarTerseUpdate(m_regionHandle, 64096, LocalId, new LLVector3(pos.X, pos.Y, pos.Z),
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new LLVector3(vel.X, vel.Y, vel.Z), rot);
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}
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/// <summary>
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///
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/// </summary>
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public void SendTerseUpdateToAllClients()
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{
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m_scene.Broadcast( SendTerseUpdateToClient );
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}
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public void SendCoarseLocations()
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{
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List<LLVector3> CoarseLocations = new List<LLVector3>();
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List<ScenePresence> avatars = m_scene.GetAvatars();
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for (int i = 0; i < avatars.Count; i++)
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{
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if (avatars[i] != this )
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{
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CoarseLocations.Add(avatars[i].AbsolutePosition);
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}
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}
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m_controllingClient.SendCoarseLocationUpdate(CoarseLocations);
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}
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public void CoarseLocationChange()
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{
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m_newCoarseLocations = true;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="remoteAvatar"></param>
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public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
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{
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remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
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LocalId, AbsolutePosition, m_textureEntry.ToBytes());
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}
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public void SendFullUpdateToAllClients()
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{
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List<ScenePresence> avatars = m_scene.GetScenePresences();
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foreach (ScenePresence avatar in avatars)
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{
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SendFullUpdateToOtherClient(avatar);
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if (avatar.LocalId != LocalId)
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{
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if (!avatar.m_isChildAgent)
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{
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avatar.SendFullUpdateToOtherClient(this);
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avatar.SendAppearanceToOtherAgent(this);
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}
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}
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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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public void SendInitialData()
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{
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m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
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AbsolutePosition, m_textureEntry.ToBytes());
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if (!m_isChildAgent)
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{
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m_scene.InformClientOfNeighbours(m_controllingClient);
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m_newAvatar = false;
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}
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SendFullUpdateToAllClients();
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SendAppearanceToAllOtherAgents();
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="OurClient"></param>
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public void SendOurAppearance(IClientAPI OurClient)
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{
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m_controllingClient.SendWearables(Wearables);
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//this.SendFullUpdateToAllClients();
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//this.SendAppearanceToAllOtherAgents();
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m_scene.SendAllSceneObjectsToClient(this);
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m_controllingClient.SendViewerTime(m_scene.TimePhase);
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//Please don't remove the following code (at least not yet), just leave it commented out
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//gives the user god powers, should help with debuging things in the future
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/*
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GrantGodlikePowersPacket grant = new GrantGodlikePowersPacket();
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grant.AgentData.AgentID = this.ControllingClient.AgentId;
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grant.AgentData.SessionID = this.ControllingClient.SessionId;
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grant.GrantData.GodLevel = 255;
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grant.GrantData.Token = LLUUID.Random();
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this.ControllingClient.OutPacket(grant);*/
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}
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/// <summary>
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///
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/// </summary>
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public void SendAppearanceToAllOtherAgents()
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{
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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if (scenePresence != this)
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{
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SendAppearanceToOtherAgent(scenePresence);
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}
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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="avatarInfo"></param>
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public void SendAppearanceToOtherAgent(ScenePresence avatarInfo)
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{
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avatarInfo.m_controllingClient.SendAppearance(m_controllingClient.AgentId, visualParams,
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m_textureEntry.ToBytes());
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="animID"></param>
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/// <param name="seq"></param>
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public void SendAnimPack(LLUUID animID, int seq)
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{
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CurrentAnimation = animID;
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AnimationSeq = seq;
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LLUUID sourceAgentId = m_controllingClient.AgentId;
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m_scene.Broadcast(delegate(IClientAPI client)
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{
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client.SendAnimation(animID, seq, sourceAgentId);
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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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public void SendAnimPack()
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{
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SendAnimPack(CurrentAnimation, AnimationSeq);
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}
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#endregion
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#region Significant Movement Method
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protected void CheckForSignificantMovement()
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{
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if (Helpers.VecDist(AbsolutePosition, posLastSignificantMove) > 2.0)
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{
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posLastSignificantMove = AbsolutePosition;
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if (OnSignificantClientMovement != null)
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{
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OnSignificantClientMovement(m_controllingClient);
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m_scene.NotifyMyCoarseLocationChange();
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}
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}
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}
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#endregion
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#region Border Crossing Methods
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/// <summary>
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///
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/// </summary>
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protected void CheckForBorderCrossing()
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{
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LLVector3 pos2 = AbsolutePosition;
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LLVector3 vel = Velocity;
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float timeStep = 0.1f;
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pos2.X = pos2.X + (vel.X*timeStep);
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pos2.Y = pos2.Y + (vel.Y*timeStep);
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pos2.Z = pos2.Z + (vel.Z*timeStep);
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if ((pos2.X < 0) || (pos2.X > 256))
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{
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CrossToNewRegion();
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}
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if ((pos2.Y < 0) || (pos2.Y > 256))
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{
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CrossToNewRegion();
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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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protected void CrossToNewRegion()
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{
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LLVector3 pos = AbsolutePosition;
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LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z);
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uint neighbourx = m_regionInfo.RegionLocX;
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uint neighboury = m_regionInfo.RegionLocY;
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if (pos.X < 1.7F)
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{
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neighbourx -= 1;
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newpos.X = 255.9F;
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}
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if (pos.X > 254.3F)
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{
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neighbourx += 1;
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newpos.X = 0.1F;
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}
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if (pos.Y < 1.7F)
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{
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neighboury -= 1;
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newpos.Y = 255.9F;
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}
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if (pos.Y > 254.3F)
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{
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neighboury += 1;
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newpos.Y = 0.1F;
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}
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LLVector3 vel = m_velocity;
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ulong neighbourHandle = Helpers.UIntsToLong((uint) (neighbourx*256), (uint) (neighboury*256));
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RegionInfo neighbourRegion = m_scene.RequestNeighbouringRegionInfo(neighbourHandle);
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if (neighbourRegion != null)
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{
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bool res =
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m_scene.InformNeighbourOfCrossing(neighbourHandle, m_controllingClient.AgentId, newpos,
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m_physicsActor.Flying);
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if (res)
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{
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AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
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string capsPath = Util.GetCapsURL(m_controllingClient.AgentId);
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m_controllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.ExternalEndPoint,
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capsPath);
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MakeChildAgent();
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m_scene.SendKillObject(m_localId);
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m_scene.NotifyMyCoarseLocationChange();
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}
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}
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}
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#endregion
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/// <summary>
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///
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/// </summary>
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public static void LoadAnims()
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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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public override void UpdateMovement()
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{
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m_newForce = false;
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lock (m_forcesList)
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{
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if (m_forcesList.Count > 0)
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{
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for (int i = 0; i < m_forcesList.Count; i++)
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{
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NewForce force = m_forcesList[i];
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m_updateflag = true;
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Velocity = new LLVector3(force.X, force.Y, force.Z);
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m_newForce = true;
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}
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for (int i = 0; i < m_forcesList.Count; i++)
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{
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m_forcesList.RemoveAt(0);
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}
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}
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}
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}
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static ScenePresence()
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{
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LLObject.TextureEntry textu = new LLObject.TextureEntry(new LLUUID("C228D1CF-4B5D-4BA8-84F4-899A0796AA97"));
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textu.CreateFace(0).TextureID = new LLUUID("00000000-0000-1111-9999-000000000012");
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textu.CreateFace(1).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
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textu.CreateFace(2).TextureID = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
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textu.CreateFace(3).TextureID = new LLUUID("6522E74D-1660-4E7F-B601-6F48C1659A77");
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textu.CreateFace(4).TextureID = new LLUUID("7CA39B4C-BD19-4699-AFF7-F93FD03D3E7B");
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textu.CreateFace(5).TextureID = new LLUUID("00000000-0000-1111-9999-000000000010");
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textu.CreateFace(6).TextureID = new LLUUID("00000000-0000-1111-9999-000000000011");
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DefaultTexture = textu.ToBytes();
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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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public override void SetText(string text, Vector3 color, double alpha)
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{
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throw new Exception("Can't set Text on avatar.");
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}
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public void AddToPhysicalScene( )
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{
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PhysicsScene scene = m_scene.PhysScene;
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PhysicsVector pVec =
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new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
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AbsolutePosition.Z);
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m_physicsActor = scene.AddAvatar(pVec);
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}
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internal void Close()
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{
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RemoveFromPhysicalScene();
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}
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}
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} |