1431 lines
51 KiB
C#
1431 lines
51 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 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 currentParcelUUID = LLUUID.Zero;
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private List<LLUUID> m_animations = new List<LLUUID>();
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private List<int> m_animationSeqs = new List<int>();
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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 float m_godlevel = 0;
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private bool m_setAlwaysRun = false;
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private Quaternion m_bodyRot;
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public bool IsRestrictedToRegion = false;
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// Agent moves with a PID controller causing a force to be exerted.
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private bool m_newForce = false;
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private bool m_newCoarseLocations = true;
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private bool m_gotAllObjectsInScene = false;
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// Default AV Height
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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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// Position of agent's camera in world (region cordinates)
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protected Vector3 m_CameraCenter = new Vector3(0, 0, 0);
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// Use these three vectors to figure out what the agent is looking at
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// Convert it to a Matrix and/or Quaternion
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protected Vector3 m_CameraAtAxis = new Vector3(0, 0, 0);
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protected Vector3 m_CameraLeftAxis = new Vector3(0, 0, 0);
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protected Vector3 m_CameraUpAxis = new Vector3(0, 0, 0);
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// Agent's Draw distance.
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protected float m_DrawDistance = 0f;
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protected AvatarAppearance m_appearance;
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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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/// <summary>
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/// Implemented Control Flags
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/// </summary>
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private enum Dir_ControlFlags
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{
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DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
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DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
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DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
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DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
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DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
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DIR_CONTROL_FLAG_DOWN = AgentManager.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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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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/// Physical scene representation of this Avatar.
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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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public Vector3 CameraPosition
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{
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get { return m_CameraCenter; }
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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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public float DrawDistance
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{
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get { return m_DrawDistance; }
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}
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protected bool m_allowMovement = true;
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public bool AllowMovement
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{
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get { return m_allowMovement; }
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set { m_allowMovement = value; }
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}
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/// <summary>
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/// This works out to be the ClientView object associated with this avatar, or it's UDP connection manager
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/// </summary>
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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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protected LLVector3 m_parentPosition = new LLVector3();
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/// <summary>
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/// Absolute position of this avatar in 'region cordinates'
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/// </summary>
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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_parentPosition + 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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/// <summary>
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/// Current Velocity of the avatar.
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/// </summary>
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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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/// <summary>
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/// If this is true, agent doesn't have a representation in this scene.
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/// this is an agent 'looking into' this scene from a nearby scene(region)
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///
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/// if False, this agent has a representation in this scene
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/// </summary>
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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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/// <summary>
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/// These are the region handles known by the avatar.
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/// </summary>
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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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private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo)
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{
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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_scene = world;
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m_uuid = client.AgentId;
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m_regionInfo = reginfo;
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m_localId = m_scene.NextLocalId;
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AbsolutePosition = m_controllingClient.StartPos;
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Animations = new AvatarAnimations();
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Animations.LoadAnims();
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// TODO: m_animations and m_animationSeqs should always be of the same length.
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// Move them into an object to (hopefully) avoid threading issues.
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m_animations.Add(Animations.AnimsLLUUID["STAND"]);
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m_animationSeqs.Add(1);
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RegisterToEvents();
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SetDirectionVectors();
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m_scene.LandManager.sendLandUpdate(this);
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}
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public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
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AvatarWearable[] wearables)
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: this(client, world, reginfo)
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{
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m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
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}
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public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
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: this(client, world, reginfo)
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{
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m_appearance = appearance;
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}
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private void RegisterToEvents()
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{
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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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m_controllingClient.OnStartAnim += HandleStartAnim;
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m_controllingClient.OnStopAnim += HandleStopAnim;
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// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
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// ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
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}
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private void SetDirectionVectors()
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{
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Dir_Vectors[0] = new Vector3(1, 0, 0); //FORWARD
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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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}
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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 uint GenerateClientFlags(LLUUID ObjectID)
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{
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return m_scene.PermissionsMngr.GenerateClientFlags(this.m_uuid, ObjectID);
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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_gotAllObjectsInScene)
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{
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if (!m_isChildAgent || m_scene.m_sendTasksToChild)
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{
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m_scene.SendAllSceneObjectsToClient(this);
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m_gotAllObjectsInScene = true;
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}
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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, GenerateClientFlags(part.UUID));
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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, GenerateClientFlags(part.UUID));
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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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public void forceAvatarMovement(Vector3 position, Quaternion rotation)
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{
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AddNewMovement(position, rotation);
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}
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#region Status Methods
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/// <summary>
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/// This turns a child agent, into a root agent
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/// This is called when an agent teleports into a region, or if an
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/// agent crosses into this region from a neighbor over the border
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/// </summary>
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public void MakeRootAgent(LLVector3 pos, bool isFlying)
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{
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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.SwapRootAgentCount(false);
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m_scene.CommsManager.UserProfileCacheService.UpdateUserInventory(m_uuid);
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//if (!m_gotAllObjectsInScene)
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//{
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//m_scene.SendAllSceneObjectsToClient(this);
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//m_gotAllObjectsInScene = true;
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//}
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}
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/// <summary>
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/// This turns a root agent into a child agent
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/// when an agent departs this region for a neighbor, this gets called.
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///
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/// It doesn't get called for a teleport. Reason being, an agent that
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/// teleports out may not be anywhere near this region
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/// </summary>
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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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m_scene.SwapRootAgentCount(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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/// <summary>
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/// Removes physics plugin scene representation of this agent if it exists.
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/// </summary>
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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.PhysicsScene.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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}
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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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/// Sets avatar height in the phyiscs plugin
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/// </summary>
|
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internal void SetHeight(float height)
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{
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m_avHeight = height;
|
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if (PhysicsActor != null)
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{
|
|
PhysicsVector SetSize = new PhysicsVector(0.45f, 0.6f, m_avHeight);
|
|
PhysicsActor.Size = SetSize;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Complete Avatar's movement into the region
|
|
/// </summary>
|
|
public void CompleteMovement()
|
|
{
|
|
LLVector3 look = Velocity;
|
|
if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
|
|
{
|
|
look = new LLVector3(0.99f, 0.042f, 0);
|
|
}
|
|
|
|
m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
|
|
|
|
if (m_isChildAgent)
|
|
{
|
|
m_isChildAgent = false;
|
|
|
|
//this.m_scene.SendAllSceneObjectsToClient(this.ControllingClient);
|
|
MakeRootAgent(AbsolutePosition, false);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is the event handler for client movement. If a client is moving, this event is triggering.
|
|
/// </summary>
|
|
public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdatePacket agentData)
|
|
{
|
|
|
|
//if (m_isChildAgent)
|
|
//{
|
|
// // Console.WriteLine("DEBUG: HandleAgentUpdate: child agent");
|
|
// return;
|
|
//}
|
|
|
|
// Must check for standing up even when PhysicsActor is null,
|
|
// since sitting currently removes avatar from physical scene
|
|
|
|
uint flags = agentData.AgentData.ControlFlags;
|
|
LLQuaternion bodyRotation = agentData.AgentData.BodyRotation;
|
|
|
|
// Camera location in world. We'll need to raytrace
|
|
// from this location from time to time.
|
|
m_CameraCenter.x = agentData.AgentData.CameraCenter.X;
|
|
m_CameraCenter.y = agentData.AgentData.CameraCenter.Y;
|
|
m_CameraCenter.z = agentData.AgentData.CameraCenter.Z;
|
|
|
|
// Use these three vectors to figure out what the agent is looking at
|
|
// Convert it to a Matrix and/or Quaternion
|
|
m_CameraAtAxis.x = agentData.AgentData.CameraAtAxis.X;
|
|
m_CameraAtAxis.y = agentData.AgentData.CameraAtAxis.Y;
|
|
m_CameraAtAxis.z = agentData.AgentData.CameraAtAxis.Z;
|
|
|
|
m_CameraLeftAxis.x = agentData.AgentData.CameraLeftAxis.X;
|
|
m_CameraLeftAxis.y = agentData.AgentData.CameraLeftAxis.Y;
|
|
m_CameraLeftAxis.z = agentData.AgentData.CameraLeftAxis.Z;
|
|
|
|
m_CameraUpAxis.x = agentData.AgentData.CameraUpAxis.X;
|
|
m_CameraUpAxis.y = agentData.AgentData.CameraUpAxis.Y;
|
|
m_CameraUpAxis.z = agentData.AgentData.CameraUpAxis.Z;
|
|
|
|
// The Agent's Draw distance setting
|
|
m_DrawDistance = agentData.AgentData.Far;
|
|
|
|
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
|
|
{
|
|
StandUp();
|
|
}
|
|
|
|
if (PhysicsActor == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
|
|
{
|
|
// TODO: This doesn't quite work yet -- probably a parent ID problem
|
|
// m_parentID = (what should this be?)
|
|
SetMovementAnimation(Animations.AnimsLLUUID["SIT_GROUND"], 1);
|
|
}
|
|
|
|
if (m_allowMovement)
|
|
{
|
|
int i = 0;
|
|
bool update_movementflag = false;
|
|
bool update_rotation = false;
|
|
bool DCFlagKeyPressed = false;
|
|
Vector3 agent_control_v3 = new Vector3(0, 0, 0);
|
|
Quaternion q = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
|
|
bool oldflying = PhysicsActor.Flying;
|
|
|
|
PhysicsActor.Flying = ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
|
|
if (PhysicsActor.Flying != oldflying)
|
|
{
|
|
update_movementflag = true;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
m_scene.EventManager.TriggerOnClientMovement(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform the logic necessary to stand the client up. This method also executes
|
|
/// the stand animation.
|
|
/// </summary>
|
|
public void StandUp()
|
|
{
|
|
if (m_parentID != 0)
|
|
{
|
|
m_pos += m_parentPosition + new LLVector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
|
|
m_parentPosition = new LLVector3();
|
|
|
|
if (m_physicsActor == null)
|
|
AddToPhysicalScene();
|
|
|
|
m_parentID = 0;
|
|
SendFullUpdateToAllClients();
|
|
}
|
|
|
|
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
|
|
}
|
|
|
|
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)
|
|
{
|
|
// TODO: determine position to sit at based on scene geometry; don't trust offset from client
|
|
// see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
|
|
|
|
pos = part.AbsolutePosition + offset;
|
|
|
|
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 (AbsolutePosition.GetDistanceTo(pos) < 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, ThrottleOutPacketType.Task);
|
|
}
|
|
|
|
public void HandleAgentRequestSit(IClientAPI remoteClient, LLUUID agentID, LLUUID targetID, LLVector3 offset)
|
|
{
|
|
if (m_parentID != 0)
|
|
{
|
|
StandUp();
|
|
}
|
|
|
|
SendSitResponse(remoteClient, targetID, offset);
|
|
|
|
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)
|
|
{
|
|
SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
|
|
|
|
if (part != null)
|
|
{
|
|
m_pos -= part.AbsolutePosition;
|
|
m_parentPosition = part.AbsolutePosition;
|
|
}
|
|
|
|
m_parentID = m_requestedSitTargetID;
|
|
|
|
Velocity = new LLVector3(0, 0, 0);
|
|
RemoveFromPhysicalScene();
|
|
|
|
SetMovementAnimation(Animations.AnimsLLUUID["SIT"], 1);
|
|
SendFullUpdateToAllClients();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event handler for the 'Always run' setting on the client
|
|
/// Tells the physics plugin to increase speed of movement.
|
|
/// </summary>
|
|
public void HandleSetAlwaysRun(IClientAPI remoteClient, bool SetAlwaysRun)
|
|
{
|
|
m_setAlwaysRun = SetAlwaysRun;
|
|
if (PhysicsActor != null)
|
|
{
|
|
PhysicsActor.SetAlwaysRun = SetAlwaysRun;
|
|
}
|
|
}
|
|
|
|
public void AddAnimation(LLUUID animID, int seq)
|
|
{
|
|
if (!m_animations.Contains(animID))
|
|
{
|
|
m_animations.Add(animID);
|
|
m_animationSeqs.Add(seq);
|
|
SendAnimPack();
|
|
}
|
|
}
|
|
|
|
public void RemoveAnimation(LLUUID animID)
|
|
{
|
|
if (m_animations.Contains(animID))
|
|
{
|
|
if (m_animations[0] == animID)
|
|
{
|
|
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
|
|
}
|
|
else
|
|
{
|
|
m_animations.Remove(animID);
|
|
SendAnimPack();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void HandleStartAnim(IClientAPI remoteClient, LLUUID animID, int seq)
|
|
{
|
|
AddAnimation(animID, seq);
|
|
}
|
|
|
|
public void HandleStopAnim(IClientAPI remoteClient, LLUUID animID)
|
|
{
|
|
RemoveAnimation(animID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// The movement animation is the first element of the animation list,
|
|
/// reserved for "main" animations that are mutually exclusive,
|
|
/// like flying and sitting, for example.
|
|
/// </summary>
|
|
protected void SetMovementAnimation(LLUUID anim, int seq)
|
|
{
|
|
if (m_animations[0] != anim)
|
|
{
|
|
m_animations[0] = anim;
|
|
m_animationSeqs[0] = seq;
|
|
SendAnimPack();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method handles agent movement related animations
|
|
/// </summary>
|
|
protected void UpdateMovementAnimations(bool update_movementflag)
|
|
{
|
|
if (update_movementflag)
|
|
{
|
|
// Are we moving?
|
|
if (m_movementflag != 0)
|
|
{
|
|
// We are moving
|
|
|
|
if (m_physicsActor.Flying)
|
|
{
|
|
// We are flying
|
|
SetMovementAnimation(Animations.AnimsLLUUID["FLY"], 1);
|
|
}
|
|
else if (((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
|
|
PhysicsActor.IsColliding)
|
|
{
|
|
// Client is pressing the page down button and moving and is colliding with something
|
|
SetMovementAnimation(Animations.AnimsLLUUID["CROUCHWALK"], 1);
|
|
}
|
|
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6)
|
|
{
|
|
// Client is moving and falling at a velocity greater then 6 meters per unit
|
|
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
|
|
}
|
|
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
|
|
{
|
|
// Client is moving, and colliding and pressing the page up button but isn't flying
|
|
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
|
|
}
|
|
else if (m_setAlwaysRun)
|
|
{
|
|
// We are running
|
|
SetMovementAnimation(Animations.AnimsLLUUID["RUN"], 1);
|
|
}
|
|
else
|
|
{
|
|
// We're moving, but we're not doing anything else.. so play the stand animation
|
|
SetMovementAnimation(Animations.AnimsLLUUID["WALK"], 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Not moving
|
|
|
|
if (((m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
|
|
PhysicsActor.IsColliding)
|
|
{
|
|
// Client pressing the page down button
|
|
SetMovementAnimation(Animations.AnimsLLUUID["CROUCH"], 1);
|
|
}
|
|
else if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z < -6 && !m_physicsActor.Flying)
|
|
{
|
|
// Not colliding and not flying, and we're falling at high speed
|
|
SetMovementAnimation(Animations.AnimsLLUUID["FALLDOWN"], 1);
|
|
}
|
|
else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying && (m_movementflag & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0)
|
|
{
|
|
// This is the standing jump
|
|
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
|
|
}
|
|
else if (m_physicsActor.Flying)
|
|
{
|
|
// We're flying but not moving
|
|
SetMovementAnimation(Animations.AnimsLLUUID["HOVER"], 1);
|
|
}
|
|
else
|
|
{
|
|
// We're not moving.. and we're not doing anything.. so play the stand animation
|
|
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/// <summary>
|
|
/// Adds a new movement
|
|
/// </summary>
|
|
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 *= 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");
|
|
// PreJump and jump happen too quickly. Many times prejump gets ignored.
|
|
SetMovementAnimation(Animations.AnimsLLUUID["PREJUMP"], 1);
|
|
SetMovementAnimation(Animations.AnimsLLUUID["JUMP"], 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
newVelocity.X = direc.x;
|
|
newVelocity.Y = direc.y;
|
|
newVelocity.Z = direc.z;
|
|
m_forcesList.Add(newVelocity);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Overridden Methods
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public override void Update()
|
|
{
|
|
SendPrimUpdates();
|
|
|
|
if (m_newCoarseLocations)
|
|
{
|
|
SendCoarseLocations();
|
|
m_newCoarseLocations = false;
|
|
}
|
|
|
|
if (m_isChildAgent == false)
|
|
{
|
|
if (m_newForce) // user movement 'forces' (ie commands to move)
|
|
{
|
|
SendTerseUpdateToAllClients();
|
|
m_updateCount = 0;
|
|
}
|
|
else if (m_movementflag != 0) // scripted movement (?)
|
|
{
|
|
m_updateCount++;
|
|
if (m_updateCount > 3)
|
|
{
|
|
SendTerseUpdateToAllClients();
|
|
m_updateCount = 0;
|
|
}
|
|
}
|
|
else if (Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) // physics-related movement
|
|
{
|
|
SendTerseUpdateToAllClients();
|
|
m_updateCount = 0;
|
|
lastPhysPos = AbsolutePosition;
|
|
}
|
|
CheckForSignificantMovement();
|
|
CheckForBorderCrossing();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Update Client(s)
|
|
|
|
/// <summary>
|
|
/// Sends a location update to the client connected to this scenePresence
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
public void SendTerseUpdateToClient(IClientAPI remoteClient)
|
|
{
|
|
LLVector3 pos = m_pos;
|
|
LLVector3 vel = Velocity;
|
|
LLQuaternion rot=new LLQuaternion(m_bodyRot.x, m_bodyRot.y, m_bodyRot.z, 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>
|
|
/// Send a location/velocity/accelleration update to all agents in scene
|
|
/// </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].m_pos);
|
|
}
|
|
}
|
|
|
|
m_controllingClient.SendCoarseLocationUpdate(CoarseLocations);
|
|
}
|
|
|
|
public void CoarseLocationChange()
|
|
{
|
|
m_newCoarseLocations = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
|
|
/// </summary>
|
|
/// <param name="remoteAvatar"></param>
|
|
public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
|
|
{
|
|
remoteAvatar.m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid,
|
|
LocalId, m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell *ALL* agents about this agent
|
|
/// </summary>
|
|
public void SendFullUpdateToAllClients()
|
|
{
|
|
List<ScenePresence> avatars = m_scene.GetScenePresences();
|
|
foreach (ScenePresence avatar in avatars)
|
|
{
|
|
SendFullUpdateToOtherClient(avatar);
|
|
if (avatar.LocalId != LocalId)
|
|
{
|
|
if (!avatar.m_isChildAgent || m_scene.m_sendTasksToChild)
|
|
{
|
|
avatar.SendFullUpdateToOtherClient(this);
|
|
avatar.SendAppearanceToOtherAgent(this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendInitialData()
|
|
{
|
|
m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
|
|
m_pos, m_appearance.TextureEntry.ToBytes(), m_parentID);
|
|
if (!m_isChildAgent)
|
|
{
|
|
m_scene.InformClientOfNeighbours(this);
|
|
}
|
|
|
|
SendFullUpdateToAllClients();
|
|
SendAppearanceToAllOtherAgents();
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="client"></param>
|
|
public void SendOwnAppearance()
|
|
{
|
|
m_appearance.SendOwnWearables(ControllingClient);
|
|
|
|
// 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.UUID != UUID)
|
|
{
|
|
m_appearance.SendAppearanceToOtherAgent(scenePresence);
|
|
}
|
|
});
|
|
}
|
|
|
|
public void SendAppearanceToOtherAgent(ScenePresence avatar)
|
|
{
|
|
m_appearance.SendAppearanceToOtherAgent(avatar);
|
|
}
|
|
|
|
public void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam)
|
|
{
|
|
m_appearance.SetAppearance(texture, visualParam);
|
|
SetHeight(m_appearance.AvatarHeight);
|
|
|
|
SendAppearanceToAllOtherAgents();
|
|
}
|
|
|
|
public void SetWearable(int wearableId, AvatarWearable wearable)
|
|
{
|
|
m_appearance.SetWearable(ControllingClient, wearableId, wearable);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="animations"></param>
|
|
/// <param name="seqs"></param>
|
|
public void SendAnimPack(LLUUID[] animations, int[] seqs)
|
|
{
|
|
m_scene.Broadcast(delegate(IClientAPI client)
|
|
{
|
|
client.SendAnimations(animations, seqs, m_controllingClient.AgentId);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendAnimPack()
|
|
{
|
|
SendAnimPack(m_animations.ToArray(), m_animationSeqs.ToArray());
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Significant Movement Method
|
|
/// <summary>
|
|
/// This checks for a significant movement and sends a courselocationchange update
|
|
/// </summary>
|
|
protected void CheckForSignificantMovement()
|
|
{
|
|
if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > 0.5)
|
|
{
|
|
posLastSignificantMove = AbsolutePosition;
|
|
if (OnSignificantClientMovement != null)
|
|
{
|
|
OnSignificantClientMovement(m_controllingClient);
|
|
m_scene.NotifyMyCoarseLocationChange();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Border Crossing Methods
|
|
|
|
/// <summary>
|
|
/// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
|
|
/// </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>
|
|
/// Moves the agent outside the region bounds
|
|
/// Tells neighbor region that we're crossing to it
|
|
/// If the neighbor accepts, remove the agent's viewable avatar from this scene
|
|
/// set them to a child agent.
|
|
/// </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;
|
|
|
|
// distance to edge that will trigger crossing
|
|
const float boundaryDistance = 1.7f;
|
|
|
|
// distance into new region to place avatar
|
|
const float enterDistance = 0.1f;
|
|
|
|
// region size
|
|
// TODO: this should be hard-coded in some common place
|
|
const float regionWidth = 256;
|
|
const float regionHeight = 256;
|
|
|
|
if (pos.X < boundaryDistance)
|
|
{
|
|
neighbourx--;
|
|
newpos.X = regionWidth - enterDistance;
|
|
}
|
|
else if (pos.X > regionWidth - boundaryDistance)
|
|
{
|
|
neighbourx++;
|
|
newpos.X = enterDistance;
|
|
}
|
|
|
|
if (pos.Y < boundaryDistance)
|
|
{
|
|
neighboury--;
|
|
newpos.Y = regionHeight - enterDistance;
|
|
}
|
|
else if (pos.Y > regionHeight - boundaryDistance)
|
|
{
|
|
neighboury++;
|
|
newpos.Y = enterDistance;
|
|
}
|
|
|
|
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>
|
|
/// This allows the Sim owner the abiility to kick users from their sim currently.
|
|
/// It tells the client that the agent has permission to do so.
|
|
/// </summary>
|
|
public void GrantGodlikePowers(LLUUID agentID, LLUUID sessionID, LLUUID token)
|
|
{
|
|
GrantGodlikePowersPacket respondPacket = new GrantGodlikePowersPacket();
|
|
GrantGodlikePowersPacket.GrantDataBlock gdb = new GrantGodlikePowersPacket.GrantDataBlock();
|
|
GrantGodlikePowersPacket.AgentDataBlock adb = new GrantGodlikePowersPacket.AgentDataBlock();
|
|
|
|
adb.AgentID = agentID;
|
|
adb.SessionID = sessionID; // More security
|
|
|
|
gdb.GodLevel = (byte)100;
|
|
gdb.Token = token;
|
|
//respondPacket.AgentData = (GrantGodlikePowersPacket.AgentDataBlock)ablock;
|
|
respondPacket.GrantData = gdb;
|
|
respondPacket.AgentData = adb;
|
|
ControllingClient.OutPacket(respondPacket, ThrottleOutPacketType.Task);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This updates important decision making data about a child agent
|
|
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
|
|
/// </summary>
|
|
public void ChildAgentDataUpdate(ChildAgentDataUpdate cAgentData)
|
|
{
|
|
//
|
|
m_DrawDistance = cAgentData.drawdistance;
|
|
m_pos = new LLVector3(cAgentData.Position.x, cAgentData.Position.y, cAgentData.Position.z);
|
|
m_CameraCenter = new Vector3(cAgentData.cameraPosition.x, cAgentData.cameraPosition.y, cAgentData.cameraPosition.z);
|
|
m_godlevel = cAgentData.godlevel;
|
|
ControllingClient.SetChildAgentThrottle(cAgentData.throttles);
|
|
//cAgentData.AVHeight;
|
|
//cAgentData.regionHandle;
|
|
//m_velocity = cAgentData.Velocity;
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public static void LoadAnims()
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles part of the PID controller function for moving an avatar.
|
|
/// </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 = AvatarAppearance.GetDefaultTextureEntry();
|
|
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.");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a physical representation of the avatar to the Physics plugin
|
|
/// </summary>
|
|
public void AddToPhysicalScene()
|
|
{
|
|
PhysicsScene scene = m_scene.PhysicsScene;
|
|
|
|
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;
|
|
}
|
|
// Event called by the physics plugin to tell the avatar about a collision.
|
|
private void PhysicsCollisionUpdate(EventArgs e)
|
|
{
|
|
bool isUserMoving = Velocity.X > 0 || Velocity.Y > 0;
|
|
UpdateMovementAnimations(isUserMoving);
|
|
}
|
|
|
|
internal void Close()
|
|
{
|
|
RemoveFromPhysicalScene();
|
|
}
|
|
}
|
|
}
|