575 lines
19 KiB
C#
575 lines
19 KiB
C#
/*
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* Copyright (c) Contributors, http://www.openmetaverse.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 System.IO;
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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.Physics.Manager;
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namespace OpenSim.Region.Environment.Scenes
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{
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public partial class ScenePresence : Entity
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{
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public static bool PhysicsEngineFlying = false;
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public static AvatarAnimations Animations;
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public static byte[] DefaultTexture;
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public string firstname;
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public string lastname;
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public IClientAPI ControllingClient;
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public LLUUID current_anim;
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public int anim_seq;
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private bool updateflag = false;
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private byte movementflag = 0;
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private List<NewForce> forcesList = new List<NewForce>();
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private short _updateCount = 0;
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private Quaternion bodyRot;
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private LLObject.TextureEntry avatarAppearanceTexture = null;
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private byte[] visualParams;
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private AvatarWearable[] Wearables;
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private LLVector3 positionLastFrame = new LLVector3(0, 0, 0);
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private ulong m_regionHandle;
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private bool childAgent = false;
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private bool newForce = false;
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private bool newAvatar = false;
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private IScenePresenceBody m_body;
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protected RegionInfo m_regionInfo;
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private Vector3[] Dir_Vectors = new Vector3[6];
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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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#region Properties
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/// <summary>
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///
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/// </summary>
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public PhysicsActor PhysActor
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{
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set
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{
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this._physActor = value;
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}
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get
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{
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return _physActor;
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}
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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="theClient"></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 theClient, Scene world, RegionInfo reginfo)
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{
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m_world = world;
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this.uuid = theClient.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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ControllingClient = theClient;
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this.firstname = ControllingClient.FirstName;
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this.lastname = ControllingClient.LastName;
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m_localId = m_world.NextLocalId;
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Pos = 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 ScenePresence.AvatarAnimations();
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Animations.LoadAnims();
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this.avatarAppearanceTexture = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-5005-000000000005"));
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//register for events
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ControllingClient.OnRequestWearables += this.SendOurAppearance;
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//ControllingClient.OnSetAppearance += new SetAppearance(this.SetAppearance);
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ControllingClient.OnCompleteMovementToRegion += this.CompleteMovement;
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ControllingClient.OnCompleteMovementToRegion += this.SendInitialData;
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ControllingClient.OnAgentUpdate += this.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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}
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#endregion
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#region Status Methods
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/// <summary>
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/// Not Used, most likely can be deleted
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/// </summary>
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/// <param name="status"></param>
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public void ChildStatusChange(bool status)
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{
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this.childAgent = status;
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if (this.childAgent == true)
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{
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this.Velocity = new LLVector3(0, 0, 0);
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this.Pos = new LLVector3(128, 128, 70);
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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 MakeAvatar(LLVector3 pos)
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{
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//this.childAvatar = false;
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this.Pos = pos;
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this.newAvatar = true;
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this.childAgent = false;
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}
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protected void MakeChildAgent()
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{
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this.Velocity = new LLVector3(0, 0, 0);
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this.Pos = new LLVector3(128, 128, 70);
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this.childAgent = 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="pos"></param>
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public void Teleport(LLVector3 pos)
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{
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this.Pos = pos;
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this.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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}
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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 = this.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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this.ControllingClient.MoveAgentIntoRegion(m_regionInfo, Pos, look);
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if (this.childAgent)
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{
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this.childAgent = false;
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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="pack"></param>
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public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation)
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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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this.PhysActor.Flying = ((flags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0);
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if (q != this.bodyRot)
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{
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this.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 ((movementflag & (uint)DCF) == 0)
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{
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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 ((movementflag & (uint)DCF) != 0)
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{
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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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this.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 (movementflag != 0) {
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if (this._physActor.Flying) {
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this.SendAnimPack(Animations.AnimsLLUUID["FLY"], 1);
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} else {
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this.SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
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}
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} else {
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this.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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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 (this._physActor.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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this.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 LandRenegerated()
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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 update()
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{
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if (this.childAgent == false)
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{
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if (this.newForce)
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{
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this.SendTerseUpdateToALLClients();
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_updateCount = 0;
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}
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else if (movementflag != 0)
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{
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_updateCount++;
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if (_updateCount > 3)
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{
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this.SendTerseUpdateToALLClients();
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_updateCount = 0;
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}
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}
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this.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 = this.Pos;
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LLVector3 vel = this.Velocity;
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RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z));
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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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List<ScenePresence> avatars = this.m_world.RequestAvatarList();
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for (int i = 0; i < avatars.Count; i++)
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{
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this.SendTerseUpdateToClient(avatars[i].ControllingClient);
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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="remoteAvatar"></param>
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public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
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{
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remoteAvatar.ControllingClient.SendAvatarData(m_regionInfo.RegionHandle, this.firstname, this.lastname, this.uuid, this.LocalId, this.Pos, DefaultTexture);
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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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this.ControllingClient.SendAvatarData(m_regionInfo.RegionHandle, this.firstname, this.lastname, this.uuid, this.LocalId, this.Pos, DefaultTexture);
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if (this.newAvatar)
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{
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this.m_world.InformClientOfNeighbours(this.ControllingClient);
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this.newAvatar = false;
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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="OurClient"></param>
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public void SendOurAppearance(IClientAPI OurClient)
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{
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this.ControllingClient.SendWearables(this.Wearables);
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this.m_world.SendAllSceneObjectsToClient(this.ControllingClient);
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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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}
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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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this.current_anim = animID;
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this.anim_seq = anim_seq;
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List<ScenePresence> avatars = this.m_world.RequestAvatarList();
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for (int i = 0; i < avatars.Count; i++)
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{
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avatars[i].ControllingClient.SendAnimation(animID, seq, this.ControllingClient.AgentId);
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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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this.SendAnimPack(this.current_anim, this.anim_seq);
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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 = this.Pos;
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LLVector3 vel = this.Velocity;
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float timeStep = 0.2f;
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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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this.CrossToNewRegion();
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}
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if ((pos2.Y < 0) || (pos2.Y > 256))
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{
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this.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 = this.Pos;
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LLVector3 newpos = new LLVector3(pos.X, pos.Y, pos.Z);
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uint neighbourx = this.m_regionInfo.RegionLocX;
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uint neighboury = this.m_regionInfo.RegionLocY;
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if (pos.X < 2)
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{
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neighbourx -= 1;
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newpos.X = 254;
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}
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if (pos.X > 253)
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{
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neighbourx += 1;
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newpos.X = 1;
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}
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if (pos.Y < 2)
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{
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neighboury -= 1;
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newpos.Y = 254;
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}
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if (pos.Y > 253)
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{
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neighboury += 1;
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newpos.Y = 1;
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}
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LLVector3 vel = this.m_velocity;
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ulong neighbourHandle = Helpers.UIntsToLong((uint)(neighbourx * 256), (uint)(neighboury * 256));
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RegionInfo neighbourRegion = this.m_world.RequestNeighbouringRegionInfo(neighbourHandle);
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if (neighbourRegion != null)
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{
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bool res = this.m_world.InformNeighbourOfCrossing(neighbourHandle, this.ControllingClient.AgentId, newpos);
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if (res)
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{
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this.MakeChildAgent();
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this.ControllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.InternalEndPoint );
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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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newForce = false;
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lock (this.forcesList)
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{
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if (this.forcesList.Count > 0)
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{
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for (int i = 0; i < this.forcesList.Count; i++)
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{
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NewForce force = this.forcesList[i];
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this.updateflag = true;
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this.Velocity = new LLVector3(force.X, force.Y, force.Z);
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this.newForce = true;
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}
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for (int i = 0; i < this.forcesList.Count; i++)
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{
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this.forcesList.RemoveAt(0);
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}
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}
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}
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}
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public static void LoadTextureFile(string name)
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{
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|
FileInfo fInfo = new FileInfo(name);
|
|
long numBytes = fInfo.Length;
|
|
FileStream fStream = new FileStream(name, FileMode.Open, FileAccess.Read);
|
|
BinaryReader br = new BinaryReader(fStream);
|
|
byte[] data1 = br.ReadBytes((int)numBytes);
|
|
br.Close();
|
|
fStream.Close();
|
|
DefaultTexture = data1;
|
|
}
|
|
|
|
public class NewForce
|
|
{
|
|
public float X;
|
|
public float Y;
|
|
public float Z;
|
|
|
|
public NewForce()
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|