OpenSimMirror/OpenSim/OpenSim.Region/Scenes/Avatar.cs

327 lines
11 KiB
C#

/*
* Copyright (c) Contributors, http://www.openmetaverse.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Physics.Manager;
using OpenSim.Framework.Inventory;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using Axiom.MathLib;
namespace OpenSim.Region.Scenes
{
public partial class Avatar : Entity
{
public static bool PhysicsEngineFlying = false;
public static AvatarAnimations Animations;
public string firstname;
public string lastname;
public IClientAPI ControllingClient;
public LLUUID current_anim;
public int anim_seq;
private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate;
private bool updateflag = false;
private byte movementflag = 0;
private List<NewForce> forcesList = new List<NewForce>();
private short _updateCount = 0;
private Axiom.MathLib.Quaternion bodyRot;
private LLObject.TextureEntry avatarAppearanceTexture = null;
private byte[] visualParams;
private AvatarWearable[] Wearables;
private LLVector3 positionLastFrame = new LLVector3(0, 0, 0);
private ulong m_regionHandle;
private Dictionary<uint, IClientAPI> m_clientThreads;
private bool childAvatar = false;
private bool newForce = false;
protected RegionInfo m_regionInfo;
/// <summary>
///
/// </summary>
/// <param name="theClient"></param>
/// <param name="world"></param>
/// <param name="clientThreads"></param>
/// <param name="regionDat"></param>
public Avatar(IClientAPI theClient, Scene world, Dictionary<uint, IClientAPI> clientThreads, RegionInfo reginfo)
{
m_world = world;
m_clientThreads = clientThreads;
this.uuid = theClient.AgentId;
m_regionInfo = reginfo;
m_regionHandle = reginfo.RegionHandle;
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "Avatar.cs - Loading details from grid (DUMMY)");
ControllingClient = theClient;
this.firstname = ControllingClient.FirstName;
this.lastname = ControllingClient.LastName;
localid = this.m_world.NextLocalId;
Pos = ControllingClient.StartPos;
visualParams = new byte[218];
for (int i = 0; i < 218; i++)
{
visualParams[i] = 100;
}
Wearables = AvatarWearable.DefaultWearables;
this.avatarAppearanceTexture = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-5005-000000000005"));
//register for events
ControllingClient.OnRequestWearables += new GenericCall(this.SendOurAppearance);
//ControllingClient.OnSetAppearance += new SetAppearance(this.SetAppearance);
ControllingClient.OnCompleteMovementToRegion += new GenericCall2(this.CompleteMovement);
ControllingClient.OnCompleteMovementToRegion += new GenericCall2(this.SendInitialPosition);
ControllingClient.OnAgentUpdate += new UpdateAgent(this.HandleAgentUpdate);
// ControllingClient.OnStartAnim += new StartAnim(this.SendAnimPack);
// ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
//ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
}
/// <summary>
///
/// </summary>
public PhysicsActor PhysActor
{
set
{
this._physActor = value;
}
get
{
return _physActor;
}
}
/// <summary>
///
/// </summary>
/// <param name="status"></param>
public void ChildStatusChange(bool status)
{
this.childAvatar = status;
if (this.childAvatar == true)
{
this.Velocity = new LLVector3(0, 0, 0);
this.Pos = new LLVector3(128, 128, 70);
}
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void UpGradeAvatar(LLVector3 pos)
{
//this.childAvatar = false;
this.Pos = pos;
}
protected void DownGradeAvatar()
{
this.Velocity = new LLVector3(0, 0, 0);
this.Pos = new LLVector3(128, 128, 70);
this.childAvatar = true;
}
/// <summary>
///
/// </summary>
/// <param name="pos"></param>
public void Teleport(LLVector3 pos)
{
this.Pos = pos;
this.SendTerseUpdateToALLClients();
}
/// <summary>
///
/// </summary>
public override void addForces()
{
newForce = false;
lock (this.forcesList)
{
if (this.forcesList.Count > 0)
{
for (int i = 0; i < this.forcesList.Count; i++)
{
NewForce force = this.forcesList[i];
this.updateflag = true;
this.Velocity = new LLVector3(force.X, force.Y, force.Z); //shouldn't really be doing this
this.newForce = true;
}
for (int i = 0; i < this.forcesList.Count; i++)
{
this.forcesList.RemoveAt(0);
}
}
}
}
public void SendTerseUpdateToClient(IClientAPI RemoteClient)
{
LLVector3 pos = this.Pos;
LLVector3 vel = this.Velocity;
RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.localid, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z));
}
/// <summary>
///
/// </summary>
public void SendTerseUpdateToALLClients()
{
List<Avatar> avatars = this.m_world.RequestAvatarList();
for (int i = 0; i < avatars.Count; i++)
{
this.SendTerseUpdateToClient(avatars[i].ControllingClient);
}
}
/// <summary>
/// Complete Avatar's movement into the region
/// </summary>
public void CompleteMovement()
{
LLVector3 look = this.Velocity;
if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
{
look = new LLVector3(0.99f, 0.042f, 0);
}
this.ControllingClient.MoveAgentIntoRegion(m_regionInfo, Pos, look);
if (this.childAvatar)
{
this.childAvatar = false;
}
}
/// <summary>
///
/// </summary>
/// <param name="pack"></param>
public void HandleAgentUpdate(Packet pack)
{
this.HandleUpdate((AgentUpdatePacket)pack);
}
/// <summary>
///
/// </summary>
/// <param name="pack"></param>
public void HandleUpdate(AgentUpdatePacket pack)
{
}
/// <summary>
///
/// </summary>
/// <param name="pack"></param>
public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation)
{
if ((flags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
{
Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
if (((movementflag & 1) == 0) || (q != this.bodyRot))
{
//we should add a new force to the list
// but for now we will deal with velocities
NewForce newVelocity = new NewForce();
Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0);
Axiom.MathLib.Vector3 direc = q * v3;
direc.Normalize();
//work out velocity for sim physics system
direc = direc * ((0.03f) * 128f);
if (this._physActor.Flying)
direc *= 4;
newVelocity.X = direc.x;
newVelocity.Y = direc.y;
newVelocity.Z = direc.z;
this.forcesList.Add(newVelocity);
movementflag = 1;
this.bodyRot = q;
}
}
else
{
if ((movementflag) != 0)
{
NewForce newVelocity = new NewForce();
newVelocity.X = 0;
newVelocity.Y = 0;
newVelocity.Z = 0;
this.forcesList.Add(newVelocity);
movementflag = 0;
}
}
}
/// <summary>
///
/// </summary>
public static void LoadAnims()
{
}
/// <summary>
///
/// </summary>
public override void LandRenegerated()
{
}
public class NewForce
{
public float X;
public float Y;
public float Z;
public NewForce()
{
}
}
}
}