327 lines
11 KiB
C#
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()
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|