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authorMW2007-06-20 17:32:21 +0000
committerMW2007-06-20 17:32:21 +0000
commit3e484d1aaf6d2d893f258e7372003de9bf5e8bdb (patch)
tree78eba8a9c1e77748d73d77e9f366021235a738b8 /OpenSim/OpenSim.Region/Scenes/ScenePresence.cs
parent* and done the same for OGS.. (diff)
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Renamed Avatar to ScenePresence to avoid clash with libsl Avatar class.
Added ThirdPartyLicenses folder containing the licenses for the various third party libraries we use. Plus some other small changes.
Diffstat (limited to 'OpenSim/OpenSim.Region/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/OpenSim.Region/Scenes/ScenePresence.cs306
1 files changed, 306 insertions, 0 deletions
diff --git a/OpenSim/OpenSim.Region/Scenes/ScenePresence.cs b/OpenSim/OpenSim.Region/Scenes/ScenePresence.cs
new file mode 100644
index 0000000..3fbda39
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+++ b/OpenSim/OpenSim.Region/Scenes/ScenePresence.cs
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1/*
2* Copyright (c) Contributors, http://www.openmetaverse.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Text;
32using libsecondlife;
33using libsecondlife.Packets;
34using OpenSim.Physics.Manager;
35using OpenSim.Framework.Inventory;
36using OpenSim.Framework.Interfaces;
37using OpenSim.Framework.Types;
38using Axiom.MathLib;
39
40namespace OpenSim.Region.Scenes
41{
42 public partial class ScenePresence : Entity
43 {
44 public static bool PhysicsEngineFlying = false;
45 public static AvatarAnimations Animations;
46 public string firstname;
47 public string lastname;
48 public IClientAPI ControllingClient;
49 public LLUUID current_anim;
50 public int anim_seq;
51 private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate;
52 private bool updateflag = false;
53 private byte movementflag = 0;
54 private List<NewForce> forcesList = new List<NewForce>();
55 private short _updateCount = 0;
56 private Axiom.MathLib.Quaternion bodyRot;
57 private LLObject.TextureEntry avatarAppearanceTexture = null;
58 private byte[] visualParams;
59 private AvatarWearable[] Wearables;
60 private LLVector3 positionLastFrame = new LLVector3(0, 0, 0);
61 private ulong m_regionHandle;
62 private bool childAvatar = false;
63 private bool newForce = false;
64
65 protected RegionInfo m_regionInfo;
66 /// <summary>
67 ///
68 /// </summary>
69 /// <param name="theClient"></param>
70 /// <param name="world"></param>
71 /// <param name="clientThreads"></param>
72 /// <param name="regionDat"></param>
73 public ScenePresence(IClientAPI theClient, Scene world, RegionInfo reginfo)
74 {
75
76 m_world = world;
77 this.uuid = theClient.AgentId;
78
79 m_regionInfo = reginfo;
80 m_regionHandle = reginfo.RegionHandle;
81 OpenSim.Framework.Console.MainLog.Instance.Verbose( "Avatar.cs - Loading details from grid (DUMMY)");
82 ControllingClient = theClient;
83 this.firstname = ControllingClient.FirstName;
84 this.lastname = ControllingClient.LastName;
85 m_localId = m_world.NextLocalId;
86 Pos = ControllingClient.StartPos;
87 visualParams = new byte[218];
88 for (int i = 0; i < 218; i++)
89 {
90 visualParams[i] = 100;
91 }
92
93 Wearables = AvatarWearable.DefaultWearables;
94
95 this.avatarAppearanceTexture = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-5005-000000000005"));
96
97 //register for events
98 ControllingClient.OnRequestWearables += this.SendOurAppearance;
99 //ControllingClient.OnSetAppearance += new SetAppearance(this.SetAppearance);
100 ControllingClient.OnCompleteMovementToRegion += this.CompleteMovement;
101 ControllingClient.OnCompleteMovementToRegion += this.SendInitialPosition;
102 ControllingClient.OnAgentUpdate += this.HandleAgentUpdate;
103 // ControllingClient.OnStartAnim += new StartAnim(this.SendAnimPack);
104 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
105 //ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
106
107 }
108
109 /// <summary>
110 ///
111 /// </summary>
112 public PhysicsActor PhysActor
113 {
114 set
115 {
116 this._physActor = value;
117 }
118 get
119 {
120 return _physActor;
121 }
122 }
123
124 /// <summary>
125 ///
126 /// </summary>
127 /// <param name="status"></param>
128 public void ChildStatusChange(bool status)
129 {
130 this.childAvatar = status;
131
132 if (this.childAvatar == true)
133 {
134 this.Velocity = new LLVector3(0, 0, 0);
135 this.Pos = new LLVector3(128, 128, 70);
136
137 }
138 }
139
140 /// <summary>
141 ///
142 /// </summary>
143 /// <param name="pos"></param>
144 public void UpGradeAvatar(LLVector3 pos)
145 {
146 //this.childAvatar = false;
147 this.Pos = pos;
148 }
149
150 protected void DownGradeAvatar()
151 {
152 this.Velocity = new LLVector3(0, 0, 0);
153 this.Pos = new LLVector3(128, 128, 70);
154 this.childAvatar = true;
155 }
156
157 /// <summary>
158 ///
159 /// </summary>
160 /// <param name="pos"></param>
161 public void Teleport(LLVector3 pos)
162 {
163 this.Pos = pos;
164 this.SendTerseUpdateToALLClients();
165 }
166
167 /// <summary>
168 ///
169 /// </summary>
170 public override void addForces()
171 {
172 newForce = false;
173 lock (this.forcesList)
174 {
175 if (this.forcesList.Count > 0)
176 {
177 for (int i = 0; i < this.forcesList.Count; i++)
178 {
179 NewForce force = this.forcesList[i];
180
181 this.updateflag = true;
182 this.Velocity = new LLVector3(force.X, force.Y, force.Z); //shouldn't really be doing this
183 this.newForce = true;
184 }
185 for (int i = 0; i < this.forcesList.Count; i++)
186 {
187 this.forcesList.RemoveAt(0);
188 }
189 }
190 }
191 }
192
193 public void SendTerseUpdateToClient(IClientAPI RemoteClient)
194 {
195 LLVector3 pos = this.Pos;
196 LLVector3 vel = this.Velocity;
197 RemoteClient.SendAvatarTerseUpdate(this.m_regionHandle, 64096, this.LocalId, new LLVector3(pos.X, pos.Y, pos.Z), new LLVector3(vel.X, vel.Y, vel.Z));
198 }
199
200 /// <summary>
201 ///
202 /// </summary>
203 public void SendTerseUpdateToALLClients()
204 {
205 List<ScenePresence> avatars = this.m_world.RequestAvatarList();
206 for (int i = 0; i < avatars.Count; i++)
207 {
208 this.SendTerseUpdateToClient(avatars[i].ControllingClient);
209 }
210 }
211
212 /// <summary>
213 /// Complete Avatar's movement into the region
214 /// </summary>
215 public void CompleteMovement()
216 {
217 LLVector3 look = this.Velocity;
218 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
219 {
220 look = new LLVector3(0.99f, 0.042f, 0);
221 }
222 this.ControllingClient.MoveAgentIntoRegion(m_regionInfo, Pos, look);
223 if (this.childAvatar)
224 {
225 this.childAvatar = false;
226 }
227 }
228
229 /// <summary>
230 ///
231 /// </summary>
232 /// <param name="pack"></param>
233 public void HandleAgentUpdate(IClientAPI remoteClient, uint flags, LLQuaternion bodyRotation)
234 {
235
236 if ((flags & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
237 {
238 Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
239 if (((movementflag & 1) == 0) || (q != this.bodyRot))
240 {
241 //we should add a new force to the list
242 // but for now we will deal with velocities
243 NewForce newVelocity = new NewForce();
244 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0);
245 Axiom.MathLib.Vector3 direc = q * v3;
246 direc.Normalize();
247
248 //work out velocity for sim physics system
249 direc = direc * ((0.03f) * 128f);
250 if (this._physActor.Flying)
251 direc *= 4;
252
253 newVelocity.X = direc.x;
254 newVelocity.Y = direc.y;
255 newVelocity.Z = direc.z;
256 this.forcesList.Add(newVelocity);
257 movementflag = 1;
258 this.bodyRot = q;
259 }
260 }
261 else
262 {
263 if ((movementflag) != 0)
264 {
265 NewForce newVelocity = new NewForce();
266 newVelocity.X = 0;
267 newVelocity.Y = 0;
268 newVelocity.Z = 0;
269 this.forcesList.Add(newVelocity);
270 movementflag = 0;
271 }
272 }
273
274 }
275
276 /// <summary>
277 ///
278 /// </summary>
279 public static void LoadAnims()
280 {
281
282 }
283
284 /// <summary>
285 ///
286 /// </summary>
287 public override void LandRenegerated()
288 {
289
290 }
291
292
293 public class NewForce
294 {
295 public float X;
296 public float Y;
297 public float Z;
298
299 public NewForce()
300 {
301
302 }
303 }
304 }
305
306}