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authorsacha2010-08-07 21:05:18 +0000
committersacha2010-08-07 21:05:18 +0000
commit4900d39b7d86cdeb511c15f64dd691aaf04227eb (patch)
tree17401ec9523245c05e41d012ec21c471d0576ac6 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentremoving more stains ... (diff)
parentFix the distance from which autopilot is negated when sitting on an unscripte... (diff)
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Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs8658
1 files changed, 4330 insertions, 4328 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b3fa2f4..56e7e93 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1,4328 +1,4330 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 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. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml; 29using System.Xml;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Reflection; 31using System.Reflection;
32using System.Timers; 32using System.Timers;
33using OpenMetaverse; 33using OpenMetaverse;
34using log4net; 34using log4net;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Framework.Client; 36using OpenSim.Framework.Client;
37using OpenSim.Region.Framework.Interfaces; 37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes.Animation; 38using OpenSim.Region.Framework.Scenes.Animation;
39using OpenSim.Region.Framework.Scenes.Types; 39using OpenSim.Region.Framework.Scenes.Types;
40using OpenSim.Region.Physics.Manager; 40using OpenSim.Region.Physics.Manager;
41using GridRegion = OpenSim.Services.Interfaces.GridRegion; 41using GridRegion = OpenSim.Services.Interfaces.GridRegion;
42using OpenSim.Services.Interfaces; 42using OpenSim.Services.Interfaces;
43 43
44namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
45{ 45{
46 enum ScriptControlled : uint 46 enum ScriptControlled : uint
47 { 47 {
48 CONTROL_ZERO = 0, 48 CONTROL_ZERO = 0,
49 CONTROL_FWD = 1, 49 CONTROL_FWD = 1,
50 CONTROL_BACK = 2, 50 CONTROL_BACK = 2,
51 CONTROL_LEFT = 4, 51 CONTROL_LEFT = 4,
52 CONTROL_RIGHT = 8, 52 CONTROL_RIGHT = 8,
53 CONTROL_UP = 16, 53 CONTROL_UP = 16,
54 CONTROL_DOWN = 32, 54 CONTROL_DOWN = 32,
55 CONTROL_ROT_LEFT = 256, 55 CONTROL_ROT_LEFT = 256,
56 CONTROL_ROT_RIGHT = 512, 56 CONTROL_ROT_RIGHT = 512,
57 CONTROL_LBUTTON = 268435456, 57 CONTROL_LBUTTON = 268435456,
58 CONTROL_ML_LBUTTON = 1073741824 58 CONTROL_ML_LBUTTON = 1073741824
59 } 59 }
60 60
61 struct ScriptControllers 61 struct ScriptControllers
62 { 62 {
63 public UUID itemID; 63 public UUID itemID;
64 public ScriptControlled ignoreControls; 64 public ScriptControlled ignoreControls;
65 public ScriptControlled eventControls; 65 public ScriptControlled eventControls;
66 } 66 }
67 67
68 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs); 68 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
69 69
70 public class ScenePresence : EntityBase, ISceneEntity 70 public class ScenePresence : EntityBase, ISceneEntity
71 { 71 {
72// ~ScenePresence() 72// ~ScenePresence()
73// { 73// {
74// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
75// } 75// }
76 76
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 78
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
80// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 80// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
81 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); 81 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
82 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); 82 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
83 83
84 /// <summary> 84 /// <summary>
85 /// Experimentally determined "fudge factor" to make sit-target positions 85 /// Experimentally determined "fudge factor" to make sit-target positions
86 /// the same as in SecondLife. Fudge factor was tested for 36 different 86 /// the same as in SecondLife. Fudge factor was tested for 36 different
87 /// test cases including prims of type box, sphere, cylinder, and torus, 87 /// test cases including prims of type box, sphere, cylinder, and torus,
88 /// with varying parameters for sit target location, prim size, prim 88 /// with varying parameters for sit target location, prim size, prim
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 90 /// issue #1716
91 /// </summary> 91 /// </summary>
92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL. 93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
95 95
96 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
97 97
98 private ISceneViewer m_sceneViewer; 98 private ISceneViewer m_sceneViewer;
99 99
100 /// <value> 100 /// <value>
101 /// The animator for this avatar 101 /// The animator for this avatar
102 /// </value> 102 /// </value>
103 public ScenePresenceAnimator Animator 103 public ScenePresenceAnimator Animator
104 { 104 {
105 get { return m_animator; } 105 get { return m_animator; }
106 } 106 }
107 protected ScenePresenceAnimator m_animator; 107 protected ScenePresenceAnimator m_animator;
108 108
109 /// <value> 109 /// <value>
110 /// The scene objects attached to this avatar. Do not change this list directly - use methods such as 110 /// The scene objects attached to this avatar. Do not change this list directly - use methods such as
111 /// AddAttachment() and RemoveAttachment(). Lock this list when performing any read operations upon it. 111 /// AddAttachment() and RemoveAttachment(). Lock this list when performing any read operations upon it.
112 /// </value> 112 /// </value>
113 public List<SceneObjectGroup> Attachments 113 public List<SceneObjectGroup> Attachments
114 { 114 {
115 get { return m_attachments; } 115 get { return m_attachments; }
116 } 116 }
117 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 117 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
118 118
119 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); 119 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
120 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; 120 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
121 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; 121 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
122 private bool MouseDown = false; 122 private bool MouseDown = false;
123 private SceneObjectGroup proxyObjectGroup; 123 private SceneObjectGroup proxyObjectGroup;
124 //private SceneObjectPart proxyObjectPart = null; 124 //private SceneObjectPart proxyObjectPart = null;
125 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
126 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
127 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
128 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation 129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims 130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
131 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition; 132 private Vector3 m_lastWorldPosition;
133 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
134 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
135 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
136 136
137 private bool m_updateflag; 137 private bool m_updateflag;
138 private byte m_movementflag; 138 private byte m_movementflag;
139 private Vector3? m_forceToApply; 139 private Vector3? m_forceToApply;
140 private uint m_requestedSitTargetID; 140 private uint m_requestedSitTargetID;
141 private UUID m_requestedSitTargetUUID; 141 private UUID m_requestedSitTargetUUID;
142 public bool SitGround = false; 142 public bool SitGround = false;
143 143
144 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 144 private SendCourseLocationsMethod m_sendCourseLocationsMethod;
145 145
146 private bool m_startAnimationSet; 146 private bool m_startAnimationSet;
147 147
148 //private Vector3 m_requestedSitOffset = new Vector3(); 148 //private Vector3 m_requestedSitOffset = new Vector3();
149 149
150 private Vector3 m_LastFinitePos; 150 private Vector3 m_LastFinitePos;
151 151
152 private float m_sitAvatarHeight = 2.0f; 152 private float m_sitAvatarHeight = 2.0f;
153 153
154 private int m_godLevel; 154 private int m_godLevel;
155 private int m_userLevel; 155 private int m_userLevel;
156 156
157 private bool m_invulnerable = true; 157 private bool m_invulnerable = true;
158 158
159 private Vector3 m_lastChildAgentUpdatePosition; 159 private Vector3 m_lastChildAgentUpdatePosition;
160 private Vector3 m_lastChildAgentUpdateCamPosition; 160 private Vector3 m_lastChildAgentUpdateCamPosition;
161 161
162 private int m_perfMonMS; 162 private int m_perfMonMS;
163 163
164 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
165 private bool m_forceFly; 165 private bool m_forceFly;
166 private bool m_flyDisabled; 166 private bool m_flyDisabled;
167 167
168 private float m_speedModifier = 1.0f; 168 private float m_speedModifier = 1.0f;
169 169
170 private Quaternion m_bodyRot= Quaternion.Identity; 170 private Quaternion m_bodyRot= Quaternion.Identity;
171 171
172 private Quaternion m_bodyRotPrevious = Quaternion.Identity; 172 private Quaternion m_bodyRotPrevious = Quaternion.Identity;
173 173
174 private const int LAND_VELOCITYMAG_MAX = 12; 174 private const int LAND_VELOCITYMAG_MAX = 12;
175 175
176 public bool IsRestrictedToRegion; 176 public bool IsRestrictedToRegion;
177 177
178 public string JID = String.Empty; 178 public string JID = String.Empty;
179 179
180 private float m_health = 100f; 180 private float m_health = 100f;
181 181
182 // Default AV Height 182 // Default AV Height
183 private float m_avHeight = 127.0f; 183 private float m_avHeight = 127.0f;
184 184
185 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
186 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
187 187
188 private readonly Vector3[] Dir_Vectors = new Vector3[11]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false; 189 private bool m_isNudging = false;
190 190
191 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
192 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
193 protected Vector3 m_lastCameraCenter; 193 protected Vector3 m_lastCameraCenter;
194 194
195 protected Timer m_reprioritization_timer; 195 protected Timer m_reprioritization_timer;
196 protected bool m_reprioritizing; 196 protected bool m_reprioritizing;
197 protected bool m_reprioritization_called; 197 protected bool m_reprioritization_called;
198 198
199 // Use these three vectors to figure out what the agent is looking at 199 // Use these three vectors to figure out what the agent is looking at
200 // Convert it to a Matrix and/or Quaternion 200 // Convert it to a Matrix and/or Quaternion
201 protected Vector3 m_CameraAtAxis; 201 protected Vector3 m_CameraAtAxis;
202 protected Vector3 m_CameraLeftAxis; 202 protected Vector3 m_CameraLeftAxis;
203 protected Vector3 m_CameraUpAxis; 203 protected Vector3 m_CameraUpAxis;
204 private AgentManager.ControlFlags m_AgentControlFlags; 204 private AgentManager.ControlFlags m_AgentControlFlags;
205 private Quaternion m_headrotation = Quaternion.Identity; 205 private Quaternion m_headrotation = Quaternion.Identity;
206 private byte m_state; 206 private byte m_state;
207 207
208 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method 208 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method
209// private Vector3 movementvector; 209// private Vector3 movementvector;
210 210
211 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
212 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
213 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit 214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
215 215
216 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
217 217
218 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
219 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
220 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
222 222
223 private bool m_followCamAuto; 223 private bool m_followCamAuto;
224 224
225 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages 226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while 227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for 228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
229 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>(); 230 private List<uint> m_lastColliders = new List<uint>();
231 231
232 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
233 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
234 //***************************************************** 234 //*****************************************************
235 235
236 // Agent's Draw distance. 236 // Agent's Draw distance.
237 protected float m_DrawDistance; 237 protected float m_DrawDistance;
238 238
239 protected AvatarAppearance m_appearance; 239 protected AvatarAppearance m_appearance;
240 240
241 // neighbouring regions we have enabled a child agent in 241 // neighbouring regions we have enabled a child agent in
242 // holds the seed cap for the child agent in that region 242 // holds the seed cap for the child agent in that region
243 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); 243 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
244 244
245 /// <summary> 245 /// <summary>
246 /// Implemented Control Flags 246 /// Implemented Control Flags
247 /// </summary> 247 /// </summary>
248 private enum Dir_ControlFlags 248 private enum Dir_ControlFlags
249 { 249 {
250 DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, 250 DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
251 DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 251 DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
252 DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, 252 DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
253 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 253 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS, 258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG, 259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
261 } 261 }
262 262
263 /// <summary> 263 /// <summary>
264 /// Position at which a significant movement was made 264 /// Position at which a significant movement was made
265 /// </summary> 265 /// </summary>
266 private Vector3 posLastSignificantMove; 266 private Vector3 posLastSignificantMove;
267 267
268 // For teleports and crossings callbacks 268 // For teleports and crossings callbacks
269 string m_callbackURI; 269 string m_callbackURI;
270 UUID m_originRegionID; 270 UUID m_originRegionID;
271 271
272 ulong m_rootRegionHandle; 272 ulong m_rootRegionHandle;
273 273
274 /// <value> 274 /// <value>
275 /// Script engines present in the scene 275 /// Script engines present in the scene
276 /// </value> 276 /// </value>
277 private IScriptModule[] m_scriptEngines; 277 private IScriptModule[] m_scriptEngines;
278 278
279 #region Properties 279 #region Properties
280 280
281 /// <summary> 281 /// <summary>
282 /// Physical scene representation of this Avatar. 282 /// Physical scene representation of this Avatar.
283 /// </summary> 283 /// </summary>
284 public PhysicsActor PhysicsActor 284 public PhysicsActor PhysicsActor
285 { 285 {
286 set { m_physicsActor = value; } 286 set { m_physicsActor = value; }
287 get { return m_physicsActor; } 287 get { return m_physicsActor; }
288 } 288 }
289 289
290 public byte MovementFlag 290 public byte MovementFlag
291 { 291 {
292 set { m_movementflag = value; } 292 set { m_movementflag = value; }
293 get { return m_movementflag; } 293 get { return m_movementflag; }
294 } 294 }
295 295
296 public bool Updated 296 public bool Updated
297 { 297 {
298 set { m_updateflag = value; } 298 set { m_updateflag = value; }
299 get { return m_updateflag; } 299 get { return m_updateflag; }
300 } 300 }
301 301
302 public bool Invulnerable 302 public bool Invulnerable
303 { 303 {
304 set { m_invulnerable = value; } 304 set { m_invulnerable = value; }
305 get { return m_invulnerable; } 305 get { return m_invulnerable; }
306 } 306 }
307 307
308 public int UserLevel 308 public int UserLevel
309 { 309 {
310 get { return m_userLevel; } 310 get { return m_userLevel; }
311 } 311 }
312 312
313 public int GodLevel 313 public int GodLevel
314 { 314 {
315 get { return m_godLevel; } 315 get { return m_godLevel; }
316 } 316 }
317 317
318 public ulong RegionHandle 318 public ulong RegionHandle
319 { 319 {
320 get { return m_rootRegionHandle; } 320 get { return m_rootRegionHandle; }
321 } 321 }
322 322
323 public Vector3 CameraPosition 323 public Vector3 CameraPosition
324 { 324 {
325 get { return m_CameraCenter; } 325 get { return m_CameraCenter; }
326 } 326 }
327 327
328 public Quaternion CameraRotation 328 public Quaternion CameraRotation
329 { 329 {
330 get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); } 330 get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); }
331 } 331 }
332 332
333 public Vector3 CameraAtAxis 333 public Vector3 CameraAtAxis
334 { 334 {
335 get { return m_CameraAtAxis; } 335 get { return m_CameraAtAxis; }
336 } 336 }
337 337
338 public Vector3 CameraLeftAxis 338 public Vector3 CameraLeftAxis
339 { 339 {
340 get { return m_CameraLeftAxis; } 340 get { return m_CameraLeftAxis; }
341 } 341 }
342 342
343 public Vector3 CameraUpAxis 343 public Vector3 CameraUpAxis
344 { 344 {
345 get { return m_CameraUpAxis; } 345 get { return m_CameraUpAxis; }
346 } 346 }
347 347
348 public Vector3 Lookat 348 public Vector3 Lookat
349 { 349 {
350 get 350 get
351 { 351 {
352 Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0); 352 Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0);
353 353
354 if (a == Vector3.Zero) 354 if (a == Vector3.Zero)
355 return a; 355 return a;
356 356
357 return Util.GetNormalizedVector(a); 357 return Util.GetNormalizedVector(a);
358 } 358 }
359 } 359 }
360 360
361 private readonly string m_firstname; 361 private readonly string m_firstname;
362 362
363 public string Firstname 363 public string Firstname
364 { 364 {
365 get { return m_firstname; } 365 get { return m_firstname; }
366 } 366 }
367 367
368 private readonly string m_lastname; 368 private readonly string m_lastname;
369 369
370 public string Lastname 370 public string Lastname
371 { 371 {
372 get { return m_lastname; } 372 get { return m_lastname; }
373 } 373 }
374 374
375 private string m_grouptitle; 375 private string m_grouptitle;
376 376
377 public string Grouptitle 377 public string Grouptitle
378 { 378 {
379 get { return m_grouptitle; } 379 get { return m_grouptitle; }
380 set { m_grouptitle = value; } 380 set { m_grouptitle = value; }
381 } 381 }
382 382
383 public float DrawDistance 383 public float DrawDistance
384 { 384 {
385 get { return m_DrawDistance; } 385 get { return m_DrawDistance; }
386 } 386 }
387 387
388 protected bool m_allowMovement = true; 388 protected bool m_allowMovement = true;
389 389
390 public bool AllowMovement 390 public bool AllowMovement
391 { 391 {
392 get { return m_allowMovement; } 392 get { return m_allowMovement; }
393 set { m_allowMovement = value; } 393 set { m_allowMovement = value; }
394 } 394 }
395 395
396 public bool SetAlwaysRun 396 public bool SetAlwaysRun
397 { 397 {
398 get 398 get
399 { 399 {
400 if (PhysicsActor != null) 400 if (PhysicsActor != null)
401 { 401 {
402 return PhysicsActor.SetAlwaysRun; 402 return PhysicsActor.SetAlwaysRun;
403 } 403 }
404 else 404 else
405 { 405 {
406 return m_setAlwaysRun; 406 return m_setAlwaysRun;
407 } 407 }
408 } 408 }
409 set 409 set
410 { 410 {
411 m_setAlwaysRun = value; 411 m_setAlwaysRun = value;
412 if (PhysicsActor != null) 412 if (PhysicsActor != null)
413 { 413 {
414 PhysicsActor.SetAlwaysRun = value; 414 PhysicsActor.SetAlwaysRun = value;
415 } 415 }
416 } 416 }
417 } 417 }
418 418
419 public byte State 419 public byte State
420 { 420 {
421 get { return m_state; } 421 get { return m_state; }
422 set { m_state = value; } 422 set { m_state = value; }
423 } 423 }
424 424
425 public uint AgentControlFlags 425 public uint AgentControlFlags
426 { 426 {
427 get { return (uint)m_AgentControlFlags; } 427 get { return (uint)m_AgentControlFlags; }
428 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; } 428 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
429 } 429 }
430 430
431 /// <summary> 431 /// <summary>
432 /// This works out to be the ClientView object associated with this avatar, or it's client connection manager 432 /// This works out to be the ClientView object associated with this avatar, or it's client connection manager
433 /// </summary> 433 /// </summary>
434 private IClientAPI m_controllingClient; 434 private IClientAPI m_controllingClient;
435 435
436 protected PhysicsActor m_physicsActor; 436 protected PhysicsActor m_physicsActor;
437 437
438 /// <value> 438 /// <value>
439 /// The client controlling this presence 439 /// The client controlling this presence
440 /// </value> 440 /// </value>
441 public IClientAPI ControllingClient 441 public IClientAPI ControllingClient
442 { 442 {
443 get { return m_controllingClient; } 443 get { return m_controllingClient; }
444 } 444 }
445 445
446 public IClientCore ClientView 446 public IClientCore ClientView
447 { 447 {
448 get { return (IClientCore) m_controllingClient; } 448 get { return (IClientCore) m_controllingClient; }
449 } 449 }
450 450
451 protected Vector3 m_parentPosition; 451 protected Vector3 m_parentPosition;
452 public Vector3 ParentPosition 452 public Vector3 ParentPosition
453 { 453 {
454 get { return m_parentPosition; } 454 get { return m_parentPosition; }
455 set { m_parentPosition = value; } 455 set { m_parentPosition = value; }
456 } 456 }
457 457
458 /// <summary> 458 /// <summary>
459 /// Position of this avatar relative to the region the avatar is in 459 /// Position of this avatar relative to the region the avatar is in
460 /// </summary> 460 /// </summary>
461 public override Vector3 AbsolutePosition 461 public override Vector3 AbsolutePosition
462 { 462 {
463 get 463 get
464 { 464 {
465 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
466// if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting! 467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
468 m_pos = actor.Position; 468 m_pos = actor.Position;
469 469
470 // If we're sitting, we need to update our position 470 // If we're sitting, we need to update our position
471 if (m_parentID != 0) 471 if (m_parentID != 0)
472 { 472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null) 474 if (part != null)
475 m_parentPosition = part.AbsolutePosition; 475 m_parentPosition = part.AbsolutePosition;
476 } 476 }
477 477
478 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
479 } 479 }
480 set 480 set
481 { 481 {
482 PhysicsActor actor = m_physicsActor; 482 PhysicsActor actor = m_physicsActor;
483 if (actor != null) 483 if (actor != null)
484 { 484 {
485 try 485 try
486 { 486 {
487 lock (m_scene.SyncRoot) 487 lock (m_scene.SyncRoot)
488 m_physicsActor.Position = value; 488 m_physicsActor.Position = value;
489 } 489 }
490 catch (Exception e) 490 catch (Exception e)
491 { 491 {
492 m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message); 492 m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message);
493 } 493 }
494 } 494 }
495 495
496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting! 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value; 497 m_pos = value;
498 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
499 } 499 }
500 } 500 }
501 501
502 public Vector3 OffsetPosition 502 public Vector3 OffsetPosition
503 { 503 {
504 get { return m_pos; } 504 get { return m_pos; }
505 set { m_pos = value; } 505 set { m_pos = value; }
506 } 506 }
507 507
508 /// <summary> 508 /// <summary>
509 /// Current velocity of the avatar. 509 /// Current velocity of the avatar.
510 /// </summary> 510 /// </summary>
511 public override Vector3 Velocity 511 public override Vector3 Velocity
512 { 512 {
513 get 513 get
514 { 514 {
515 PhysicsActor actor = m_physicsActor; 515 PhysicsActor actor = m_physicsActor;
516 if (actor != null) 516 if (actor != null)
517 m_velocity = actor.Velocity; 517 m_velocity = actor.Velocity;
518 518
519 return m_velocity; 519 return m_velocity;
520 } 520 }
521 set 521 set
522 { 522 {
523 PhysicsActor actor = m_physicsActor; 523 PhysicsActor actor = m_physicsActor;
524 if (actor != null) 524 if (actor != null)
525 { 525 {
526 try 526 try
527 { 527 {
528 lock (m_scene.SyncRoot) 528 lock (m_scene.SyncRoot)
529 actor.Velocity = value; 529 actor.Velocity = value;
530 } 530 }
531 catch (Exception e) 531 catch (Exception e)
532 { 532 {
533 m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message); 533 m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message);
534 } 534 }
535 } 535 }
536 536
537 m_velocity = value; 537 m_velocity = value;
538 } 538 }
539 } 539 }
540 540
541 public Quaternion OffsetRotation 541 public Quaternion OffsetRotation
542 { 542 {
543 get { return m_offsetRotation; } 543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; } 544 set { m_offsetRotation = value; }
545 } 545 }
546 546
547 public Quaternion Rotation 547 public Quaternion Rotation
548 { 548 {
549 get { 549 get {
550 if (m_parentID != 0) 550 if (m_parentID != 0)
551 { 551 {
552 if (m_offsetRotation != null) 552 if (m_offsetRotation != null)
553 { 553 {
554 return m_offsetRotation; 554 return m_offsetRotation;
555 } 555 }
556 else 556 else
557 { 557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 } 559 }
560 560
561 } 561 }
562 else 562 else
563 { 563 {
564 return m_bodyRot; 564 return m_bodyRot;
565 } 565 }
566 } 566 }
567 set { 567 set {
568 m_bodyRot = value; 568 m_bodyRot = value;
569 if (m_parentID != 0) 569 if (m_parentID != 0)
570 { 570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 } 572 }
573 } 573 }
574 } 574 }
575 575
576 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
577 { 577 {
578 get { return m_bodyRotPrevious; } 578 get { return m_bodyRotPrevious; }
579 set { m_bodyRotPrevious = value; } 579 set { m_bodyRotPrevious = value; }
580 } 580 }
581 581
582 /// <summary> 582 /// <summary>
583 /// If this is true, agent doesn't have a representation in this scene. 583 /// If this is true, agent doesn't have a representation in this scene.
584 /// this is an agent 'looking into' this scene from a nearby scene(region) 584 /// this is an agent 'looking into' this scene from a nearby scene(region)
585 /// 585 ///
586 /// if False, this agent has a representation in this scene 586 /// if False, this agent has a representation in this scene
587 /// </summary> 587 /// </summary>
588 private bool m_isChildAgent = true; 588 private bool m_isChildAgent = true;
589 589
590 public bool IsChildAgent 590 public bool IsChildAgent
591 { 591 {
592 get { return m_isChildAgent; } 592 get { return m_isChildAgent; }
593 set { m_isChildAgent = value; } 593 set { m_isChildAgent = value; }
594 } 594 }
595 595
596 private uint m_parentID; 596 private uint m_parentID;
597 597
598 598
599 private UUID m_linkedPrim; 599 private UUID m_linkedPrim;
600 600
601 public uint ParentID 601 public uint ParentID
602 { 602 {
603 get { return m_parentID; } 603 get { return m_parentID; }
604 set { m_parentID = value; } 604 set { m_parentID = value; }
605 } 605 }
606 606
607 public UUID LinkedPrim 607 public UUID LinkedPrim
608 { 608 {
609 get { return m_linkedPrim; } 609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; } 610 set { m_linkedPrim = value; }
611 } 611 }
612 612
613 public float Health 613 public float Health
614 { 614 {
615 get { return m_health; } 615 get { return m_health; }
616 set { m_health = value; } 616 set { m_health = value; }
617 } 617 }
618 618
619 /// <summary> 619 /// <summary>
620 /// These are the region handles known by the avatar. 620 /// These are the region handles known by the avatar.
621 /// </summary> 621 /// </summary>
622 public List<ulong> KnownChildRegionHandles 622 public List<ulong> KnownChildRegionHandles
623 { 623 {
624 get 624 get
625 { 625 {
626 if (m_knownChildRegions.Count == 0) 626 if (m_knownChildRegions.Count == 0)
627 return new List<ulong>(); 627 return new List<ulong>();
628 else 628 else
629 return new List<ulong>(m_knownChildRegions.Keys); 629 return new List<ulong>(m_knownChildRegions.Keys);
630 } 630 }
631 } 631 }
632 632
633 public Dictionary<ulong, string> KnownRegions 633 public Dictionary<ulong, string> KnownRegions
634 { 634 {
635 get { return m_knownChildRegions; } 635 get { return m_knownChildRegions; }
636 set 636 set
637 { 637 {
638 m_knownChildRegions = value; 638 m_knownChildRegions = value;
639 } 639 }
640 } 640 }
641 641
642 public ISceneViewer SceneViewer 642 public ISceneViewer SceneViewer
643 { 643 {
644 get { return m_sceneViewer; } 644 get { return m_sceneViewer; }
645 } 645 }
646 646
647 public void AdjustKnownSeeds() 647 public void AdjustKnownSeeds()
648 { 648 {
649 Dictionary<ulong, string> seeds; 649 Dictionary<ulong, string> seeds;
650 650
651 if (Scene.CapsModule != null) 651 if (Scene.CapsModule != null)
652 seeds = Scene.CapsModule.GetChildrenSeeds(UUID); 652 seeds = Scene.CapsModule.GetChildrenSeeds(UUID);
653 else 653 else
654 seeds = new Dictionary<ulong, string>(); 654 seeds = new Dictionary<ulong, string>();
655 655
656 List<ulong> old = new List<ulong>(); 656 List<ulong> old = new List<ulong>();
657 foreach (ulong handle in seeds.Keys) 657 foreach (ulong handle in seeds.Keys)
658 { 658 {
659 uint x, y; 659 uint x, y;
660 Utils.LongToUInts(handle, out x, out y); 660 Utils.LongToUInts(handle, out x, out y);
661 x = x / Constants.RegionSize; 661 x = x / Constants.RegionSize;
662 y = y / Constants.RegionSize; 662 y = y / Constants.RegionSize;
663 if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) 663 if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
664 { 664 {
665 old.Add(handle); 665 old.Add(handle);
666 } 666 }
667 } 667 }
668 DropOldNeighbours(old); 668 DropOldNeighbours(old);
669 669
670 if (Scene.CapsModule != null) 670 if (Scene.CapsModule != null)
671 Scene.CapsModule.SetChildrenSeed(UUID, seeds); 671 Scene.CapsModule.SetChildrenSeed(UUID, seeds);
672 672
673 KnownRegions = seeds; 673 KnownRegions = seeds;
674 //m_log.Debug(" ++++++++++AFTER+++++++++++++ "); 674 //m_log.Debug(" ++++++++++AFTER+++++++++++++ ");
675 //DumpKnownRegions(); 675 //DumpKnownRegions();
676 } 676 }
677 677
678 public void DumpKnownRegions() 678 public void DumpKnownRegions()
679 { 679 {
680 m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================"); 680 m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================");
681 foreach (KeyValuePair<ulong, string> kvp in KnownRegions) 681 foreach (KeyValuePair<ulong, string> kvp in KnownRegions)
682 { 682 {
683 uint x, y; 683 uint x, y;
684 Utils.LongToUInts(kvp.Key, out x, out y); 684 Utils.LongToUInts(kvp.Key, out x, out y);
685 x = x / Constants.RegionSize; 685 x = x / Constants.RegionSize;
686 y = y / Constants.RegionSize; 686 y = y / Constants.RegionSize;
687 m_log.Info(" >> "+x+", "+y+": "+kvp.Value); 687 m_log.Info(" >> "+x+", "+y+": "+kvp.Value);
688 } 688 }
689 } 689 }
690 690
691 private bool m_inTransit; 691 private bool m_inTransit;
692 private bool m_mouseLook; 692 private bool m_mouseLook;
693 private bool m_leftButtonDown; 693 private bool m_leftButtonDown;
694 694
695 public bool IsInTransit 695 public bool IsInTransit
696 { 696 {
697 get { return m_inTransit; } 697 get { return m_inTransit; }
698 set { m_inTransit = value; } 698 set { m_inTransit = value; }
699 } 699 }
700 700
701 public float SpeedModifier 701 public float SpeedModifier
702 { 702 {
703 get { return m_speedModifier; } 703 get { return m_speedModifier; }
704 set { m_speedModifier = value; } 704 set { m_speedModifier = value; }
705 } 705 }
706 706
707 public bool ForceFly 707 public bool ForceFly
708 { 708 {
709 get { return m_forceFly; } 709 get { return m_forceFly; }
710 set { m_forceFly = value; } 710 set { m_forceFly = value; }
711 } 711 }
712 712
713 public bool FlyDisabled 713 public bool FlyDisabled
714 { 714 {
715 get { return m_flyDisabled; } 715 get { return m_flyDisabled; }
716 set { m_flyDisabled = value; } 716 set { m_flyDisabled = value; }
717 } 717 }
718 718
719 public string Viewer 719 public string Viewer
720 { 720 {
721 get { return m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode).Viewer; } 721 get { return m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode).Viewer; }
722 } 722 }
723 723
724 #endregion 724 #endregion
725 725
726 #region Constructor(s) 726 #region Constructor(s)
727 727
728 public ScenePresence() 728 public ScenePresence()
729 { 729 {
730 m_sendCourseLocationsMethod = SendCoarseLocationsDefault; 730 m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
731 CreateSceneViewer(); 731 CreateSceneViewer();
732 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
733 } 733 }
734 734
735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
736 { 736 {
737 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
738 m_controllingClient = client; 738 m_controllingClient = client;
739 m_firstname = m_controllingClient.FirstName; 739 m_firstname = m_controllingClient.FirstName;
740 m_lastname = m_controllingClient.LastName; 740 m_lastname = m_controllingClient.LastName;
741 m_name = String.Format("{0} {1}", m_firstname, m_lastname); 741 m_name = String.Format("{0} {1}", m_firstname, m_lastname);
742 m_scene = world; 742 m_scene = world;
743 m_uuid = client.AgentId; 743 m_uuid = client.AgentId;
744 m_regionInfo = reginfo; 744 m_regionInfo = reginfo;
745 m_localId = m_scene.AllocateLocalId(); 745 m_localId = m_scene.AllocateLocalId();
746 746
747 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 747 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
748 748
749 if (account != null) 749 if (account != null)
750 m_userLevel = account.UserLevel; 750 m_userLevel = account.UserLevel;
751 751
752 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 752 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
753 if (gm != null) 753 if (gm != null)
754 m_grouptitle = gm.GetGroupTitle(m_uuid); 754 m_grouptitle = gm.GetGroupTitle(m_uuid);
755 755
756 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); 756 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
757 757
758 AbsolutePosition = posLastSignificantMove = m_CameraCenter = 758 AbsolutePosition = posLastSignificantMove = m_CameraCenter =
759 m_lastCameraCenter = m_controllingClient.StartPos; 759 m_lastCameraCenter = m_controllingClient.StartPos;
760 760
761 m_reprioritization_timer = new Timer(world.ReprioritizationInterval); 761 m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
762 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); 762 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
763 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
764 764
765 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
766 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
767 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
768 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
769 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
770 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
771 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null) 772 if (m_controllingClient != null)
773 { 773 {
774 m_controllingClient.ProcessPendingPackets(); 774 m_controllingClient.ProcessPendingPackets();
775 } 775 }
776 SetDirectionVectors(); 776 SetDirectionVectors();
777 } 777 }
778 778
779 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams, 779 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
780 AvatarWearable[] wearables) 780 AvatarWearable[] wearables)
781 : this(client, world, reginfo) 781 : this(client, world, reginfo)
782 { 782 {
783 m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); 783 m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
784 } 784 }
785 785
786 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) 786 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
787 : this(client, world, reginfo) 787 : this(client, world, reginfo)
788 { 788 {
789 m_appearance = appearance; 789 m_appearance = appearance;
790 } 790 }
791 791
792 private void CreateSceneViewer() 792 private void CreateSceneViewer()
793 { 793 {
794 m_sceneViewer = new SceneViewer(this); 794 m_sceneViewer = new SceneViewer(this);
795 } 795 }
796 796
797 public void RegisterToEvents() 797 public void RegisterToEvents()
798 { 798 {
799 m_controllingClient.OnRequestWearables += SendWearables; 799 m_controllingClient.OnRequestWearables += SendWearables;
800 m_controllingClient.OnSetAppearance += SetAppearance; 800 m_controllingClient.OnSetAppearance += SetAppearance;
801 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; 801 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
802 //m_controllingClient.OnCompleteMovementToRegion += SendInitialData; 802 //m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
803 m_controllingClient.OnAgentUpdate += HandleAgentUpdate; 803 m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
804 m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit; 804 m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
805 m_controllingClient.OnAgentSit += HandleAgentSit; 805 m_controllingClient.OnAgentSit += HandleAgentSit;
806 m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 806 m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
807 m_controllingClient.OnStartAnim += HandleStartAnim; 807 m_controllingClient.OnStartAnim += HandleStartAnim;
808 m_controllingClient.OnStopAnim += HandleStopAnim; 808 m_controllingClient.OnStopAnim += HandleStopAnim;
809 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls; 809 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls;
810 m_controllingClient.OnAutoPilotGo += DoAutoPilot; 810 m_controllingClient.OnAutoPilotGo += DoAutoPilot;
811 m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition); 811 m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition);
812 812
813 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 813 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
814 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 814 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
815 } 815 }
816 816
817 private void SetDirectionVectors() 817 private void SetDirectionVectors()
818 { 818 {
819 Dir_Vectors[0] = Vector3.UnitX; //FORWARD 819 Dir_Vectors[0] = Vector3.UnitX; //FORWARD
820 Dir_Vectors[1] = -Vector3.UnitX; //BACK 820 Dir_Vectors[1] = -Vector3.UnitX; //BACK
821 Dir_Vectors[2] = Vector3.UnitY; //LEFT 821 Dir_Vectors[2] = Vector3.UnitY; //LEFT
822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
823 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE 828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
830 } 830 }
831 831
832 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
833 { 833 {
834 Vector3[] vector = new Vector3[11]; 834 Vector3[] vector = new Vector3[11];
835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
837 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
838 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
843 vector[8] = Vector3.UnitY; //LEFT_NUDGE 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE 844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE 845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
846 return vector; 846 return vector;
847 } 847 }
848 848
849 private bool[] GetDirectionIsNudge() 849 private bool[] GetDirectionIsNudge()
850 { 850 {
851 bool[] isNudge = new bool[11]; 851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD 852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK 853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT 854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT 855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP 856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN 857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE 858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE 859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE 860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE 861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge 862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge; 863 return isNudge;
864 } 864 }
865 865
866 866
867 #endregion 867 #endregion
868 868
869 public uint GenerateClientFlags(UUID ObjectID) 869 public uint GenerateClientFlags(UUID ObjectID)
870 { 870 {
871 return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID); 871 return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID);
872 } 872 }
873 873
874 /// <summary> 874 /// <summary>
875 /// Send updates to the client about prims which have been placed on the update queue. We don't 875 /// Send updates to the client about prims which have been placed on the update queue. We don't
876 /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent 876 /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
877 /// timestamp has already been sent. 877 /// timestamp has already been sent.
878 /// </summary> 878 /// </summary>
879 public void SendPrimUpdates() 879 public void SendPrimUpdates()
880 { 880 {
881 m_perfMonMS = Util.EnvironmentTickCount(); 881 m_perfMonMS = Util.EnvironmentTickCount();
882 882
883 m_sceneViewer.SendPrimUpdates(); 883 m_sceneViewer.SendPrimUpdates();
884 884
885 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 885 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
886 } 886 }
887 887
888 #region Status Methods 888 #region Status Methods
889 889
890 /// <summary> 890 /// <summary>
891 /// This turns a child agent, into a root agent 891 /// This turns a child agent, into a root agent
892 /// This is called when an agent teleports into a region, or if an 892 /// This is called when an agent teleports into a region, or if an
893 /// agent crosses into this region from a neighbor over the border 893 /// agent crosses into this region from a neighbor over the border
894 /// </summary> 894 /// </summary>
895 public void MakeRootAgent(Vector3 pos, bool isFlying) 895 public void MakeRootAgent(Vector3 pos, bool isFlying)
896 { 896 {
897 m_log.DebugFormat( 897 m_log.DebugFormat(
898 "[SCENE]: Upgrading child to root agent for {0} in {1}", 898 "[SCENE]: Upgrading child to root agent for {0} in {1}",
899 Name, m_scene.RegionInfo.RegionName); 899 Name, m_scene.RegionInfo.RegionName);
900 900
901 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 901 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
902 902
903 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 903 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
904 if (gm != null) 904 if (gm != null)
905 m_grouptitle = gm.GetGroupTitle(m_uuid); 905 m_grouptitle = gm.GetGroupTitle(m_uuid);
906 906
907 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 907 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
908 m_scene.SetRootAgentScene(m_uuid); 908 m_scene.SetRootAgentScene(m_uuid);
909 909
910 // Moved this from SendInitialData to ensure that m_appearance is initialized 910 // Moved this from SendInitialData to ensure that m_appearance is initialized
911 // before the inventory is processed in MakeRootAgent. This fixes a race condition 911 // before the inventory is processed in MakeRootAgent. This fixes a race condition
912 // related to the handling of attachments 912 // related to the handling of attachments
913 //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 913 //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
914 if (m_scene.TestBorderCross(pos, Cardinals.E)) 914 if (m_scene.TestBorderCross(pos, Cardinals.E))
915 { 915 {
916 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 916 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
917 pos.X = crossedBorder.BorderLine.Z - 1; 917 pos.X = crossedBorder.BorderLine.Z - 1;
918 } 918 }
919 919
920 if (m_scene.TestBorderCross(pos, Cardinals.N)) 920 if (m_scene.TestBorderCross(pos, Cardinals.N))
921 { 921 {
922 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 922 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
923 pos.Y = crossedBorder.BorderLine.Z - 1; 923 pos.Y = crossedBorder.BorderLine.Z - 1;
924 } 924 }
925 925
926 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet. 926 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
927 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent, 927 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
928 //they'll bypass the landing point. But I can't think of any decent way of fixing this. 928 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
929 if (KnownChildRegionHandles.Count == 0) 929 if (KnownChildRegionHandles.Count == 0)
930 { 930 {
931 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y); 931 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
932 if (land != null) 932 if (land != null)
933 { 933 {
934 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni. 934 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
935 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid) 935 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
936 { 936 {
937 pos = land.LandData.UserLocation; 937 pos = land.LandData.UserLocation;
938 } 938 }
939 } 939 }
940 } 940 }
941 941
942 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0) 942 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
943 { 943 {
944 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128); 944 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
945 945
946 if (pos.X < 0) 946 if (pos.X < 0)
947 { 947 {
948 emergencyPos.X = (int)Constants.RegionSize + pos.X; 948 emergencyPos.X = (int)Constants.RegionSize + pos.X;
949 if (!(pos.Y < 0)) 949 if (!(pos.Y < 0))
950 emergencyPos.Y = pos.Y; 950 emergencyPos.Y = pos.Y;
951 if (!(pos.Z < 0)) 951 if (!(pos.Z < 0))
952 emergencyPos.Z = pos.Z; 952 emergencyPos.Z = pos.Z;
953 } 953 }
954 if (pos.Y < 0) 954 if (pos.Y < 0)
955 { 955 {
956 emergencyPos.Y = (int)Constants.RegionSize + pos.Y; 956 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
957 if (!(pos.X < 0)) 957 if (!(pos.X < 0))
958 emergencyPos.X = pos.X; 958 emergencyPos.X = pos.X;
959 if (!(pos.Z < 0)) 959 if (!(pos.Z < 0))
960 emergencyPos.Z = pos.Z; 960 emergencyPos.Z = pos.Z;
961 } 961 }
962 if (pos.Z < 0) 962 if (pos.Z < 0)
963 { 963 {
964 emergencyPos.Z = 128; 964 emergencyPos.Z = 128;
965 if (!(pos.Y < 0)) 965 if (!(pos.Y < 0))
966 emergencyPos.Y = pos.Y; 966 emergencyPos.Y = pos.Y;
967 if (!(pos.X < 0)) 967 if (!(pos.X < 0))
968 emergencyPos.X = pos.X; 968 emergencyPos.X = pos.X;
969 } 969 }
970 } 970 }
971 971
972 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 972 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
973 { 973 {
974 m_log.WarnFormat( 974 m_log.WarnFormat(
975 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 975 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
976 pos, Name, UUID); 976 pos, Name, UUID);
977 977
978 if (pos.X < 0f) pos.X = 0f; 978 if (pos.X < 0f) pos.X = 0f;
979 if (pos.Y < 0f) pos.Y = 0f; 979 if (pos.Y < 0f) pos.Y = 0f;
980 if (pos.Z < 0f) pos.Z = 0f; 980 if (pos.Z < 0f) pos.Z = 0f;
981 } 981 }
982 982
983 float localAVHeight = 1.56f; 983 float localAVHeight = 1.56f;
984 if (m_avHeight != 127.0f) 984 if (m_avHeight != 127.0f)
985 { 985 {
986 localAVHeight = m_avHeight; 986 localAVHeight = m_avHeight;
987 } 987 }
988 988
989 float posZLimit = 0; 989 float posZLimit = 0;
990 990
991 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 991 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
992 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 992 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
993 993
994 float newPosZ = posZLimit + localAVHeight / 2; 994 float newPosZ = posZLimit + localAVHeight / 2;
995 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 995 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
996 { 996 {
997 pos.Z = newPosZ; 997 pos.Z = newPosZ;
998 } 998 }
999 AbsolutePosition = pos; 999 AbsolutePosition = pos;
1000 1000
1001 AddToPhysicalScene(isFlying); 1001 AddToPhysicalScene(isFlying);
1002 1002
1003 if (m_forceFly) 1003 if (m_forceFly)
1004 { 1004 {
1005 m_physicsActor.Flying = true; 1005 m_physicsActor.Flying = true;
1006 } 1006 }
1007 else if (m_flyDisabled) 1007 else if (m_flyDisabled)
1008 { 1008 {
1009 m_physicsActor.Flying = false; 1009 m_physicsActor.Flying = false;
1010 } 1010 }
1011 1011
1012 if (m_appearance != null) 1012 if (m_appearance != null)
1013 { 1013 {
1014 if (m_appearance.AvatarHeight > 0) 1014 if (m_appearance.AvatarHeight > 0)
1015 SetHeight(m_appearance.AvatarHeight); 1015 SetHeight(m_appearance.AvatarHeight);
1016 } 1016 }
1017 else 1017 else
1018 { 1018 {
1019 m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName); 1019 m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName);
1020 // emergency; this really shouldn't happen 1020 // emergency; this really shouldn't happen
1021 m_appearance = new AvatarAppearance(UUID); 1021 m_appearance = new AvatarAppearance(UUID);
1022 } 1022 }
1023 1023
1024 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1024 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
1025 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1025 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
1026 // elsewhere anyway 1026 // elsewhere anyway
1027 // Animator.SendAnimPack(); 1027 // Animator.SendAnimPack();
1028 1028
1029 m_scene.SwapRootAgentCount(false); 1029 m_scene.SwapRootAgentCount(false);
1030 1030
1031 //CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid); 1031 //CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid);
1032 //if (userInfo != null) 1032 //if (userInfo != null)
1033 // userInfo.FetchInventory(); 1033 // userInfo.FetchInventory();
1034 //else 1034 //else
1035 // m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid); 1035 // m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
1036 1036
1037 // On the next prim update, all objects will be sent 1037 // On the next prim update, all objects will be sent
1038 // 1038 //
1039 m_sceneViewer.Reset(); 1039 m_sceneViewer.Reset();
1040 1040
1041 m_isChildAgent = false; 1041 m_isChildAgent = false;
1042 1042
1043 // send the animations of the other presences to me 1043 // send the animations of the other presences to me
1044 m_scene.ForEachScenePresence(delegate(ScenePresence presence) 1044 m_scene.ForEachScenePresence(delegate(ScenePresence presence)
1045 { 1045 {
1046 if (presence != this) 1046 if (presence != this)
1047 presence.Animator.SendAnimPackToClient(ControllingClient); 1047 presence.Animator.SendAnimPackToClient(ControllingClient);
1048 }); 1048 });
1049 1049
1050 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1050 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1051 } 1051 }
1052 1052
1053 /// <summary> 1053 /// <summary>
1054 /// This turns a root agent into a child agent 1054 /// This turns a root agent into a child agent
1055 /// when an agent departs this region for a neighbor, this gets called. 1055 /// when an agent departs this region for a neighbor, this gets called.
1056 /// 1056 ///
1057 /// It doesn't get called for a teleport. Reason being, an agent that 1057 /// It doesn't get called for a teleport. Reason being, an agent that
1058 /// teleports out may not end up anywhere near this region 1058 /// teleports out may not end up anywhere near this region
1059 /// </summary> 1059 /// </summary>
1060 public void MakeChildAgent() 1060 public void MakeChildAgent()
1061 { 1061 {
1062 // It looks like m_animator is set to null somewhere, and MakeChild 1062 // It looks like m_animator is set to null somewhere, and MakeChild
1063 // is called after that. Probably in aborted teleports. 1063 // is called after that. Probably in aborted teleports.
1064 if (m_animator == null) 1064 if (m_animator == null)
1065 m_animator = new ScenePresenceAnimator(this); 1065 m_animator = new ScenePresenceAnimator(this);
1066 else 1066 else
1067 Animator.ResetAnimations(); 1067 Animator.ResetAnimations();
1068 1068
1069// m_log.DebugFormat( 1069// m_log.DebugFormat(
1070// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1070// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1071// Name, UUID, m_scene.RegionInfo.RegionName); 1071// Name, UUID, m_scene.RegionInfo.RegionName);
1072 1072
1073 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, 1073 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing,
1074 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. 1074 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
1075 //Velocity = new Vector3(0, 0, 0); 1075 //Velocity = new Vector3(0, 0, 0);
1076 1076
1077 m_isChildAgent = true; 1077 m_isChildAgent = true;
1078 m_scene.SwapRootAgentCount(true); 1078 m_scene.SwapRootAgentCount(true);
1079 RemoveFromPhysicalScene(); 1079 RemoveFromPhysicalScene();
1080 1080
1081 // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into 1081 // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into
1082 1082
1083 m_scene.EventManager.TriggerOnMakeChildAgent(this); 1083 m_scene.EventManager.TriggerOnMakeChildAgent(this);
1084 } 1084 }
1085 1085
1086 /// <summary> 1086 /// <summary>
1087 /// Removes physics plugin scene representation of this agent if it exists. 1087 /// Removes physics plugin scene representation of this agent if it exists.
1088 /// </summary> 1088 /// </summary>
1089 private void RemoveFromPhysicalScene() 1089 private void RemoveFromPhysicalScene()
1090 { 1090 {
1091 if (PhysicsActor != null) 1091 if (PhysicsActor != null)
1092 { 1092 {
1093 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1093 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1094 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1094 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
1095 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1095 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1096 m_physicsActor.UnSubscribeEvents(); 1096 m_physicsActor.UnSubscribeEvents();
1097 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1097 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1098 PhysicsActor = null; 1098 PhysicsActor = null;
1099 } 1099 }
1100 } 1100 }
1101 1101
1102 /// <summary> 1102 /// <summary>
1103 /// 1103 ///
1104 /// </summary> 1104 /// </summary>
1105 /// <param name="pos"></param> 1105 /// <param name="pos"></param>
1106 public void Teleport(Vector3 pos) 1106 public void Teleport(Vector3 pos)
1107 { 1107 {
1108 bool isFlying = false; 1108 bool isFlying = false;
1109 1109
1110 if (m_physicsActor != null) 1110 if (m_physicsActor != null)
1111 isFlying = m_physicsActor.Flying; 1111 isFlying = m_physicsActor.Flying;
1112 1112
1113 RemoveFromPhysicalScene(); 1113 RemoveFromPhysicalScene();
1114 Velocity = Vector3.Zero; 1114 Velocity = Vector3.Zero;
1115 AbsolutePosition = pos; 1115 AbsolutePosition = pos;
1116 AddToPhysicalScene(isFlying); 1116 AddToPhysicalScene(isFlying);
1117 if (m_appearance != null) 1117 if (m_appearance != null)
1118 { 1118 {
1119 if (m_appearance.AvatarHeight > 0) 1119 if (m_appearance.AvatarHeight > 0)
1120 SetHeight(m_appearance.AvatarHeight); 1120 SetHeight(m_appearance.AvatarHeight);
1121 } 1121 }
1122 1122
1123 SendTerseUpdateToAllClients(); 1123 SendTerseUpdateToAllClients();
1124 1124
1125 } 1125 }
1126 1126
1127 public void TeleportWithMomentum(Vector3 pos) 1127 public void TeleportWithMomentum(Vector3 pos)
1128 { 1128 {
1129 bool isFlying = false; 1129 bool isFlying = false;
1130 if (m_physicsActor != null) 1130 if (m_physicsActor != null)
1131 isFlying = m_physicsActor.Flying; 1131 isFlying = m_physicsActor.Flying;
1132 1132
1133 RemoveFromPhysicalScene(); 1133 RemoveFromPhysicalScene();
1134 AbsolutePosition = pos; 1134 AbsolutePosition = pos;
1135 AddToPhysicalScene(isFlying); 1135 AddToPhysicalScene(isFlying);
1136 if (m_appearance != null) 1136 if (m_appearance != null)
1137 { 1137 {
1138 if (m_appearance.AvatarHeight > 0) 1138 if (m_appearance.AvatarHeight > 0)
1139 SetHeight(m_appearance.AvatarHeight); 1139 SetHeight(m_appearance.AvatarHeight);
1140 } 1140 }
1141 1141
1142 SendTerseUpdateToAllClients(); 1142 SendTerseUpdateToAllClients();
1143 } 1143 }
1144 1144
1145 /// <summary> 1145 /// <summary>
1146 /// 1146 ///
1147 /// </summary> 1147 /// </summary>
1148 public void StopMovement() 1148 public void StopMovement()
1149 { 1149 {
1150 } 1150 }
1151 1151
1152 public void StopFlying() 1152 public void StopFlying()
1153 { 1153 {
1154 ControllingClient.StopFlying(this); 1154 ControllingClient.StopFlying(this);
1155 } 1155 }
1156 1156
1157 public void AddNeighbourRegion(ulong regionHandle, string cap) 1157 public void AddNeighbourRegion(ulong regionHandle, string cap)
1158 { 1158 {
1159 lock (m_knownChildRegions) 1159 lock (m_knownChildRegions)
1160 { 1160 {
1161 if (!m_knownChildRegions.ContainsKey(regionHandle)) 1161 if (!m_knownChildRegions.ContainsKey(regionHandle))
1162 { 1162 {
1163 uint x, y; 1163 uint x, y;
1164 Utils.LongToUInts(regionHandle, out x, out y); 1164 Utils.LongToUInts(regionHandle, out x, out y);
1165 m_knownChildRegions.Add(regionHandle, cap); 1165 m_knownChildRegions.Add(regionHandle, cap);
1166 } 1166 }
1167 } 1167 }
1168 } 1168 }
1169 1169
1170 public void RemoveNeighbourRegion(ulong regionHandle) 1170 public void RemoveNeighbourRegion(ulong regionHandle)
1171 { 1171 {
1172 lock (m_knownChildRegions) 1172 lock (m_knownChildRegions)
1173 { 1173 {
1174 if (m_knownChildRegions.ContainsKey(regionHandle)) 1174 if (m_knownChildRegions.ContainsKey(regionHandle))
1175 { 1175 {
1176 m_knownChildRegions.Remove(regionHandle); 1176 m_knownChildRegions.Remove(regionHandle);
1177 //m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count); 1177 //m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count);
1178 } 1178 }
1179 } 1179 }
1180 } 1180 }
1181 1181
1182 public void DropOldNeighbours(List<ulong> oldRegions) 1182 public void DropOldNeighbours(List<ulong> oldRegions)
1183 { 1183 {
1184 foreach (ulong handle in oldRegions) 1184 foreach (ulong handle in oldRegions)
1185 { 1185 {
1186 RemoveNeighbourRegion(handle); 1186 RemoveNeighbourRegion(handle);
1187 Scene.CapsModule.DropChildSeed(UUID, handle); 1187 Scene.CapsModule.DropChildSeed(UUID, handle);
1188 } 1188 }
1189 } 1189 }
1190 1190
1191 public List<ulong> GetKnownRegionList() 1191 public List<ulong> GetKnownRegionList()
1192 { 1192 {
1193 return new List<ulong>(m_knownChildRegions.Keys); 1193 return new List<ulong>(m_knownChildRegions.Keys);
1194 } 1194 }
1195 1195
1196 #endregion 1196 #endregion
1197 1197
1198 #region Event Handlers 1198 #region Event Handlers
1199 1199
1200 /// <summary> 1200 /// <summary>
1201 /// Sets avatar height in the phyiscs plugin 1201 /// Sets avatar height in the phyiscs plugin
1202 /// </summary> 1202 /// </summary>
1203 internal void SetHeight(float height) 1203 internal void SetHeight(float height)
1204 { 1204 {
1205 m_avHeight = height; 1205 m_avHeight = height;
1206 if (PhysicsActor != null && !IsChildAgent) 1206 if (PhysicsActor != null && !IsChildAgent)
1207 { 1207 {
1208 Vector3 SetSize = new Vector3(0.45f, 0.6f, m_avHeight); 1208 Vector3 SetSize = new Vector3(0.45f, 0.6f, m_avHeight);
1209 PhysicsActor.Size = SetSize; 1209 PhysicsActor.Size = SetSize;
1210 } 1210 }
1211 } 1211 }
1212 1212
1213 /// <summary> 1213 /// <summary>
1214 /// Complete Avatar's movement into the region. 1214 /// Complete Avatar's movement into the region.
1215 /// This is called upon a very important packet sent from the client, 1215 /// This is called upon a very important packet sent from the client,
1216 /// so it's client-controlled. Never call this method directly. 1216 /// so it's client-controlled. Never call this method directly.
1217 /// </summary> 1217 /// </summary>
1218 public void CompleteMovement(IClientAPI client) 1218 public void CompleteMovement(IClientAPI client)
1219 { 1219 {
1220 //m_log.Debug("[SCENE PRESENCE]: CompleteMovement"); 1220 //m_log.Debug("[SCENE PRESENCE]: CompleteMovement");
1221 1221
1222 Vector3 look = Velocity; 1222 Vector3 look = Velocity;
1223 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1223 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1224 { 1224 {
1225 look = new Vector3(0.99f, 0.042f, 0); 1225 look = new Vector3(0.99f, 0.042f, 0);
1226 } 1226 }
1227 1227
1228 // Prevent teleporting to an underground location 1228 // Prevent teleporting to an underground location
1229 // (may crash client otherwise) 1229 // (may crash client otherwise)
1230 // 1230 //
1231 Vector3 pos = AbsolutePosition; 1231 Vector3 pos = AbsolutePosition;
1232 float ground = m_scene.GetGroundHeight(pos.X, pos.Y); 1232 float ground = m_scene.GetGroundHeight(pos.X, pos.Y);
1233 if (pos.Z < ground + 1.5f) 1233 if (pos.Z < ground + 1.5f)
1234 { 1234 {
1235 pos.Z = ground + 1.5f; 1235 pos.Z = ground + 1.5f;
1236 AbsolutePosition = pos; 1236 AbsolutePosition = pos;
1237 } 1237 }
1238 m_isChildAgent = false; 1238 m_isChildAgent = false;
1239 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1239 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1240 MakeRootAgent(AbsolutePosition, m_flying); 1240 MakeRootAgent(AbsolutePosition, m_flying);
1241 1241
1242 if ((m_callbackURI != null) && !m_callbackURI.Equals("")) 1242 if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
1243 { 1243 {
1244 m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI); 1244 m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI);
1245 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI); 1245 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
1246 m_callbackURI = null; 1246 m_callbackURI = null;
1247 } 1247 }
1248 1248
1249 //m_log.DebugFormat("Completed movement"); 1249 //m_log.DebugFormat("Completed movement");
1250 1250
1251 m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look); 1251 m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
1252 SendInitialData(); 1252 SendInitialData();
1253 1253
1254 // Create child agents in neighbouring regions 1254 // Create child agents in neighbouring regions
1255 if (!m_isChildAgent) 1255 if (!m_isChildAgent)
1256 { 1256 {
1257 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1257 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1258 if (m_agentTransfer != null) 1258 if (m_agentTransfer != null)
1259 m_agentTransfer.EnableChildAgents(this); 1259 m_agentTransfer.EnableChildAgents(this);
1260 else 1260 else
1261 m_log.DebugFormat("[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active"); 1261 m_log.DebugFormat("[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active");
1262 1262
1263 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1263 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1264 if (friendsModule != null) 1264 if (friendsModule != null)
1265 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1265 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1266 } 1266 }
1267 1267
1268 } 1268 }
1269 1269
1270 /// <summary> 1270 /// <summary>
1271 /// Callback for the Camera view block check. Gets called with the results of the camera view block test 1271 /// Callback for the Camera view block check. Gets called with the results of the camera view block test
1272 /// hitYN is true when there's something in the way. 1272 /// hitYN is true when there's something in the way.
1273 /// </summary> 1273 /// </summary>
1274 /// <param name="hitYN"></param> 1274 /// <param name="hitYN"></param>
1275 /// <param name="collisionPoint"></param> 1275 /// <param name="collisionPoint"></param>
1276 /// <param name="localid"></param> 1276 /// <param name="localid"></param>
1277 /// <param name="distance"></param> 1277 /// <param name="distance"></param>
1278 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1278 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1279 { 1279 {
1280 const float POSITION_TOLERANCE = 0.02f; 1280 const float POSITION_TOLERANCE = 0.02f;
1281 const float VELOCITY_TOLERANCE = 0.02f; 1281 const float VELOCITY_TOLERANCE = 0.02f;
1282 const float ROTATION_TOLERANCE = 0.02f; 1282 const float ROTATION_TOLERANCE = 0.02f;
1283 1283
1284 if (m_followCamAuto) 1284 if (m_followCamAuto)
1285 { 1285 {
1286 if (hitYN) 1286 if (hitYN)
1287 { 1287 {
1288 CameraConstraintActive = true; 1288 CameraConstraintActive = true;
1289 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1289 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance);
1290 1290
1291 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1291 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint);
1292 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1292 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint)));
1293 } 1293 }
1294 else 1294 else
1295 { 1295 {
1296 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1296 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1297 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1297 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
1298 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1298 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1299 { 1299 {
1300 if (CameraConstraintActive) 1300 if (CameraConstraintActive)
1301 { 1301 {
1302 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1302 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f));
1303 CameraConstraintActive = false; 1303 CameraConstraintActive = false;
1304 } 1304 }
1305 } 1305 }
1306 } 1306 }
1307 } 1307 }
1308 } 1308 }
1309 1309
1310 /// <summary> 1310 /// <summary>
1311 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1311 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1312 /// </summary> 1312 /// </summary>
1313 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1313 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1314 { 1314 {
1315 //if (m_isChildAgent) 1315 //if (m_isChildAgent)
1316 //{ 1316 //{
1317 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1317 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1318 // return; 1318 // return;
1319 //} 1319 //}
1320 1320
1321 m_perfMonMS = Util.EnvironmentTickCount(); 1321 m_perfMonMS = Util.EnvironmentTickCount();
1322 1322
1323 ++m_movementUpdateCount; 1323 ++m_movementUpdateCount;
1324 if (m_movementUpdateCount < 1) 1324 if (m_movementUpdateCount < 1)
1325 m_movementUpdateCount = 1; 1325 m_movementUpdateCount = 1;
1326 1326
1327 #region Sanity Checking 1327 #region Sanity Checking
1328 1328
1329 // This is irritating. Really. 1329 // This is irritating. Really.
1330 if (!AbsolutePosition.IsFinite()) 1330 if (!AbsolutePosition.IsFinite())
1331 { 1331 {
1332 RemoveFromPhysicalScene(); 1332 RemoveFromPhysicalScene();
1333 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1333 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1334 1334
1335 m_pos = m_LastFinitePos; 1335 m_pos = m_LastFinitePos;
1336 1336
1337 if (!m_pos.IsFinite()) 1337 if (!m_pos.IsFinite())
1338 { 1338 {
1339 m_pos.X = 127f; 1339 m_pos.X = 127f;
1340 m_pos.Y = 127f; 1340 m_pos.Y = 127f;
1341 m_pos.Z = 127f; 1341 m_pos.Z = 127f;
1342 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903"); 1342 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903");
1343 } 1343 }
1344 1344
1345 AddToPhysicalScene(false); 1345 AddToPhysicalScene(false);
1346 } 1346 }
1347 else 1347 else
1348 { 1348 {
1349 m_LastFinitePos = m_pos; 1349 m_LastFinitePos = m_pos;
1350 } 1350 }
1351 1351
1352 #endregion Sanity Checking 1352 #endregion Sanity Checking
1353 1353
1354 #region Inputs 1354 #region Inputs
1355 1355
1356 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; 1356 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1357 Quaternion bodyRotation = agentData.BodyRotation; 1357 Quaternion bodyRotation = agentData.BodyRotation;
1358 1358
1359 // Camera location in world. We'll need to raytrace 1359 // Camera location in world. We'll need to raytrace
1360 // from this location from time to time. 1360 // from this location from time to time.
1361 m_CameraCenter = agentData.CameraCenter; 1361 m_CameraCenter = agentData.CameraCenter;
1362 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance) 1362 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance)
1363 { 1363 {
1364 ReprioritizeUpdates(); 1364 ReprioritizeUpdates();
1365 m_lastCameraCenter = m_CameraCenter; 1365 m_lastCameraCenter = m_CameraCenter;
1366 } 1366 }
1367 1367
1368 // Use these three vectors to figure out what the agent is looking at 1368 // Use these three vectors to figure out what the agent is looking at
1369 // Convert it to a Matrix and/or Quaternion 1369 // Convert it to a Matrix and/or Quaternion
1370 m_CameraAtAxis = agentData.CameraAtAxis; 1370 m_CameraAtAxis = agentData.CameraAtAxis;
1371 m_CameraLeftAxis = agentData.CameraLeftAxis; 1371 m_CameraLeftAxis = agentData.CameraLeftAxis;
1372 m_CameraUpAxis = agentData.CameraUpAxis; 1372 m_CameraUpAxis = agentData.CameraUpAxis;
1373 1373
1374 // The Agent's Draw distance setting 1374 // The Agent's Draw distance setting
1375 m_DrawDistance = agentData.Far; 1375 m_DrawDistance = agentData.Far;
1376 1376
1377 // Check if Client has camera in 'follow cam' or 'build' mode. 1377 // Check if Client has camera in 'follow cam' or 'build' mode.
1378 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); 1378 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
1379 1379
1380 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) 1380 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
1381 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; 1381 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1382 1382
1383 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1383 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1384 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1384 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1385 1385
1386 #endregion Inputs 1386 #endregion Inputs
1387 1387
1388 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1388 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1389 { 1389 {
1390 StandUp(); 1390 StandUp();
1391 } 1391 }
1392 1392
1393 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); 1393 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1394 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1394 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1395 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1395 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
1396 { 1396 {
1397 if (m_followCamAuto) 1397 if (m_followCamAuto)
1398 { 1398 {
1399 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1399 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1400 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1400 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1401 } 1401 }
1402 } 1402 }
1403 lock (scriptedcontrols) 1403 lock (scriptedcontrols)
1404 { 1404 {
1405 if (scriptedcontrols.Count > 0) 1405 if (scriptedcontrols.Count > 0)
1406 { 1406 {
1407 SendControlToScripts((uint)flags); 1407 SendControlToScripts((uint)flags);
1408 flags = RemoveIgnoredControls(flags, IgnoredControls); 1408 flags = RemoveIgnoredControls(flags, IgnoredControls);
1409 } 1409 }
1410 } 1410 }
1411 1411
1412 if (m_autopilotMoving) 1412 if (m_autopilotMoving)
1413 CheckAtSitTarget(); 1413 CheckAtSitTarget();
1414 1414
1415 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1415 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1416 { 1416 {
1417 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. 1417 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1418 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1418 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1419 1419
1420 // TODO: This doesn't prevent the user from walking yet. 1420 // TODO: This doesn't prevent the user from walking yet.
1421 // Setting parent ID would fix this, if we knew what value 1421 // Setting parent ID would fix this, if we knew what value
1422 // to use. Or we could add a m_isSitting variable. 1422 // to use. Or we could add a m_isSitting variable.
1423 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1423 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1424 SitGround = true; 1424 SitGround = true;
1425 } 1425 }
1426 1426
1427 // In the future, these values might need to go global. 1427 // In the future, these values might need to go global.
1428 // Here's where you get them. 1428 // Here's where you get them.
1429 m_AgentControlFlags = flags; 1429 m_AgentControlFlags = flags;
1430 m_headrotation = agentData.HeadRotation; 1430 m_headrotation = agentData.HeadRotation;
1431 m_state = agentData.State; 1431 m_state = agentData.State;
1432 1432
1433 PhysicsActor actor = PhysicsActor; 1433 PhysicsActor actor = PhysicsActor;
1434 if (actor == null) 1434 if (actor == null)
1435 { 1435 {
1436 return; 1436 return;
1437 } 1437 }
1438 1438
1439 bool update_movementflag = false; 1439 bool update_movementflag = false;
1440 1440
1441 if (m_allowMovement && !SitGround) 1441 if (m_allowMovement && !SitGround)
1442 { 1442 {
1443 if (agentData.UseClientAgentPosition) 1443 if (agentData.UseClientAgentPosition)
1444 { 1444 {
1445 m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; 1445 m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f;
1446 m_moveToPositionTarget = agentData.ClientAgentPosition; 1446 m_moveToPositionTarget = agentData.ClientAgentPosition;
1447 } 1447 }
1448 1448
1449 int i = 0; 1449 int i = 0;
1450 1450
1451 bool update_rotation = false; 1451 bool update_rotation = false;
1452 bool DCFlagKeyPressed = false; 1452 bool DCFlagKeyPressed = false;
1453 Vector3 agent_control_v3 = Vector3.Zero; 1453 Vector3 agent_control_v3 = Vector3.Zero;
1454 Quaternion q = bodyRotation; 1454 Quaternion q = bodyRotation;
1455 1455
1456 bool oldflying = PhysicsActor.Flying; 1456 bool oldflying = PhysicsActor.Flying;
1457 1457
1458 if (m_forceFly) 1458 if (m_forceFly)
1459 actor.Flying = true; 1459 actor.Flying = true;
1460 else if (m_flyDisabled) 1460 else if (m_flyDisabled)
1461 actor.Flying = false; 1461 actor.Flying = false;
1462 else 1462 else
1463 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1463 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1464 1464
1465 if (actor.Flying != oldflying) 1465 if (actor.Flying != oldflying)
1466 update_movementflag = true; 1466 update_movementflag = true;
1467 1467
1468 if (q != m_bodyRot) 1468 if (q != m_bodyRot)
1469 { 1469 {
1470 m_bodyRot = q; 1470 m_bodyRot = q;
1471 update_rotation = true; 1471 update_rotation = true;
1472 } 1472 }
1473 1473
1474 //guilty until proven innocent.. 1474 //guilty until proven innocent..
1475 bool Nudging = true; 1475 bool Nudging = true;
1476 //Basically, if there is at least one non-nudge control then we don't need 1476 //Basically, if there is at least one non-nudge control then we don't need
1477 //to worry about stopping the avatar 1477 //to worry about stopping the avatar
1478 1478
1479 if (m_parentID == 0) 1479 if (m_parentID == 0)
1480 { 1480 {
1481 bool bAllowUpdateMoveToPosition = false; 1481 bool bAllowUpdateMoveToPosition = false;
1482 bool bResetMoveToPosition = false; 1482 bool bResetMoveToPosition = false;
1483 1483
1484 Vector3[] dirVectors; 1484 Vector3[] dirVectors;
1485 1485
1486 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying 1486 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
1487 // this prevents 'jumping' in inappropriate situations. 1487 // this prevents 'jumping' in inappropriate situations.
1488 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying)) 1488 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying))
1489 dirVectors = GetWalkDirectionVectors(); 1489 dirVectors = GetWalkDirectionVectors();
1490 else 1490 else
1491 dirVectors = Dir_Vectors; 1491 dirVectors = Dir_Vectors;
1492 1492
1493 bool[] isNudge = GetDirectionIsNudge(); 1493 bool[] isNudge = GetDirectionIsNudge();
1494 1494
1495 1495
1496 1496
1497 1497
1498 1498
1499 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1499 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1500 { 1500 {
1501 if (((uint)flags & (uint)DCF) != 0) 1501 if (((uint)flags & (uint)DCF) != 0)
1502 { 1502 {
1503 bResetMoveToPosition = true; 1503 bResetMoveToPosition = true;
1504 DCFlagKeyPressed = true; 1504 DCFlagKeyPressed = true;
1505 try 1505 try
1506 { 1506 {
1507 agent_control_v3 += dirVectors[i]; 1507 agent_control_v3 += dirVectors[i];
1508 if (isNudge[i] == false) 1508 if (isNudge[i] == false)
1509 { 1509 {
1510 Nudging = false; 1510 Nudging = false;
1511 } 1511 }
1512 } 1512 }
1513 catch (IndexOutOfRangeException) 1513 catch (IndexOutOfRangeException)
1514 { 1514 {
1515 // Why did I get this? 1515 // Why did I get this?
1516 } 1516 }
1517 1517
1518 if ((m_movementflag & (uint)DCF) == 0) 1518 if ((m_movementflag & (uint)DCF) == 0)
1519 { 1519 {
1520 m_movementflag += (byte)(uint)DCF; 1520 m_movementflag += (byte)(uint)DCF;
1521 update_movementflag = true; 1521 update_movementflag = true;
1522 } 1522 }
1523 } 1523 }
1524 else 1524 else
1525 { 1525 {
1526 if ((m_movementflag & (uint)DCF) != 0) 1526 if ((m_movementflag & (uint)DCF) != 0)
1527 { 1527 {
1528 m_movementflag -= (byte)(uint)DCF; 1528 m_movementflag -= (byte)(uint)DCF;
1529 update_movementflag = true; 1529 update_movementflag = true;
1530 } 1530 }
1531 else 1531 else
1532 { 1532 {
1533 bAllowUpdateMoveToPosition = true; 1533 bAllowUpdateMoveToPosition = true;
1534 } 1534 }
1535 } 1535 }
1536 i++; 1536 i++;
1537 } 1537 }
1538 //Paupaw:Do Proper PID for Autopilot here 1538 //Paupaw:Do Proper PID for Autopilot here
1539 if (bResetMoveToPosition) 1539 if (bResetMoveToPosition)
1540 { 1540 {
1541 m_moveToPositionTarget = Vector3.Zero; 1541 m_moveToPositionTarget = Vector3.Zero;
1542 m_moveToPositionInProgress = false; 1542 m_moveToPositionInProgress = false;
1543 update_movementflag = true; 1543 update_movementflag = true;
1544 bAllowUpdateMoveToPosition = false; 1544 bAllowUpdateMoveToPosition = false;
1545 } 1545 }
1546 1546
1547 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) 1547 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
1548 { 1548 {
1549 //Check the error term of the current position in relation to the target position 1549 //Check the error term of the current position in relation to the target position
1550 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) 1550 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f)
1551 { 1551 {
1552 // we are close enough to the target 1552 // we are close enough to the target
1553 m_moveToPositionTarget = Vector3.Zero; 1553 m_moveToPositionTarget = Vector3.Zero;
1554 m_moveToPositionInProgress = false; 1554 m_moveToPositionInProgress = false;
1555 update_movementflag = true; 1555 update_movementflag = true;
1556 } 1556 }
1557 else 1557 else
1558 { 1558 {
1559 try 1559 try
1560 { 1560 {
1561 // move avatar in 2D at one meter/second towards target, in avatar coordinate frame. 1561 // move avatar in 2D at one meter/second towards target, in avatar coordinate frame.
1562 // This movement vector gets added to the velocity through AddNewMovement(). 1562 // This movement vector gets added to the velocity through AddNewMovement().
1563 // Theoretically we might need a more complex PID approach here if other 1563 // Theoretically we might need a more complex PID approach here if other
1564 // unknown forces are acting on the avatar and we need to adaptively respond 1564 // unknown forces are acting on the avatar and we need to adaptively respond
1565 // to such forces, but the following simple approach seems to works fine. 1565 // to such forces, but the following simple approach seems to works fine.
1566 Vector3 LocalVectorToTarget3D = 1566 Vector3 LocalVectorToTarget3D =
1567 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1567 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1568 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords 1568 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
1569 // Ignore z component of vector 1569 // Ignore z component of vector
1570 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1570 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1571 LocalVectorToTarget2D.Normalize(); 1571 LocalVectorToTarget2D.Normalize();
1572 1572
1573 //We're not nudging 1573 //We're not nudging
1574 Nudging = false; 1574 Nudging = false;
1575 agent_control_v3 += LocalVectorToTarget2D; 1575 agent_control_v3 += LocalVectorToTarget2D;
1576 1576
1577 // update avatar movement flags. the avatar coordinate system is as follows: 1577 // update avatar movement flags. the avatar coordinate system is as follows:
1578 // 1578 //
1579 // +X (forward) 1579 // +X (forward)
1580 // 1580 //
1581 // ^ 1581 // ^
1582 // | 1582 // |
1583 // | 1583 // |
1584 // | 1584 // |
1585 // | 1585 // |
1586 // (left) +Y <--------o--------> -Y 1586 // (left) +Y <--------o--------> -Y
1587 // avatar 1587 // avatar
1588 // | 1588 // |
1589 // | 1589 // |
1590 // | 1590 // |
1591 // | 1591 // |
1592 // v 1592 // v
1593 // -X 1593 // -X
1594 // 1594 //
1595 1595
1596 // based on the above avatar coordinate system, classify the movement into 1596 // based on the above avatar coordinate system, classify the movement into
1597 // one of left/right/back/forward. 1597 // one of left/right/back/forward.
1598 if (LocalVectorToTarget2D.Y > 0)//MoveLeft 1598 if (LocalVectorToTarget2D.Y > 0)//MoveLeft
1599 { 1599 {
1600 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1600 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1601 //AgentControlFlags 1601 //AgentControlFlags
1602 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1602 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1603 update_movementflag = true; 1603 update_movementflag = true;
1604 } 1604 }
1605 else if (LocalVectorToTarget2D.Y < 0) //MoveRight 1605 else if (LocalVectorToTarget2D.Y < 0) //MoveRight
1606 { 1606 {
1607 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1607 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1608 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1608 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1609 update_movementflag = true; 1609 update_movementflag = true;
1610 } 1610 }
1611 if (LocalVectorToTarget2D.X < 0) //MoveBack 1611 if (LocalVectorToTarget2D.X < 0) //MoveBack
1612 { 1612 {
1613 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1613 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1614 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1614 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1615 update_movementflag = true; 1615 update_movementflag = true;
1616 } 1616 }
1617 else if (LocalVectorToTarget2D.X > 0) //Move Forward 1617 else if (LocalVectorToTarget2D.X > 0) //Move Forward
1618 { 1618 {
1619 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1619 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1620 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1620 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1621 update_movementflag = true; 1621 update_movementflag = true;
1622 } 1622 }
1623 } 1623 }
1624 catch (Exception e) 1624 catch (Exception e)
1625 { 1625 {
1626 //Avoid system crash, can be slower but... 1626 //Avoid system crash, can be slower but...
1627 m_log.DebugFormat("Crash! {0}", e.ToString()); 1627 m_log.DebugFormat("Crash! {0}", e.ToString());
1628 } 1628 }
1629 } 1629 }
1630 } 1630 }
1631 } 1631 }
1632 1632
1633 // Cause the avatar to stop flying if it's colliding 1633 // Cause the avatar to stop flying if it's colliding
1634 // with something with the down arrow pressed. 1634 // with something with the down arrow pressed.
1635 1635
1636 // Only do this if we're flying 1636 // Only do this if we're flying
1637 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) 1637 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
1638 { 1638 {
1639 // Landing detection code 1639 // Landing detection code
1640 1640
1641 // Are the landing controls requirements filled? 1641 // Are the landing controls requirements filled?
1642 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1642 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1643 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1643 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1644 1644
1645 // Are the collision requirements fulfilled? 1645 // Are the collision requirements fulfilled?
1646 bool colliding = (m_physicsActor.IsColliding == true); 1646 bool colliding = (m_physicsActor.IsColliding == true);
1647 1647
1648 if (m_physicsActor.Flying && colliding && controlland) 1648 if (m_physicsActor.Flying && colliding && controlland)
1649 { 1649 {
1650 // nesting this check because LengthSquared() is expensive and we don't 1650 // nesting this check because LengthSquared() is expensive and we don't
1651 // want to do it every step when flying. 1651 // want to do it every step when flying.
1652 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) 1652 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
1653 StopFlying(); 1653 StopFlying();
1654 } 1654 }
1655 } 1655 }
1656 1656
1657 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1657 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1658 { 1658 {
1659 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); 1659 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
1660 // m_log.DebugFormat( 1660 // m_log.DebugFormat(
1661 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1661 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1662 1662
1663 AddNewMovement(agent_control_v3, q, Nudging); 1663 AddNewMovement(agent_control_v3, q, Nudging);
1664 1664
1665 1665
1666 } 1666 }
1667 } 1667 }
1668 1668
1669 if (update_movementflag && !SitGround) 1669 if (update_movementflag && !SitGround)
1670 Animator.UpdateMovementAnimations(); 1670 Animator.UpdateMovementAnimations();
1671 1671
1672 m_scene.EventManager.TriggerOnClientMovement(this); 1672 m_scene.EventManager.TriggerOnClientMovement(this);
1673 1673
1674 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 1674 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
1675 } 1675 }
1676 1676
1677 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client) 1677 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client)
1678 { 1678 {
1679 m_autopilotMoving = true; 1679 m_autopilotMoving = true;
1680 m_autoPilotTarget = Pos; 1680 m_autoPilotTarget = Pos;
1681 m_sitAtAutoTarget = false; 1681 m_sitAtAutoTarget = false;
1682 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1682 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1683 //proxy.PCode = (byte)PCode.ParticleSystem; 1683 //proxy.PCode = (byte)PCode.ParticleSystem;
1684 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1684 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1685 proxyObjectGroup.AttachToScene(m_scene); 1685 proxyObjectGroup.AttachToScene(m_scene);
1686 1686
1687 // Commented out this code since it could never have executed, but might still be informative. 1687 // Commented out this code since it could never have executed, but might still be informative.
1688// if (proxyObjectGroup != null) 1688// if (proxyObjectGroup != null)
1689// { 1689// {
1690 proxyObjectGroup.SendGroupFullUpdate(); 1690 proxyObjectGroup.SendGroupFullUpdate();
1691 remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false); 1691 remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
1692 m_scene.DeleteSceneObject(proxyObjectGroup, false); 1692 m_scene.DeleteSceneObject(proxyObjectGroup, false);
1693// } 1693// }
1694// else 1694// else
1695// { 1695// {
1696// m_autopilotMoving = false; 1696// m_autopilotMoving = false;
1697// m_autoPilotTarget = Vector3.Zero; 1697// m_autoPilotTarget = Vector3.Zero;
1698// ControllingClient.SendAlertMessage("Autopilot cancelled"); 1698// ControllingClient.SendAlertMessage("Autopilot cancelled");
1699// } 1699// }
1700 } 1700 }
1701 1701
1702 public void DoMoveToPosition(Object sender, string method, List<String> args) 1702 public void DoMoveToPosition(Object sender, string method, List<String> args)
1703 { 1703 {
1704 try 1704 try
1705 { 1705 {
1706 float locx = 0f; 1706 float locx = 0f;
1707 float locy = 0f; 1707 float locy = 0f;
1708 float locz = 0f; 1708 float locz = 0f;
1709 uint regionX = 0; 1709 uint regionX = 0;
1710 uint regionY = 0; 1710 uint regionY = 0;
1711 try 1711 try
1712 { 1712 {
1713 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY); 1713 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY);
1714 locx = Convert.ToSingle(args[0]) - (float)regionX; 1714 locx = Convert.ToSingle(args[0]) - (float)regionX;
1715 locy = Convert.ToSingle(args[1]) - (float)regionY; 1715 locy = Convert.ToSingle(args[1]) - (float)regionY;
1716 locz = Convert.ToSingle(args[2]); 1716 locz = Convert.ToSingle(args[2]);
1717 } 1717 }
1718 catch (InvalidCastException) 1718 catch (InvalidCastException)
1719 { 1719 {
1720 m_log.Error("[CLIENT]: Invalid autopilot request"); 1720 m_log.Error("[CLIENT]: Invalid autopilot request");
1721 return; 1721 return;
1722 } 1722 }
1723 m_moveToPositionInProgress = true; 1723 m_moveToPositionInProgress = true;
1724 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1724 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1725 } 1725 }
1726 catch (Exception ex) 1726 catch (Exception ex)
1727 { 1727 {
1728 //Why did I get this error? 1728 //Why did I get this error?
1729 m_log.Error("[SCENEPRESENCE]: DoMoveToPosition" + ex); 1729 m_log.Error("[SCENEPRESENCE]: DoMoveToPosition" + ex);
1730 } 1730 }
1731 } 1731 }
1732 1732
1733 private void CheckAtSitTarget() 1733 private void CheckAtSitTarget()
1734 { 1734 {
1735 //m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString()); 1735 //m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString());
1736 if (Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget) <= 1.5) 1736 if (Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget) <= 1.5)
1737 { 1737 {
1738 if (m_sitAtAutoTarget) 1738 if (m_sitAtAutoTarget)
1739 { 1739 {
1740 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetUUID); 1740 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetUUID);
1741 if (part != null) 1741 if (part != null)
1742 { 1742 {
1743 AbsolutePosition = part.AbsolutePosition; 1743 AbsolutePosition = part.AbsolutePosition;
1744 Velocity = Vector3.Zero; 1744 Velocity = Vector3.Zero;
1745 SendFullUpdateToAllClients(); 1745 SendFullUpdateToAllClients();
1746 1746
1747 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ?? 1747 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1748 } 1748 }
1749 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1749 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1750 m_requestedSitTargetUUID = UUID.Zero; 1750 m_requestedSitTargetUUID = UUID.Zero;
1751 } 1751 }
1752 /* 1752 /*
1753 else 1753 else
1754 { 1754 {
1755 //ControllingClient.SendAlertMessage("Autopilot cancelled"); 1755 //ControllingClient.SendAlertMessage("Autopilot cancelled");
1756 //SendTerseUpdateToAllClients(); 1756 //SendTerseUpdateToAllClients();
1757 //PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1757 //PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1758 //proxy.PCode = (byte)PCode.ParticleSystem; 1758 //proxy.PCode = (byte)PCode.ParticleSystem;
1759 ////uint nextUUID = m_scene.NextLocalId; 1759 ////uint nextUUID = m_scene.NextLocalId;
1760 1760
1761 //proxyObjectGroup = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, UUID, nextUUID, m_autoPilotTarget, Quaternion.Identity, proxy); 1761 //proxyObjectGroup = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, UUID, nextUUID, m_autoPilotTarget, Quaternion.Identity, proxy);
1762 //if (proxyObjectGroup != null) 1762 //if (proxyObjectGroup != null)
1763 //{ 1763 //{
1764 //proxyObjectGroup.SendGroupFullUpdate(); 1764 //proxyObjectGroup.SendGroupFullUpdate();
1765 //ControllingClient.SendSitResponse(UUID.Zero, m_autoPilotTarget, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false); 1765 //ControllingClient.SendSitResponse(UUID.Zero, m_autoPilotTarget, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
1766 //m_scene.DeleteSceneObject(proxyObjectGroup); 1766 //m_scene.DeleteSceneObject(proxyObjectGroup);
1767 //} 1767 //}
1768 } 1768 }
1769 */ 1769 */
1770 m_autoPilotTarget = Vector3.Zero; 1770 m_autoPilotTarget = Vector3.Zero;
1771 m_autopilotMoving = false; 1771 m_autopilotMoving = false;
1772 } 1772 }
1773 } 1773 }
1774 /// <summary> 1774 /// <summary>
1775 /// Perform the logic necessary to stand the avatar up. This method also executes 1775 /// Perform the logic necessary to stand the avatar up. This method also executes
1776 /// the stand animation. 1776 /// the stand animation.
1777 /// </summary> 1777 /// </summary>
1778 public void StandUp() 1778 public void StandUp()
1779 { 1779 {
1780 SitGround = false; 1780 SitGround = false;
1781 1781
1782 if (m_parentID != 0) 1782 if (m_parentID != 0)
1783 { 1783 {
1784 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); 1784 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1785 if (part != null) 1785 if (part != null)
1786 { 1786 {
1787 part.TaskInventory.LockItemsForRead(true); 1787 part.TaskInventory.LockItemsForRead(true);
1788 TaskInventoryDictionary taskIDict = part.TaskInventory; 1788 TaskInventoryDictionary taskIDict = part.TaskInventory;
1789 if (taskIDict != null) 1789 if (taskIDict != null)
1790 { 1790 {
1791 foreach (UUID taskID in taskIDict.Keys) 1791 foreach (UUID taskID in taskIDict.Keys)
1792 { 1792 {
1793 UnRegisterControlEventsToScript(LocalId, taskID); 1793 UnRegisterControlEventsToScript(LocalId, taskID);
1794 taskIDict[taskID].PermsMask &= ~( 1794 taskIDict[taskID].PermsMask &= ~(
1795 2048 | //PERMISSION_CONTROL_CAMERA 1795 2048 | //PERMISSION_CONTROL_CAMERA
1796 4); // PERMISSION_TAKE_CONTROLS 1796 4); // PERMISSION_TAKE_CONTROLS
1797 } 1797 }
1798 } 1798 }
1799 part.TaskInventory.LockItemsForRead(false); 1799 part.TaskInventory.LockItemsForRead(false);
1800 // Reset sit target. 1800 // Reset sit target.
1801 if (part.GetAvatarOnSitTarget() == UUID) 1801 if (part.GetAvatarOnSitTarget() == UUID)
1802 part.SetAvatarOnSitTarget(UUID.Zero); 1802 part.SetAvatarOnSitTarget(UUID.Zero);
1803 m_parentPosition = part.GetWorldPosition(); 1803 m_parentPosition = part.GetWorldPosition();
1804 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1804 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1805 } 1805 }
1806 // part.GetWorldRotation() is the rotation of the object being sat on 1806 // part.GetWorldRotation() is the rotation of the object being sat on
1807 // Rotation is the sittiing Av's rotation 1807 // Rotation is the sittiing Av's rotation
1808 1808
1809 Quaternion partRot; 1809 Quaternion partRot;
1810// if (part.LinkNum == 1) 1810// if (part.LinkNum == 1)
1811// { // Root prim of linkset 1811// { // Root prim of linkset
1812// partRot = part.ParentGroup.RootPart.RotationOffset; 1812// partRot = part.ParentGroup.RootPart.RotationOffset;
1813// } 1813// }
1814// else 1814// else
1815// { // single or child prim 1815// { // single or child prim
1816 1816
1817// } 1817// }
1818 if (part == null) //CW: Part may be gone. llDie() for example. 1818 if (part == null) //CW: Part may be gone. llDie() for example.
1819 { 1819 {
1820 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 1820 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1821 } 1821 }
1822 else 1822 else
1823 { 1823 {
1824 partRot = part.GetWorldRotation(); 1824 partRot = part.GetWorldRotation();
1825 } 1825 }
1826 1826
1827 Quaternion partIRot = Quaternion.Inverse(partRot); 1827 Quaternion partIRot = Quaternion.Inverse(partRot);
1828 1828
1829 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av 1829 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1830 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av 1830 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1831 1831
1832 1832
1833 if (m_physicsActor == null) 1833 if (m_physicsActor == null)
1834 { 1834 {
1835 AddToPhysicalScene(false); 1835 AddToPhysicalScene(false);
1836 } 1836 }
1837 //CW: If the part isn't null then we can set the current position 1837 //CW: If the part isn't null then we can set the current position
1838 if (part != null) 1838 if (part != null)
1839 { 1839 {
1840 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset! 1840 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1841 AbsolutePosition = avWorldStandUp; //KF: Fix stand up. 1841 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1842 part.IsOccupied = false; 1842 part.IsOccupied = false;
1843 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId); 1843 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1844 } 1844 }
1845 else 1845 else
1846 { 1846 {
1847 //CW: Since the part doesn't exist, a coarse standup position isn't an issue 1847 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1848 AbsolutePosition = m_lastWorldPosition; 1848 AbsolutePosition = m_lastWorldPosition;
1849 } 1849 }
1850 1850
1851 m_parentPosition = Vector3.Zero; 1851 m_parentPosition = Vector3.Zero;
1852 m_parentID = 0; 1852 m_parentID = 0;
1853 m_linkedPrim = UUID.Zero; 1853 m_linkedPrim = UUID.Zero;
1854 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); 1854 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1855 SendFullUpdateToAllClients(); 1855 SendFullUpdateToAllClients();
1856 m_requestedSitTargetID = 0; 1856 m_requestedSitTargetID = 0;
1857 1857
1858 if ((m_physicsActor != null) && (m_avHeight > 0)) 1858 if ((m_physicsActor != null) && (m_avHeight > 0))
1859 { 1859 {
1860 SetHeight(m_avHeight); 1860 SetHeight(m_avHeight);
1861 } 1861 }
1862 } 1862 }
1863 Animator.TrySetMovementAnimation("STAND"); 1863 Animator.TrySetMovementAnimation("STAND");
1864 } 1864 }
1865 1865
1866 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) 1866 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)
1867 { 1867 {
1868 SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID); 1868 SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID);
1869 if (targetPart == null) 1869 if (targetPart == null)
1870 return null; 1870 return null;
1871 1871
1872 // If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used. 1872 // If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used.
1873 // If the primitive the player clicked on has no sit target, and one or more other linked objects have sit targets that are not full, the sit target of the object with the lowest link number will be used. 1873 // If the primitive the player clicked on has no sit target, and one or more other linked objects have sit targets that are not full, the sit target of the object with the lowest link number will be used.
1874 1874
1875 // Get our own copy of the part array, and sort into the order we want to test 1875 // Get our own copy of the part array, and sort into the order we want to test
1876 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts(); 1876 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts();
1877 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2) 1877 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2)
1878 { 1878 {
1879 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1) 1879 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1)
1880 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum; 1880 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum;
1881 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum; 1881 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum;
1882 return linkNum1 - linkNum2; 1882 return linkNum1 - linkNum2;
1883 } 1883 }
1884 ); 1884 );
1885 1885
1886 //look for prims with explicit sit targets that are available 1886 //look for prims with explicit sit targets that are available
1887 foreach (SceneObjectPart part in partArray) 1887 foreach (SceneObjectPart part in partArray)
1888 { 1888 {
1889 // Is a sit target available? 1889 // Is a sit target available?
1890 Vector3 avSitOffSet = part.SitTargetPosition; 1890 Vector3 avSitOffSet = part.SitTargetPosition;
1891 Quaternion avSitOrientation = part.SitTargetOrientation; 1891 Quaternion avSitOrientation = part.SitTargetOrientation;
1892 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1892 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1893 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero); 1893 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1894 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. 1894 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1895 if (SitTargetisSet && !SitTargetOccupied) 1895 if (SitTargetisSet && !SitTargetOccupied)
1896 { 1896 {
1897 //switch the target to this prim 1897 //switch the target to this prim
1898 return part; 1898 return part;
1899 } 1899 }
1900 } 1900 }
1901 1901
1902 // no explicit sit target found - use original target 1902 // no explicit sit target found - use original target
1903 return targetPart; 1903 return targetPart;
1904 } 1904 }
1905 1905
1906 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1906 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1907 { 1907 {
1908 bool autopilot = true; 1908 bool autopilot = true;
1909 Vector3 autopilotTarget = new Vector3(); 1909 Vector3 autopilotTarget = new Vector3();
1910 Quaternion sitOrientation = Quaternion.Identity; 1910 Quaternion sitOrientation = Quaternion.Identity;
1911 Vector3 pos = new Vector3(); 1911 Vector3 pos = new Vector3();
1912 Vector3 cameraEyeOffset = Vector3.Zero; 1912 Vector3 cameraEyeOffset = Vector3.Zero;
1913 Vector3 cameraAtOffset = Vector3.Zero; 1913 Vector3 cameraAtOffset = Vector3.Zero;
1914 bool forceMouselook = false; 1914 bool forceMouselook = false;
1915 1915
1916 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1916 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1917 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1917 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1918 if (part == null) return; 1918 if (part == null) return;
1919 1919
1920 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1920 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1921 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1921 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1922 1922
1923 // part is the prim to sit on 1923 // part is the prim to sit on
1924 // offset is the world-ref vector distance from that prim center to the click-spot 1924 // offset is the world-ref vector distance from that prim center to the click-spot
1925 // UUID is the UUID of the Avatar doing the clicking 1925 // UUID is the UUID of the Avatar doing the clicking
1926 1926
1927 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation 1927 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1928 1928
1929 // Is a sit target available? 1929 // Is a sit target available?
1930 Vector3 avSitOffSet = part.SitTargetPosition; 1930 Vector3 avSitOffSet = part.SitTargetPosition;
1931 Quaternion avSitOrientation = part.SitTargetOrientation; 1931 Quaternion avSitOrientation = part.SitTargetOrientation;
1932 1932
1933 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored. 1933 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1934 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation()); 1934 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1935 Quaternion partRot; 1935 Quaternion partRot;
1936// if (part.LinkNum == 1) 1936// if (part.LinkNum == 1)
1937// { // Root prim of linkset 1937// { // Root prim of linkset
1938// partRot = part.ParentGroup.RootPart.RotationOffset; 1938// partRot = part.ParentGroup.RootPart.RotationOffset;
1939// } 1939// }
1940// else 1940// else
1941// { // single or child prim 1941// { // single or child prim
1942 partRot = part.GetWorldRotation(); 1942 partRot = part.GetWorldRotation();
1943// } 1943// }
1944 Quaternion partIRot = Quaternion.Inverse(partRot); 1944 Quaternion partIRot = Quaternion.Inverse(partRot);
1945//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet); 1945//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1946 // Sit analysis rewritten by KF 091125 1946 // Sit analysis rewritten by KF 091125
1947 if (SitTargetisSet) // scipted sit 1947 if (SitTargetisSet) // scipted sit
1948 { 1948 {
1949 if (!part.IsOccupied) 1949 if (!part.IsOccupied)
1950 { 1950 {
1951//Console.WriteLine("Scripted, unoccupied"); 1951//Console.WriteLine("Scripted, unoccupied");
1952 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it 1952 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1953 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one 1953 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1954 1954
1955 Quaternion nrot = avSitOrientation; 1955 Quaternion nrot = avSitOrientation;
1956 if (!part.IsRoot) 1956 if (!part.IsRoot)
1957 { 1957 {
1958 nrot = part.RotationOffset * avSitOrientation; 1958 nrot = part.RotationOffset * avSitOrientation;
1959 } 1959 }
1960 sitOrientation = nrot; // Change rotatione to the scripted one 1960 sitOrientation = nrot; // Change rotatione to the scripted one
1961 OffsetRotation = nrot; 1961 OffsetRotation = nrot;
1962 autopilot = false; // Jump direct to scripted llSitPos() 1962 autopilot = false; // Jump direct to scripted llSitPos()
1963 } 1963 }
1964 else 1964 else
1965 { 1965 {
1966//Console.WriteLine("Scripted, occupied"); 1966//Console.WriteLine("Scripted, occupied");
1967 return; 1967 return;
1968 } 1968 }
1969 } 1969 }
1970 else // Not Scripted 1970 else // Not Scripted
1971 { 1971 {
1972 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) 1972 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1973 { 1973 {
1974 // large prim & offset, ignore if other Avs sitting 1974 // large prim & offset, ignore if other Avs sitting
1975// offset.Z -= 0.05f; 1975// offset.Z -= 0.05f;
1976 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked 1976 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1977 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point 1977 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1978 1978
1979//Console.WriteLine(" offset ={0}", offset); 1979//Console.WriteLine(" offset ={0}", offset);
1980//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos); 1980//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1981//Console.WriteLine(" autopilotTarget={0}", autopilotTarget); 1981//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1982 1982
1983 } 1983 }
1984 else // small offset 1984 else // small offset
1985 { 1985 {
1986//Console.WriteLine("Small offset"); 1986//Console.WriteLine("Small offset");
1987 if (!part.IsOccupied) 1987 if (!part.IsOccupied)
1988 { 1988 {
1989 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center 1989 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1990 autopilotTarget = part.AbsolutePosition; 1990 autopilotTarget = part.AbsolutePosition;
1991//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget); 1991//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1992 } 1992 }
1993 else return; // occupied small 1993 else return; // occupied small
1994 } // end large/small 1994 } // end large/small
1995 } // end Scripted/not 1995 } // end Scripted/not
1996 cameraAtOffset = part.GetCameraAtOffset(); 1996 cameraAtOffset = part.GetCameraAtOffset();
1997 cameraEyeOffset = part.GetCameraEyeOffset(); 1997 cameraEyeOffset = part.GetCameraEyeOffset();
1998 forceMouselook = part.GetForceMouselook(); 1998 forceMouselook = part.GetForceMouselook();
1999 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); // 1999 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2000 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); // 2000 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2001 2001
2002 if (m_physicsActor != null) 2002 if (m_physicsActor != null)
2003 { 2003 {
2004 // If we're not using the client autopilot, we're immediately warping the avatar to the location 2004 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2005 // We can remove the physicsActor until they stand up. 2005 // We can remove the physicsActor until they stand up.
2006 m_sitAvatarHeight = m_physicsActor.Size.Z; 2006 m_sitAvatarHeight = m_physicsActor.Size.Z;
2007 if (autopilot) 2007 if (autopilot)
2008 { // its not a scripted sit 2008 { // its not a scripted sit
2009// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5) 2009// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2010 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) ) 2010 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 10.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 10.0f) )
2011 { 2011 {
2012 autopilot = false; // close enough 2012 autopilot = false; // close enough
2013 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup. 2013 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2014 Not using the part's position because returning the AV to the last known standing 2014 Not using the part's position because returning the AV to the last known standing
2015 position is likely to be more friendly, isn't it? */ 2015 position is likely to be more friendly, isn't it? */
2016 RemoveFromPhysicalScene(); 2016 RemoveFromPhysicalScene();
2017 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target 2017 Velocity = Vector3.Zero;
2018 } // else the autopilot will get us close 2018 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2019 } 2019 } // else the autopilot will get us close
2020 else 2020 }
2021 { // its a scripted sit 2021 else
2022 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. 2022 { // its a scripted sit
2023 I *am* using the part's position this time because we have no real idea how far away 2023 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2024 the avatar is from the sit target. */ 2024 I *am* using the part's position this time because we have no real idea how far away
2025 RemoveFromPhysicalScene(); 2025 the avatar is from the sit target. */
2026 } 2026 RemoveFromPhysicalScene();
2027 } 2027 Velocity = Vector3.Zero;
2028 else return; // physactor is null! 2028 }
2029 2029 }
2030 Vector3 offsetr; // = offset * partIRot; 2030 else return; // physactor is null!
2031 // KF: In a linkset, offsetr needs to be relative to the group root! 091208 2031
2032 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); 2032 Vector3 offsetr; // = offset * partIRot;
2033 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. 2033 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2034 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot 2034 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2035 //offsetr = offset * partIRot; 2035 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2036// 2036 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2037 // else 2037 //offsetr = offset * partIRot;
2038 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) 2038//
2039 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + 2039 // else
2040 // (offset * partRot); 2040 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2041 // } 2041 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2042 2042 // (offset * partRot);
2043//Console.WriteLine(" "); 2043 // }
2044//Console.WriteLine("link number ={0}", part.LinkNum); 2044
2045//Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); 2045//Console.WriteLine(" ");
2046//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); 2046//Console.WriteLine("link number ={0}", part.LinkNum);
2047//Console.WriteLine("Click offst ={0}", offset); 2047//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2048//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); 2048//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2049//Console.WriteLine("offsetr ={0}", offsetr); 2049//Console.WriteLine("Click offst ={0}", offset);
2050//Console.WriteLine("Camera At ={0}", cameraAtOffset); 2050//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2051//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); 2051//Console.WriteLine("offsetr ={0}", offsetr);
2052 2052//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2053 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child 2053//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2054 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2054
2055 2055 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2056 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target 2056 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2057 // This calls HandleAgentSit twice, once from here, and the client calls 2057
2058 // HandleAgentSit itself after it gets to the location 2058 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
2059 // It doesn't get to the location until we've moved them there though 2059 // This calls HandleAgentSit twice, once from here, and the client calls
2060 // which happens in HandleAgentSit :P 2060 // HandleAgentSit itself after it gets to the location
2061 m_autopilotMoving = autopilot; 2061 // It doesn't get to the location until we've moved them there though
2062 m_autoPilotTarget = autopilotTarget; 2062 // which happens in HandleAgentSit :P
2063 m_sitAtAutoTarget = autopilot; 2063 m_autopilotMoving = autopilot;
2064 m_initialSitTarget = autopilotTarget; 2064 m_autoPilotTarget = autopilotTarget;
2065 if (!autopilot) 2065 m_sitAtAutoTarget = autopilot;
2066 HandleAgentSit(remoteClient, UUID); 2066 m_initialSitTarget = autopilotTarget;
2067 } 2067 if (!autopilot)
2068 2068 HandleAgentSit(remoteClient, UUID);
2069 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2069 }
2070 { 2070
2071 if (m_parentID != 0) 2071 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2072 { 2072 {
2073 StandUp(); 2073 if (m_parentID != 0)
2074 } 2074 {
2075 m_nextSitAnimation = "SIT"; 2075 StandUp();
2076 2076 }
2077 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2077 m_nextSitAnimation = "SIT";
2078 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2078
2079 2079 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2080 if (part != null) 2080 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2081 { 2081
2082 if (!String.IsNullOrEmpty(part.SitAnimation)) 2082 if (part != null)
2083 { 2083 {
2084 m_nextSitAnimation = part.SitAnimation; 2084 if (!String.IsNullOrEmpty(part.SitAnimation))
2085 } 2085 {
2086 m_requestedSitTargetID = part.LocalId; 2086 m_nextSitAnimation = part.SitAnimation;
2087 //m_requestedSitOffset = offset; 2087 }
2088 m_requestedSitTargetUUID = targetID; 2088 m_requestedSitTargetID = part.LocalId;
2089 2089 //m_requestedSitOffset = offset;
2090 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); 2090 m_requestedSitTargetUUID = targetID;
2091 2091
2092 if (m_scene.PhysicsScene.SupportsRayCast()) 2092 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2093 { 2093
2094 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback()); 2094 if (m_scene.PhysicsScene.SupportsRayCast())
2095 //SitRayCastAvatarPosition(part); 2095 {
2096 //return; 2096 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2097 } 2097 //SitRayCastAvatarPosition(part);
2098 } 2098 //return;
2099 else 2099 }
2100 { 2100 }
2101 2101 else
2102 m_log.Warn("Sit requested on unknown object: " + targetID.ToString()); 2102 {
2103 } 2103
2104 2104 m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
2105 2105 }
2106 2106
2107 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); 2107
2108 } 2108
2109 /* 2109 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2110 public void SitRayCastAvatarPosition(SceneObjectPart part) 2110 }
2111 { 2111 /*
2112 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2112 public void SitRayCastAvatarPosition(SceneObjectPart part)
2113 Vector3 StartRayCastPosition = AbsolutePosition; 2113 {
2114 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2114 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2115 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2115 Vector3 StartRayCastPosition = AbsolutePosition;
2116 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse); 2116 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2117 } 2117 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2118 2118 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2119 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2119 }
2120 { 2120
2121 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2121 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2122 if (part != null) 2122 {
2123 { 2123 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2124 if (hitYN) 2124 if (part != null)
2125 { 2125 {
2126 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2126 if (hitYN)
2127 { 2127 {
2128 SitRaycastFindEdge(collisionPoint, normal); 2128 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2129 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2129 {
2130 } 2130 SitRaycastFindEdge(collisionPoint, normal);
2131 else 2131 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2132 { 2132 }
2133 SitRayCastAvatarPositionCameraZ(part); 2133 else
2134 } 2134 {
2135 } 2135 SitRayCastAvatarPositionCameraZ(part);
2136 else 2136 }
2137 { 2137 }
2138 SitRayCastAvatarPositionCameraZ(part); 2138 else
2139 } 2139 {
2140 } 2140 SitRayCastAvatarPositionCameraZ(part);
2141 else 2141 }
2142 { 2142 }
2143 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2143 else
2144 m_requestedSitTargetUUID = UUID.Zero; 2144 {
2145 m_requestedSitTargetID = 0; 2145 ControllingClient.SendAlertMessage("Sit position no longer exists");
2146 m_requestedSitOffset = Vector3.Zero; 2146 m_requestedSitTargetUUID = UUID.Zero;
2147 } 2147 m_requestedSitTargetID = 0;
2148 2148 m_requestedSitOffset = Vector3.Zero;
2149 } 2149 }
2150 2150
2151 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) 2151 }
2152 { 2152
2153 // Next, try to raycast from the camera Z position 2153 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2154 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2154 {
2155 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z; 2155 // Next, try to raycast from the camera Z position
2156 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2156 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2157 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2157 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2158 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse); 2158 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2159 } 2159 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2160 2160 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2161 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2161 }
2162 { 2162
2163 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2163 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2164 if (part != null) 2164 {
2165 { 2165 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2166 if (hitYN) 2166 if (part != null)
2167 { 2167 {
2168 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2168 if (hitYN)
2169 { 2169 {
2170 SitRaycastFindEdge(collisionPoint, normal); 2170 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2171 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2171 {
2172 } 2172 SitRaycastFindEdge(collisionPoint, normal);
2173 else 2173 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2174 { 2174 }
2175 SitRayCastCameraPosition(part); 2175 else
2176 } 2176 {
2177 } 2177 SitRayCastCameraPosition(part);
2178 else 2178 }
2179 { 2179 }
2180 SitRayCastCameraPosition(part); 2180 else
2181 } 2181 {
2182 } 2182 SitRayCastCameraPosition(part);
2183 else 2183 }
2184 { 2184 }
2185 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2185 else
2186 m_requestedSitTargetUUID = UUID.Zero; 2186 {
2187 m_requestedSitTargetID = 0; 2187 ControllingClient.SendAlertMessage("Sit position no longer exists");
2188 m_requestedSitOffset = Vector3.Zero; 2188 m_requestedSitTargetUUID = UUID.Zero;
2189 } 2189 m_requestedSitTargetID = 0;
2190 2190 m_requestedSitOffset = Vector3.Zero;
2191 } 2191 }
2192 2192
2193 public void SitRayCastCameraPosition(SceneObjectPart part) 2193 }
2194 { 2194
2195 // Next, try to raycast from the camera position 2195 public void SitRayCastCameraPosition(SceneObjectPart part)
2196 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2196 {
2197 Vector3 StartRayCastPosition = CameraPosition; 2197 // Next, try to raycast from the camera position
2198 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2198 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2199 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2199 Vector3 StartRayCastPosition = CameraPosition;
2200 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse); 2200 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2201 } 2201 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2202 2202 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2203 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2203 }
2204 { 2204
2205 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2205 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2206 if (part != null) 2206 {
2207 { 2207 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2208 if (hitYN) 2208 if (part != null)
2209 { 2209 {
2210 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2210 if (hitYN)
2211 { 2211 {
2212 SitRaycastFindEdge(collisionPoint, normal); 2212 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2213 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2213 {
2214 } 2214 SitRaycastFindEdge(collisionPoint, normal);
2215 else 2215 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2216 { 2216 }
2217 SitRayHorizontal(part); 2217 else
2218 } 2218 {
2219 } 2219 SitRayHorizontal(part);
2220 else 2220 }
2221 { 2221 }
2222 SitRayHorizontal(part); 2222 else
2223 } 2223 {
2224 } 2224 SitRayHorizontal(part);
2225 else 2225 }
2226 { 2226 }
2227 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2227 else
2228 m_requestedSitTargetUUID = UUID.Zero; 2228 {
2229 m_requestedSitTargetID = 0; 2229 ControllingClient.SendAlertMessage("Sit position no longer exists");
2230 m_requestedSitOffset = Vector3.Zero; 2230 m_requestedSitTargetUUID = UUID.Zero;
2231 } 2231 m_requestedSitTargetID = 0;
2232 2232 m_requestedSitOffset = Vector3.Zero;
2233 } 2233 }
2234 2234
2235 public void SitRayHorizontal(SceneObjectPart part) 2235 }
2236 { 2236
2237 // Next, try to raycast from the avatar position to fwd 2237 public void SitRayHorizontal(SceneObjectPart part)
2238 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2238 {
2239 Vector3 StartRayCastPosition = CameraPosition; 2239 // Next, try to raycast from the avatar position to fwd
2240 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2240 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2241 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2241 Vector3 StartRayCastPosition = CameraPosition;
2242 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2242 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2243 } 2243 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2244 2244 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse);
2245 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2245 }
2246 { 2246
2247 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2247 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2248 if (part != null) 2248 {
2249 { 2249 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2250 if (hitYN) 2250 if (part != null)
2251 { 2251 {
2252 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2252 if (hitYN)
2253 { 2253 {
2254 SitRaycastFindEdge(collisionPoint, normal); 2254 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2255 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2255 {
2256 // Next, try to raycast from the camera position 2256 SitRaycastFindEdge(collisionPoint, normal);
2257 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2257 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2258 Vector3 StartRayCastPosition = CameraPosition; 2258 // Next, try to raycast from the camera position
2259 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2259 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2260 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2260 Vector3 StartRayCastPosition = CameraPosition;
2261 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition); 2261 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2262 } 2262 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2263 else 2263 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2264 { 2264 }
2265 ControllingClient.SendAlertMessage("Sit position not accessable."); 2265 else
2266 m_requestedSitTargetUUID = UUID.Zero; 2266 {
2267 m_requestedSitTargetID = 0; 2267 ControllingClient.SendAlertMessage("Sit position not accessable.");
2268 m_requestedSitOffset = Vector3.Zero; 2268 m_requestedSitTargetUUID = UUID.Zero;
2269 } 2269 m_requestedSitTargetID = 0;
2270 } 2270 m_requestedSitOffset = Vector3.Zero;
2271 else 2271 }
2272 { 2272 }
2273 ControllingClient.SendAlertMessage("Sit position not accessable."); 2273 else
2274 m_requestedSitTargetUUID = UUID.Zero; 2274 {
2275 m_requestedSitTargetID = 0; 2275 ControllingClient.SendAlertMessage("Sit position not accessable.");
2276 m_requestedSitOffset = Vector3.Zero; 2276 m_requestedSitTargetUUID = UUID.Zero;
2277 } 2277 m_requestedSitTargetID = 0;
2278 } 2278 m_requestedSitOffset = Vector3.Zero;
2279 else 2279 }
2280 { 2280 }
2281 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2281 else
2282 m_requestedSitTargetUUID = UUID.Zero; 2282 {
2283 m_requestedSitTargetID = 0; 2283 ControllingClient.SendAlertMessage("Sit position no longer exists");
2284 m_requestedSitOffset = Vector3.Zero; 2284 m_requestedSitTargetUUID = UUID.Zero;
2285 } 2285 m_requestedSitTargetID = 0;
2286 2286 m_requestedSitOffset = Vector3.Zero;
2287 } 2287 }
2288 2288
2289 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2289 }
2290 { 2290
2291 int i = 0; 2291 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal)
2292 //throw new NotImplementedException(); 2292 {
2293 //m_requestedSitTargetUUID = UUID.Zero; 2293 int i = 0;
2294 //m_requestedSitTargetID = 0; 2294 //throw new NotImplementedException();
2295 //m_requestedSitOffset = Vector3.Zero; 2295 //m_requestedSitTargetUUID = UUID.Zero;
2296 2296 //m_requestedSitTargetID = 0;
2297 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2297 //m_requestedSitOffset = Vector3.Zero;
2298 } 2298
2299 */ 2299 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity);
2300 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation) 2300 }
2301 { 2301 */
2302 if (m_parentID != 0) 2302 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
2303 { 2303 {
2304 StandUp(); 2304 if (m_parentID != 0)
2305 } 2305 {
2306 if (!String.IsNullOrEmpty(sitAnimation)) 2306 StandUp();
2307 { 2307 }
2308 m_nextSitAnimation = sitAnimation; 2308 if (!String.IsNullOrEmpty(sitAnimation))
2309 } 2309 {
2310 else 2310 m_nextSitAnimation = sitAnimation;
2311 { 2311 }
2312 m_nextSitAnimation = "SIT"; 2312 else
2313 } 2313 {
2314 2314 m_nextSitAnimation = "SIT";
2315 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2315 }
2316 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2316
2317 if (part != null) 2317 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2318 { 2318 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2319 m_requestedSitTargetID = part.LocalId; 2319 if (part != null)
2320 //m_requestedSitOffset = offset; 2320 {
2321 m_requestedSitTargetUUID = targetID; 2321 m_requestedSitTargetID = part.LocalId;
2322 2322 //m_requestedSitOffset = offset;
2323 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); 2323 m_requestedSitTargetUUID = targetID;
2324 2324
2325 if (m_scene.PhysicsScene.SupportsRayCast()) 2325 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2326 { 2326
2327 //SitRayCastAvatarPosition(part); 2327 if (m_scene.PhysicsScene.SupportsRayCast())
2328 //return; 2328 {
2329 } 2329 //SitRayCastAvatarPosition(part);
2330 } 2330 //return;
2331 else 2331 }
2332 { 2332 }
2333 m_log.Warn("Sit requested on unknown object: " + targetID); 2333 else
2334 } 2334 {
2335 2335 m_log.Warn("Sit requested on unknown object: " + targetID);
2336 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); 2336 }
2337 } 2337
2338 2338 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2339 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2339 }
2340 { 2340
2341 if (!String.IsNullOrEmpty(m_nextSitAnimation)) 2341 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2342 { 2342 {
2343 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation); 2343 if (!String.IsNullOrEmpty(m_nextSitAnimation))
2344 } 2344 {
2345 else 2345 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation);
2346 { 2346 }
2347 HandleAgentSit(remoteClient, agentID, "SIT"); 2347 else
2348 } 2348 {
2349 } 2349 HandleAgentSit(remoteClient, agentID, "SIT");
2350 2350 }
2351 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation) 2351 }
2352 { 2352
2353 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); 2353 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation)
2354 2354 {
2355 if (m_sitAtAutoTarget || !m_autopilotMoving) 2355 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
2356 { 2356
2357 if (part != null) 2357 if (m_sitAtAutoTarget || !m_autopilotMoving)
2358 { 2358 {
2359//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); 2359 if (part != null)
2360 if (part.GetAvatarOnSitTarget() == UUID) 2360 {
2361 { 2361//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2362//Console.WriteLine("Scripted Sit"); 2362 if (part.GetAvatarOnSitTarget() == UUID)
2363 // Scripted sit 2363 {
2364 Vector3 sitTargetPos = part.SitTargetPosition; 2364//Console.WriteLine("Scripted Sit");
2365 Quaternion sitTargetOrient = part.SitTargetOrientation; 2365 // Scripted sit
2366 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2366 Vector3 sitTargetPos = part.SitTargetPosition;
2367 m_pos += SIT_TARGET_ADJUSTMENT; 2367 Quaternion sitTargetOrient = part.SitTargetOrientation;
2368 if (!part.IsRoot) 2368 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2369 { 2369 m_pos += SIT_TARGET_ADJUSTMENT;
2370 m_pos *= part.RotationOffset; 2370 if (!part.IsRoot)
2371 } 2371 {
2372 m_bodyRot = sitTargetOrient; 2372 m_pos *= part.RotationOffset;
2373 m_parentPosition = part.AbsolutePosition; 2373 }
2374 part.IsOccupied = true; 2374 m_bodyRot = sitTargetOrient;
2375 part.ParentGroup.AddAvatar(agentID); 2375 m_parentPosition = part.AbsolutePosition;
2376Console.WriteLine("Scripted Sit ofset {0}", m_pos); 2376 part.IsOccupied = true;
2377 } 2377 part.ParentGroup.AddAvatar(agentID);
2378 else 2378Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2379 { 2379 }
2380 // if m_avUnscriptedSitPos is zero then Av sits above center 2380 else
2381 // Else Av sits at m_avUnscriptedSitPos 2381 {
2382 2382 // if m_avUnscriptedSitPos is zero then Av sits above center
2383 // Non-scripted sit by Kitto Flora 21Nov09 2383 // Else Av sits at m_avUnscriptedSitPos
2384 // Calculate angle of line from prim to Av 2384
2385 Quaternion partIRot; 2385 // Non-scripted sit by Kitto Flora 21Nov09
2386// if (part.LinkNum == 1) 2386 // Calculate angle of line from prim to Av
2387// { // Root prim of linkset 2387 Quaternion partIRot;
2388// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); 2388// if (part.LinkNum == 1)
2389// } 2389// { // Root prim of linkset
2390// else 2390// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2391// { // single or child prim 2391// }
2392 partIRot = Quaternion.Inverse(part.GetWorldRotation()); 2392// else
2393// } 2393// { // single or child prim
2394 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; 2394 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2395 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); 2395// }
2396 float x_diff = ( m_avInitialPos.X - sitTargetPos.X); 2396 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2397 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 2397 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2398 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 2398 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2399 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); 2399 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2400 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. 2400 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2401 // Av sits at world euler <0,0, z>, translated by part rotation 2401 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2402 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click 2402 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2403 2403 // Av sits at world euler <0,0, z>, translated by part rotation
2404 m_parentPosition = part.AbsolutePosition; 2404 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2405 part.IsOccupied = true; 2405
2406 part.ParentGroup.AddAvatar(agentID); 2406 m_parentPosition = part.AbsolutePosition;
2407 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation 2407 part.IsOccupied = true;
2408 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center 2408 part.ParentGroup.AddAvatar(agentID);
2409 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + 2409 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2410 m_avUnscriptedSitPos; // adds click offset, if any 2410 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2411 //Set up raytrace to find top surface of prim 2411 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2412 Vector3 size = part.Scale; 2412 m_avUnscriptedSitPos; // adds click offset, if any
2413 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); 2413 //Set up raytrace to find top surface of prim
2414 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); 2414 Vector3 size = part.Scale;
2415 Vector3 down = new Vector3(0f, 0f, -1f); 2415 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2416//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); 2416 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2417 m_scene.PhysicsScene.RaycastWorld( 2417 Vector3 down = new Vector3(0f, 0f, -1f);
2418 start, // Vector3 position, 2418//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2419 down, // Vector3 direction, 2419 m_scene.PhysicsScene.RaycastWorld(
2420 mag, // float length, 2420 start, // Vector3 position,
2421 SitAltitudeCallback); // retMethod 2421 down, // Vector3 direction,
2422 } // end scripted/not 2422 mag, // float length,
2423 } 2423 SitAltitudeCallback); // retMethod
2424 else // no Av 2424 } // end scripted/not
2425 { 2425 }
2426 return; 2426 else // no Av
2427 } 2427 {
2428 } 2428 return;
2429 2429 }
2430 //We want our offsets to reference the root prim, not the child we may have sat on 2430 }
2431 if (!part.IsRoot) 2431
2432 { 2432 //We want our offsets to reference the root prim, not the child we may have sat on
2433 m_parentID = part.ParentGroup.RootPart.LocalId; 2433 if (!part.IsRoot)
2434 m_pos += part.OffsetPosition; 2434 {
2435 } 2435 m_parentID = part.ParentGroup.RootPart.LocalId;
2436 else 2436 m_pos += part.OffsetPosition;
2437 { 2437 }
2438 m_parentID = m_requestedSitTargetID; 2438 else
2439 } 2439 {
2440 2440 m_parentID = m_requestedSitTargetID;
2441 m_linkedPrim = part.UUID; 2441 }
2442 2442
2443 Velocity = Vector3.Zero; 2443 m_linkedPrim = part.UUID;
2444 RemoveFromPhysicalScene(); 2444
2445 2445 Velocity = Vector3.Zero;
2446 Animator.TrySetMovementAnimation(sitAnimation); 2446 RemoveFromPhysicalScene();
2447 SendFullUpdateToAllClients(); 2447 Animator.TrySetMovementAnimation(sitAnimation);
2448 } 2448 SendFullUpdateToAllClients();
2449 2449 SendTerseUpdateToAllClients();
2450 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) 2450 }
2451 { 2451
2452 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer 2452 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2453 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. 2453 {
2454 if(hitYN) 2454 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2455 { 2455 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2456 // m_pos = Av offset from prim center to make look like on center 2456 if(hitYN)
2457 // m_parentPosition = Actual center pos of prim 2457 {
2458 // collisionPoint = spot on prim where we want to sit 2458 // m_pos = Av offset from prim center to make look like on center
2459 // collisionPoint.Z = global sit surface height 2459 // m_parentPosition = Actual center pos of prim
2460 SceneObjectPart part = m_scene.GetSceneObjectPart(localid); 2460 // collisionPoint = spot on prim where we want to sit
2461 Quaternion partIRot; 2461 // collisionPoint.Z = global sit surface height
2462// if (part.LinkNum == 1) 2462 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2463/// { // Root prim of linkset 2463 Quaternion partIRot;
2464// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); 2464// if (part.LinkNum == 1)
2465// } 2465/// { // Root prim of linkset
2466// else 2466// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2467// { // single or child prim 2467// }
2468 partIRot = Quaternion.Inverse(part.GetWorldRotation()); 2468// else
2469// } 2469// { // single or child prim
2470 if (m_initialSitTarget != null) 2470 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2471 { 2471// }
2472 float offZ = collisionPoint.Z - m_initialSitTarget.Z; 2472 if (m_initialSitTarget != null)
2473 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction 2473 {
2474 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); 2474 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2475 m_pos += offset; 2475 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2476 // ControllingClient.SendClearFollowCamProperties(part.UUID); 2476 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2477 } 2477 m_pos += offset;
2478 2478 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2479 } 2479 }
2480 } // End SitAltitudeCallback KF. 2480
2481 2481 }
2482 /// <summary> 2482 } // End SitAltitudeCallback KF.
2483 /// Event handler for the 'Always run' setting on the client 2483
2484 /// Tells the physics plugin to increase speed of movement. 2484 /// <summary>
2485 /// </summary> 2485 /// Event handler for the 'Always run' setting on the client
2486 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun) 2486 /// Tells the physics plugin to increase speed of movement.
2487 { 2487 /// </summary>
2488 m_setAlwaysRun = pSetAlwaysRun; 2488 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun)
2489 if (PhysicsActor != null) 2489 {
2490 { 2490 m_setAlwaysRun = pSetAlwaysRun;
2491 PhysicsActor.SetAlwaysRun = pSetAlwaysRun; 2491 if (PhysicsActor != null)
2492 } 2492 {
2493 } 2493 PhysicsActor.SetAlwaysRun = pSetAlwaysRun;
2494 2494 }
2495 public void HandleStartAnim(IClientAPI remoteClient, UUID animID) 2495 }
2496 { 2496
2497 Animator.AddAnimation(animID, UUID.Zero); 2497 public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
2498 } 2498 {
2499 2499 Animator.AddAnimation(animID, UUID.Zero);
2500 public void HandleStopAnim(IClientAPI remoteClient, UUID animID) 2500 }
2501 { 2501
2502 Animator.RemoveAnimation(animID); 2502 public void HandleStopAnim(IClientAPI remoteClient, UUID animID)
2503 } 2503 {
2504 2504 Animator.RemoveAnimation(animID);
2505 /// <summary> 2505 }
2506 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2506
2507 /// </summary> 2507 /// <summary>
2508 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2508 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2509 /// <param name="rotation">The direction in which this avatar should now face. 2509 /// </summary>
2510 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) 2510 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2511 { 2511 /// <param name="rotation">The direction in which this avatar should now face.
2512 if (m_isChildAgent) 2512 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2513 { 2513 {
2514 // WHAT??? 2514 if (m_isChildAgent)
2515 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2515 {
2516 2516 // WHAT???
2517 // we have to reset the user's child agent connections. 2517 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!");
2518 // Likely, here they've lost the eventqueue for other regions so border 2518
2519 // crossings will fail at this point unless we reset them. 2519 // we have to reset the user's child agent connections.
2520 2520 // Likely, here they've lost the eventqueue for other regions so border
2521 List<ulong> regions = new List<ulong>(KnownChildRegionHandles); 2521 // crossings will fail at this point unless we reset them.
2522 regions.Remove(m_scene.RegionInfo.RegionHandle); 2522
2523 2523 List<ulong> regions = new List<ulong>(KnownChildRegionHandles);
2524 MakeRootAgent(new Vector3(127f, 127f, 127f), true); 2524 regions.Remove(m_scene.RegionInfo.RegionHandle);
2525 2525
2526 // Async command 2526 MakeRootAgent(new Vector3(127f, 127f, 127f), true);
2527 if (m_scene.SceneGridService != null) 2527
2528 { 2528 // Async command
2529 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions); 2529 if (m_scene.SceneGridService != null)
2530 2530 {
2531 // Give the above command some time to try and close the connections. 2531 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions);
2532 // this is really an emergency.. so sleep, or we'll get all discombobulated. 2532
2533 System.Threading.Thread.Sleep(500); 2533 // Give the above command some time to try and close the connections.
2534 } 2534 // this is really an emergency.. so sleep, or we'll get all discombobulated.
2535 2535 System.Threading.Thread.Sleep(500);
2536 if (m_scene.SceneGridService != null) 2536 }
2537 { 2537
2538 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 2538 if (m_scene.SceneGridService != null)
2539 if (m_agentTransfer != null) 2539 {
2540 m_agentTransfer.EnableChildAgents(this); 2540 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
2541 } 2541 if (m_agentTransfer != null)
2542 2542 m_agentTransfer.EnableChildAgents(this);
2543 return; 2543 }
2544 } 2544
2545 2545 return;
2546 m_perfMonMS = Util.EnvironmentTickCount(); 2546 }
2547 2547
2548 Rotation = rotation; 2548 m_perfMonMS = Util.EnvironmentTickCount();
2549 Vector3 direc = vec * rotation; 2549
2550 direc.Normalize(); 2550 Rotation = rotation;
2551 PhysicsActor actor = m_physicsActor; 2551 Vector3 direc = vec * rotation;
2552 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. 2552 direc.Normalize();
2553 2553 PhysicsActor actor = m_physicsActor;
2554 direc *= 0.03f * 128f * m_speedModifier; 2554 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2555 2555
2556 if (actor != null) 2556 direc *= 0.03f * 128f * m_speedModifier;
2557 { 2557
2558 if (actor.Flying) 2558 if (actor != null)
2559 { 2559 {
2560 direc *= 4.0f; 2560 if (actor.Flying)
2561 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2561 {
2562 //bool colliding = (m_physicsActor.IsColliding==true); 2562 direc *= 4.0f;
2563 //if (controlland) 2563 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2564 // m_log.Info("[AGENT]: landCommand"); 2564 //bool colliding = (m_physicsActor.IsColliding==true);
2565 //if (colliding) 2565 //if (controlland)
2566 // m_log.Info("[AGENT]: colliding"); 2566 // m_log.Info("[AGENT]: landCommand");
2567 //if (m_physicsActor.Flying && colliding && controlland) 2567 //if (colliding)
2568 //{ 2568 // m_log.Info("[AGENT]: colliding");
2569 // StopFlying(); 2569 //if (m_physicsActor.Flying && colliding && controlland)
2570 // m_log.Info("[AGENT]: Stop FLying"); 2570 //{
2571 //} 2571 // StopFlying();
2572 } 2572 // m_log.Info("[AGENT]: Stop FLying");
2573 else if (!actor.Flying && actor.IsColliding) 2573 //}
2574 { 2574 }
2575 if (direc.Z > 2.0f) 2575 else if (!actor.Flying && actor.IsColliding)
2576 { 2576 {
2577 if(m_animator.m_animTickJump == -1) 2577 if (direc.Z > 2.0f)
2578 { 2578 {
2579 direc.Z *= 3.0f; // jump 2579 if(m_animator.m_animTickJump == -1)
2580 } 2580 {
2581 else 2581 direc.Z *= 3.0f; // jump
2582 { 2582 }
2583 direc.Z *= 0.1f; // prejump 2583 else
2584 } 2584 {
2585 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs 2585 direc.Z *= 0.1f; // prejump
2586 Animator.TrySetMovementAnimation("PREJUMP"); 2586 }
2587 Animator.TrySetMovementAnimation("JUMP"); 2587 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2588 */ 2588 Animator.TrySetMovementAnimation("PREJUMP");
2589 } 2589 Animator.TrySetMovementAnimation("JUMP");
2590 } 2590 */
2591 } 2591 }
2592 2592 }
2593 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2593 }
2594 m_forceToApply = direc; 2594
2595 m_isNudging = Nudging; 2595 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2596 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2596 m_forceToApply = direc;
2597 } 2597 m_isNudging = Nudging;
2598 2598 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2599 #endregion 2599 }
2600 2600
2601 #region Overridden Methods 2601 #endregion
2602 2602
2603 public override void Update() 2603 #region Overridden Methods
2604 { 2604
2605 const float ROTATION_TOLERANCE = 0.01f; 2605 public override void Update()
2606 const float VELOCITY_TOLERANCE = 0.001f; 2606 {
2607 const float POSITION_TOLERANCE = 0.05f; 2607 const float ROTATION_TOLERANCE = 0.01f;
2608 //const int TIME_MS_TOLERANCE = 3000; 2608 const float VELOCITY_TOLERANCE = 0.001f;
2609 2609 const float POSITION_TOLERANCE = 0.05f;
2610 2610 //const int TIME_MS_TOLERANCE = 3000;
2611 2611
2612 if (m_isChildAgent == false) 2612
2613 { 2613
2614// PhysicsActor actor = m_physicsActor; 2614 if (m_isChildAgent == false)
2615 2615 {
2616 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2616// PhysicsActor actor = m_physicsActor;
2617 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2617
2618 // storing a requested force instead of an actual traveling velocity 2618 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2619 2619 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2620 // Throw away duplicate or insignificant updates 2620 // storing a requested force instead of an actual traveling velocity
2621 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || 2621
2622 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 2622 // Throw away duplicate or insignificant updates
2623 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) 2623 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2624 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2624 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2625 { 2625 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2626 SendTerseUpdateToAllClients(); 2626 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2627 2627 {
2628 // Update the "last" values 2628 SendTerseUpdateToAllClients();
2629 m_lastPosition = m_pos; 2629
2630 m_lastRotation = m_bodyRot; 2630 // Update the "last" values
2631 m_lastVelocity = Velocity; 2631 m_lastPosition = m_pos;
2632 //m_lastTerseSent = Environment.TickCount; 2632 m_lastRotation = m_bodyRot;
2633 } 2633 m_lastVelocity = Velocity;
2634 2634 //m_lastTerseSent = Environment.TickCount;
2635 // followed suggestion from mic bowman. reversed the two lines below. 2635 }
2636 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something 2636
2637 CheckForBorderCrossing(); 2637 // followed suggestion from mic bowman. reversed the two lines below.
2638 CheckForSignificantMovement(); // sends update to the modules. 2638 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something
2639 } 2639 CheckForBorderCrossing();
2640 2640 CheckForSignificantMovement(); // sends update to the modules.
2641 //Sending prim updates AFTER the avatar terse updates are sent 2641 }
2642 SendPrimUpdates(); 2642
2643 } 2643 //Sending prim updates AFTER the avatar terse updates are sent
2644 2644 SendPrimUpdates();
2645 #endregion 2645 }
2646 2646
2647 #region Update Client(s) 2647 #endregion
2648 2648
2649 /// <summary> 2649 #region Update Client(s)
2650 /// Sends a location update to the client connected to this scenePresence 2650
2651 /// </summary> 2651 /// <summary>
2652 /// <param name="remoteClient"></param> 2652 /// Sends a location update to the client connected to this scenePresence
2653 public void SendTerseUpdateToClient(IClientAPI remoteClient) 2653 /// </summary>
2654 { 2654 /// <param name="remoteClient"></param>
2655 // If the client is inactive, it's getting its updates from another 2655 public void SendTerseUpdateToClient(IClientAPI remoteClient)
2656 // server. 2656 {
2657 if (remoteClient.IsActive) 2657 // If the client is inactive, it's getting its updates from another
2658 { 2658 // server.
2659 m_perfMonMS = Util.EnvironmentTickCount(); 2659 if (remoteClient.IsActive)
2660 2660 {
2661 PhysicsActor actor = m_physicsActor; 2661 m_perfMonMS = Util.EnvironmentTickCount();
2662 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero; 2662
2663 2663 PhysicsActor actor = m_physicsActor;
2664 Vector3 pos = m_pos; 2664 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
2665 pos.Z += m_appearance.HipOffset; 2665
2666 2666 Vector3 pos = m_pos;
2667 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); 2667 pos.Z += m_appearance.HipOffset;
2668 2668
2669 remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); 2669 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
2670 2670
2671 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2671 remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
2672 m_scene.StatsReporter.AddAgentUpdates(1); 2672
2673 } 2673 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2674 } 2674 m_scene.StatsReporter.AddAgentUpdates(1);
2675 2675 }
2676 /// <summary> 2676 }
2677 /// Send a location/velocity/accelleration update to all agents in scene 2677
2678 /// </summary> 2678 /// <summary>
2679 public void SendTerseUpdateToAllClients() 2679 /// Send a location/velocity/accelleration update to all agents in scene
2680 { 2680 /// </summary>
2681 m_perfMonMS = Util.EnvironmentTickCount(); 2681 public void SendTerseUpdateToAllClients()
2682 2682 {
2683 m_scene.ForEachClient(SendTerseUpdateToClient); 2683 m_perfMonMS = Util.EnvironmentTickCount();
2684 2684
2685 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2685 m_scene.ForEachClient(SendTerseUpdateToClient);
2686 } 2686
2687 2687 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2688 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2688 }
2689 { 2689
2690 SendCourseLocationsMethod d = m_sendCourseLocationsMethod; 2690 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2691 if (d != null) 2691 {
2692 { 2692 SendCourseLocationsMethod d = m_sendCourseLocationsMethod;
2693 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs); 2693 if (d != null)
2694 } 2694 {
2695 } 2695 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs);
2696 2696 }
2697 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d) 2697 }
2698 { 2698
2699 if (d != null) 2699 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d)
2700 m_sendCourseLocationsMethod = d; 2700 {
2701 } 2701 if (d != null)
2702 2702 m_sendCourseLocationsMethod = d;
2703 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2703 }
2704 { 2704
2705 m_perfMonMS = Util.EnvironmentTickCount(); 2705 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2706 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); 2706 {
2707 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2707 m_perfMonMS = Util.EnvironmentTickCount();
2708 } 2708 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
2709 2709 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2710 /// <summary> 2710 }
2711 /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar) 2711
2712 /// </summary> 2712 /// <summary>
2713 /// <param name="remoteAvatar"></param> 2713 /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
2714 public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar) 2714 /// </summary>
2715 { 2715 /// <param name="remoteAvatar"></param>
2716 // 2 stage check is needed. 2716 public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
2717 if (remoteAvatar == null) 2717 {
2718 return; 2718 // 2 stage check is needed.
2719 IClientAPI cl=remoteAvatar.ControllingClient; 2719 if (remoteAvatar == null)
2720 if (cl == null) 2720 return;
2721 return; 2721 IClientAPI cl=remoteAvatar.ControllingClient;
2722 if (m_appearance.Texture == null) 2722 if (cl == null)
2723 return; 2723 return;
2724 2724 if (m_appearance.Texture == null)
2725 Vector3 pos = m_pos; 2725 return;
2726 pos.Z += m_appearance.HipOffset; 2726
2727 2727 Vector3 pos = m_pos;
2728 remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this); 2728 pos.Z += m_appearance.HipOffset;
2729 m_scene.StatsReporter.AddAgentUpdates(1); 2729
2730 } 2730 remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this);
2731 2731 m_scene.StatsReporter.AddAgentUpdates(1);
2732 /// <summary> 2732 }
2733 /// Tell *ALL* agents about this agent 2733
2734 /// </summary> 2734 /// <summary>
2735 public void SendInitialFullUpdateToAllClients() 2735 /// Tell *ALL* agents about this agent
2736 { 2736 /// </summary>
2737 m_perfMonMS = Util.EnvironmentTickCount(); 2737 public void SendInitialFullUpdateToAllClients()
2738 int avUpdates = 0; 2738 {
2739 m_scene.ForEachScenePresence(delegate(ScenePresence avatar) 2739 m_perfMonMS = Util.EnvironmentTickCount();
2740 { 2740 int avUpdates = 0;
2741 ++avUpdates; 2741 m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
2742 // only send if this is the root (children are only "listening posts" in a foreign region) 2742 {
2743 if (!IsChildAgent) 2743 ++avUpdates;
2744 { 2744 // only send if this is the root (children are only "listening posts" in a foreign region)
2745 SendFullUpdateToOtherClient(avatar); 2745 if (!IsChildAgent)
2746 } 2746 {
2747 2747 SendFullUpdateToOtherClient(avatar);
2748 if (avatar.LocalId != LocalId) 2748 }
2749 { 2749
2750 if (!avatar.IsChildAgent) 2750 if (avatar.LocalId != LocalId)
2751 { 2751 {
2752 avatar.SendFullUpdateToOtherClient(this); 2752 if (!avatar.IsChildAgent)
2753 avatar.SendAppearanceToOtherAgent(this); 2753 {
2754 avatar.Animator.SendAnimPackToClient(ControllingClient); 2754 avatar.SendFullUpdateToOtherClient(this);
2755 } 2755 avatar.SendAppearanceToOtherAgent(this);
2756 } 2756 avatar.Animator.SendAnimPackToClient(ControllingClient);
2757 }); 2757 }
2758 2758 }
2759 m_scene.StatsReporter.AddAgentUpdates(avUpdates); 2759 });
2760 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2760
2761 2761 m_scene.StatsReporter.AddAgentUpdates(avUpdates);
2762 //Animator.SendAnimPack(); 2762 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2763 } 2763
2764 2764 //Animator.SendAnimPack();
2765 public void SendFullUpdateToAllClients() 2765 }
2766 { 2766
2767 m_perfMonMS = Util.EnvironmentTickCount(); 2767 public void SendFullUpdateToAllClients()
2768 2768 {
2769 // only send update from root agents to other clients; children are only "listening posts" 2769 m_perfMonMS = Util.EnvironmentTickCount();
2770 int count = 0; 2770
2771 m_scene.ForEachScenePresence(delegate(ScenePresence sp) 2771 // only send update from root agents to other clients; children are only "listening posts"
2772 { 2772 int count = 0;
2773 if (sp.IsChildAgent) 2773 m_scene.ForEachScenePresence(delegate(ScenePresence sp)
2774 return; 2774 {
2775 SendFullUpdateToOtherClient(sp); 2775 if (sp.IsChildAgent)
2776 ++count; 2776 return;
2777 }); 2777 SendFullUpdateToOtherClient(sp);
2778 m_scene.StatsReporter.AddAgentUpdates(count); 2778 ++count;
2779 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2779 });
2780 2780 m_scene.StatsReporter.AddAgentUpdates(count);
2781 Animator.SendAnimPack(); 2781 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2782 } 2782
2783 2783 Animator.SendAnimPack();
2784 /// <summary> 2784 }
2785 /// Do everything required once a client completes its movement into a region 2785
2786 /// </summary> 2786 /// <summary>
2787 public void SendInitialData() 2787 /// Do everything required once a client completes its movement into a region
2788 { 2788 /// </summary>
2789 // Moved this into CompleteMovement to ensure that m_appearance is initialized before 2789 public void SendInitialData()
2790 // the inventory arrives 2790 {
2791 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 2791 // Moved this into CompleteMovement to ensure that m_appearance is initialized before
2792 2792 // the inventory arrives
2793 Vector3 pos = m_pos; 2793 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
2794 pos.Z += m_appearance.HipOffset; 2794
2795 2795 Vector3 pos = m_pos;
2796 m_controllingClient.SendAvatarDataImmediate(this); 2796 pos.Z += m_appearance.HipOffset;
2797 2797
2798 SendInitialFullUpdateToAllClients(); 2798 m_controllingClient.SendAvatarDataImmediate(this);
2799 SendAppearanceToAllOtherAgents(); 2799
2800 } 2800 SendInitialFullUpdateToAllClients();
2801 2801 SendAppearanceToAllOtherAgents();
2802 /// <summary> 2802 }
2803 /// Tell the client for this scene presence what items it should be wearing now 2803
2804 /// </summary> 2804 /// <summary>
2805 public void SendWearables() 2805 /// Tell the client for this scene presence what items it should be wearing now
2806 { 2806 /// </summary>
2807 m_log.DebugFormat("[SCENE]: Received request for wearables of {0}", Name); 2807 public void SendWearables()
2808 2808 {
2809 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 2809 m_log.DebugFormat("[SCENE]: Received request for wearables of {0}", Name);
2810 } 2810
2811 2811 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
2812 /// <summary> 2812 }
2813 /// 2813
2814 /// </summary> 2814 /// <summary>
2815 public void SendAppearanceToAllOtherAgents() 2815 ///
2816 { 2816 /// </summary>
2817 m_perfMonMS = Util.EnvironmentTickCount(); 2817 public void SendAppearanceToAllOtherAgents()
2818 2818 {
2819 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2819 m_perfMonMS = Util.EnvironmentTickCount();
2820 { 2820
2821 if (scenePresence.UUID != UUID) 2821 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2822 { 2822 {
2823 SendAppearanceToOtherAgent(scenePresence); 2823 if (scenePresence.UUID != UUID)
2824 } 2824 {
2825 }); 2825 SendAppearanceToOtherAgent(scenePresence);
2826 2826 }
2827 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2827 });
2828 } 2828
2829 2829 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2830 /// <summary> 2830 }
2831 /// Send appearance data to an agent that isn't this one. 2831
2832 /// </summary> 2832 /// <summary>
2833 /// <param name="avatar"></param> 2833 /// Send appearance data to an agent that isn't this one.
2834 public void SendAppearanceToOtherAgent(ScenePresence avatar) 2834 /// </summary>
2835 { 2835 /// <param name="avatar"></param>
2836 avatar.ControllingClient.SendAppearance( 2836 public void SendAppearanceToOtherAgent(ScenePresence avatar)
2837 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); 2837 {
2838 } 2838 avatar.ControllingClient.SendAppearance(
2839 2839 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
2840 /// <summary> 2840 }
2841 /// Set appearance data (textureentry and slider settings) received from the client 2841
2842 /// </summary> 2842 /// <summary>
2843 /// <param name="texture"></param> 2843 /// Set appearance data (textureentry and slider settings) received from the client
2844 /// <param name="visualParam"></param> 2844 /// </summary>
2845 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams) 2845 /// <param name="texture"></param>
2846 { 2846 /// <param name="visualParam"></param>
2847 if (m_physicsActor != null) 2847 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams)
2848 { 2848 {
2849 if (!IsChildAgent) 2849 if (m_physicsActor != null)
2850 { 2850 {
2851 // This may seem like it's redundant, remove the avatar from the physics scene 2851 if (!IsChildAgent)
2852 // just to add it back again, but it saves us from having to update 2852 {
2853 // 3 variables 10 times a second. 2853 // This may seem like it's redundant, remove the avatar from the physics scene
2854 bool flyingTemp = m_physicsActor.Flying; 2854 // just to add it back again, but it saves us from having to update
2855 RemoveFromPhysicalScene(); 2855 // 3 variables 10 times a second.
2856 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor); 2856 bool flyingTemp = m_physicsActor.Flying;
2857 2857 RemoveFromPhysicalScene();
2858 //PhysicsActor = null; 2858 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
2859 2859
2860 AddToPhysicalScene(flyingTemp); 2860 //PhysicsActor = null;
2861 } 2861
2862 } 2862 AddToPhysicalScene(flyingTemp);
2863 2863 }
2864 #region Bake Cache Check 2864 }
2865 2865
2866 if (textureEntry != null) 2866 #region Bake Cache Check
2867 { 2867
2868 for (int i = 0; i < BAKE_INDICES.Length; i++) 2868 if (textureEntry != null)
2869 { 2869 {
2870 int j = BAKE_INDICES[i]; 2870 for (int i = 0; i < BAKE_INDICES.Length; i++)
2871 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j]; 2871 {
2872 2872 int j = BAKE_INDICES[i];
2873 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) 2873 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
2874 { 2874
2875 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) 2875 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
2876 { 2876 {
2877 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name); 2877 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
2878 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID); 2878 {
2879 } 2879 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name);
2880 } 2880 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
2881 } 2881 }
2882 2882 }
2883 } 2883 }
2884 2884
2885 2885 }
2886 #endregion Bake Cache Check 2886
2887 2887
2888 m_appearance.SetAppearance(textureEntry, visualParams); 2888 #endregion Bake Cache Check
2889 if (m_appearance.AvatarHeight > 0) 2889
2890 SetHeight(m_appearance.AvatarHeight); 2890 m_appearance.SetAppearance(textureEntry, visualParams);
2891 2891 if (m_appearance.AvatarHeight > 0)
2892 // This is not needed, because only the transient data changed 2892 SetHeight(m_appearance.AvatarHeight);
2893 //AvatarData adata = new AvatarData(m_appearance); 2893
2894 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2894 // This is not needed, because only the transient data changed
2895 2895 //AvatarData adata = new AvatarData(m_appearance);
2896 SendAppearanceToAllOtherAgents(); 2896 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2897 if (!m_startAnimationSet) 2897
2898 { 2898 SendAppearanceToAllOtherAgents();
2899 Animator.UpdateMovementAnimations(); 2899 if (!m_startAnimationSet)
2900 m_startAnimationSet = true; 2900 {
2901 } 2901 Animator.UpdateMovementAnimations();
2902 2902 m_startAnimationSet = true;
2903 Vector3 pos = m_pos; 2903 }
2904 pos.Z += m_appearance.HipOffset; 2904
2905 2905 Vector3 pos = m_pos;
2906 m_controllingClient.SendAvatarDataImmediate(this); 2906 pos.Z += m_appearance.HipOffset;
2907 } 2907
2908 2908 m_controllingClient.SendAvatarDataImmediate(this);
2909 public void SetWearable(int wearableId, AvatarWearable wearable) 2909 }
2910 { 2910
2911 m_appearance.SetWearable(wearableId, wearable); 2911 public void SetWearable(int wearableId, AvatarWearable wearable)
2912 AvatarData adata = new AvatarData(m_appearance); 2912 {
2913 m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2913 m_appearance.SetWearable(wearableId, wearable);
2914 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 2914 AvatarData adata = new AvatarData(m_appearance);
2915 } 2915 m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2916 2916 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
2917 // Because appearance setting is in a module, we actually need 2917 }
2918 // to give it access to our appearance directly, otherwise we 2918
2919 // get a synchronization issue. 2919 // Because appearance setting is in a module, we actually need
2920 public AvatarAppearance Appearance 2920 // to give it access to our appearance directly, otherwise we
2921 { 2921 // get a synchronization issue.
2922 get { return m_appearance; } 2922 public AvatarAppearance Appearance
2923 set { m_appearance = value; } 2923 {
2924 } 2924 get { return m_appearance; }
2925 2925 set { m_appearance = value; }
2926 #endregion 2926 }
2927 2927
2928 #region Significant Movement Method 2928 #endregion
2929 2929
2930 /// <summary> 2930 #region Significant Movement Method
2931 /// This checks for a significant movement and sends a courselocationchange update 2931
2932 /// </summary> 2932 /// <summary>
2933 protected void CheckForSignificantMovement() 2933 /// This checks for a significant movement and sends a courselocationchange update
2934 { 2934 /// </summary>
2935 // Movement updates for agents in neighboring regions are sent directly to clients. 2935 protected void CheckForSignificantMovement()
2936 // This value only affects how often agent positions are sent to neighbor regions 2936 {
2937 // for things such as distance-based update prioritization 2937 // Movement updates for agents in neighboring regions are sent directly to clients.
2938 const float SIGNIFICANT_MOVEMENT = 2.0f; 2938 // This value only affects how often agent positions are sent to neighbor regions
2939 2939 // for things such as distance-based update prioritization
2940 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT) 2940 const float SIGNIFICANT_MOVEMENT = 2.0f;
2941 { 2941
2942 posLastSignificantMove = AbsolutePosition; 2942 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT)
2943 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient); 2943 {
2944 } 2944 posLastSignificantMove = AbsolutePosition;
2945 2945 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient);
2946 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m 2946 }
2947 if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance || 2947
2948 Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance) 2948 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
2949 { 2949 if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance ||
2950 m_lastChildAgentUpdatePosition = AbsolutePosition; 2950 Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance)
2951 m_lastChildAgentUpdateCamPosition = CameraPosition; 2951 {
2952 2952 m_lastChildAgentUpdatePosition = AbsolutePosition;
2953 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); 2953 m_lastChildAgentUpdateCamPosition = CameraPosition;
2954 cadu.ActiveGroupID = UUID.Zero.Guid; 2954
2955 cadu.AgentID = UUID.Guid; 2955 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
2956 cadu.alwaysrun = m_setAlwaysRun; 2956 cadu.ActiveGroupID = UUID.Zero.Guid;
2957 cadu.AVHeight = m_avHeight; 2957 cadu.AgentID = UUID.Guid;
2958 Vector3 tempCameraCenter = m_CameraCenter; 2958 cadu.alwaysrun = m_setAlwaysRun;
2959 cadu.cameraPosition = tempCameraCenter; 2959 cadu.AVHeight = m_avHeight;
2960 cadu.drawdistance = m_DrawDistance; 2960 Vector3 tempCameraCenter = m_CameraCenter;
2961 cadu.GroupAccess = 0; 2961 cadu.cameraPosition = tempCameraCenter;
2962 cadu.Position = AbsolutePosition; 2962 cadu.drawdistance = m_DrawDistance;
2963 cadu.regionHandle = m_rootRegionHandle; 2963 cadu.GroupAccess = 0;
2964 float multiplier = 1; 2964 cadu.Position = AbsolutePosition;
2965 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); 2965 cadu.regionHandle = m_rootRegionHandle;
2966 if (innacurateNeighbors != 0) 2966 float multiplier = 1;
2967 { 2967 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
2968 multiplier = 1f / (float)innacurateNeighbors; 2968 if (innacurateNeighbors != 0)
2969 } 2969 {
2970 if (multiplier <= 0f) 2970 multiplier = 1f / (float)innacurateNeighbors;
2971 { 2971 }
2972 multiplier = 0.25f; 2972 if (multiplier <= 0f)
2973 } 2973 {
2974 2974 multiplier = 0.25f;
2975 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); 2975 }
2976 cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); 2976
2977 cadu.Velocity = Velocity; 2977 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
2978 2978 cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier);
2979 AgentPosition agentpos = new AgentPosition(); 2979 cadu.Velocity = Velocity;
2980 agentpos.CopyFrom(cadu); 2980
2981 2981 AgentPosition agentpos = new AgentPosition();
2982 m_scene.SendOutChildAgentUpdates(agentpos, this); 2982 agentpos.CopyFrom(cadu);
2983 } 2983
2984 } 2984 m_scene.SendOutChildAgentUpdates(agentpos, this);
2985 2985 }
2986 #endregion 2986 }
2987 2987
2988 #region Border Crossing Methods 2988 #endregion
2989 2989
2990 /// <summary> 2990 #region Border Crossing Methods
2991 /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion 2991
2992 /// </summary> 2992 /// <summary>
2993 protected void CheckForBorderCrossing() 2993 /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
2994 { 2994 /// </summary>
2995 if (IsChildAgent) 2995 protected void CheckForBorderCrossing()
2996 return; 2996 {
2997 2997 if (IsChildAgent)
2998 Vector3 pos2 = AbsolutePosition; 2998 return;
2999 Vector3 vel = Velocity; 2999
3000 int neighbor = 0; 3000 Vector3 pos2 = AbsolutePosition;
3001 int[] fix = new int[2]; 3001 Vector3 vel = Velocity;
3002 3002 int neighbor = 0;
3003 float timeStep = 0.1f; 3003 int[] fix = new int[2];
3004 pos2.X = pos2.X + (vel.X*timeStep); 3004
3005 pos2.Y = pos2.Y + (vel.Y*timeStep); 3005 float timeStep = 0.1f;
3006 pos2.Z = pos2.Z + (vel.Z*timeStep); 3006 pos2.X = pos2.X + (vel.X*timeStep);
3007 3007 pos2.Y = pos2.Y + (vel.Y*timeStep);
3008 if (!IsInTransit) 3008 pos2.Z = pos2.Z + (vel.Z*timeStep);
3009 { 3009
3010 // Checks if where it's headed exists a region 3010 if (!IsInTransit)
3011 3011 {
3012 bool needsTransit = false; 3012 // Checks if where it's headed exists a region
3013 if (m_scene.TestBorderCross(pos2, Cardinals.W)) 3013
3014 { 3014 bool needsTransit = false;
3015 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 3015 if (m_scene.TestBorderCross(pos2, Cardinals.W))
3016 { 3016 {
3017 needsTransit = true; 3017 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3018 neighbor = HaveNeighbor(Cardinals.SW, ref fix); 3018 {
3019 } 3019 needsTransit = true;
3020 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 3020 neighbor = HaveNeighbor(Cardinals.SW, ref fix);
3021 { 3021 }
3022 needsTransit = true; 3022 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3023 neighbor = HaveNeighbor(Cardinals.NW, ref fix); 3023 {
3024 } 3024 needsTransit = true;
3025 else 3025 neighbor = HaveNeighbor(Cardinals.NW, ref fix);
3026 { 3026 }
3027 needsTransit = true; 3027 else
3028 neighbor = HaveNeighbor(Cardinals.W, ref fix); 3028 {
3029 } 3029 needsTransit = true;
3030 } 3030 neighbor = HaveNeighbor(Cardinals.W, ref fix);
3031 else if (m_scene.TestBorderCross(pos2, Cardinals.E)) 3031 }
3032 { 3032 }
3033 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 3033 else if (m_scene.TestBorderCross(pos2, Cardinals.E))
3034 { 3034 {
3035 needsTransit = true; 3035 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3036 neighbor = HaveNeighbor(Cardinals.SE, ref fix); 3036 {
3037 } 3037 needsTransit = true;
3038 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 3038 neighbor = HaveNeighbor(Cardinals.SE, ref fix);
3039 { 3039 }
3040 needsTransit = true; 3040 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3041 neighbor = HaveNeighbor(Cardinals.NE, ref fix); 3041 {
3042 } 3042 needsTransit = true;
3043 else 3043 neighbor = HaveNeighbor(Cardinals.NE, ref fix);
3044 { 3044 }
3045 needsTransit = true; 3045 else
3046 neighbor = HaveNeighbor(Cardinals.E, ref fix); 3046 {
3047 } 3047 needsTransit = true;
3048 } 3048 neighbor = HaveNeighbor(Cardinals.E, ref fix);
3049 else if (m_scene.TestBorderCross(pos2, Cardinals.S)) 3049 }
3050 { 3050 }
3051 needsTransit = true; 3051 else if (m_scene.TestBorderCross(pos2, Cardinals.S))
3052 neighbor = HaveNeighbor(Cardinals.S, ref fix); 3052 {
3053 } 3053 needsTransit = true;
3054 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 3054 neighbor = HaveNeighbor(Cardinals.S, ref fix);
3055 { 3055 }
3056 needsTransit = true; 3056 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3057 neighbor = HaveNeighbor(Cardinals.N, ref fix); 3057 {
3058 } 3058 needsTransit = true;
3059 3059 neighbor = HaveNeighbor(Cardinals.N, ref fix);
3060 3060 }
3061 // Makes sure avatar does not end up outside region 3061
3062 if (neighbor <= 0) 3062
3063 { 3063 // Makes sure avatar does not end up outside region
3064 if (!needsTransit) 3064 if (neighbor <= 0)
3065 { 3065 {
3066 if (m_requestedSitTargetUUID == UUID.Zero) 3066 if (!needsTransit)
3067 { 3067 {
3068 Vector3 pos = AbsolutePosition; 3068 if (m_requestedSitTargetUUID == UUID.Zero)
3069 if (AbsolutePosition.X < 0) 3069 {
3070 pos.X += Velocity.X; 3070 Vector3 pos = AbsolutePosition;
3071 else if (AbsolutePosition.X > Constants.RegionSize) 3071 if (AbsolutePosition.X < 0)
3072 pos.X -= Velocity.X; 3072 pos.X += Velocity.X;
3073 if (AbsolutePosition.Y < 0) 3073 else if (AbsolutePosition.X > Constants.RegionSize)
3074 pos.Y += Velocity.Y; 3074 pos.X -= Velocity.X;
3075 else if (AbsolutePosition.Y > Constants.RegionSize) 3075 if (AbsolutePosition.Y < 0)
3076 pos.Y -= Velocity.Y; 3076 pos.Y += Velocity.Y;
3077 AbsolutePosition = pos; 3077 else if (AbsolutePosition.Y > Constants.RegionSize)
3078 } 3078 pos.Y -= Velocity.Y;
3079 } 3079 AbsolutePosition = pos;
3080 } 3080 }
3081 else if (neighbor > 0) 3081 }
3082 CrossToNewRegion(); 3082 }
3083 } 3083 else if (neighbor > 0)
3084 else 3084 CrossToNewRegion();
3085 { 3085 }
3086 RemoveFromPhysicalScene(); 3086 else
3087 // This constant has been inferred from experimentation 3087 {
3088 // I'm not sure what this value should be, so I tried a few values. 3088 RemoveFromPhysicalScene();
3089 timeStep = 0.04f; 3089 // This constant has been inferred from experimentation
3090 pos2 = AbsolutePosition; 3090 // I'm not sure what this value should be, so I tried a few values.
3091 pos2.X = pos2.X + (vel.X * timeStep); 3091 timeStep = 0.04f;
3092 pos2.Y = pos2.Y + (vel.Y * timeStep); 3092 pos2 = AbsolutePosition;
3093 pos2.Z = pos2.Z + (vel.Z * timeStep); 3093 pos2.X = pos2.X + (vel.X * timeStep);
3094 m_pos = pos2; 3094 pos2.Y = pos2.Y + (vel.Y * timeStep);
3095 } 3095 pos2.Z = pos2.Z + (vel.Z * timeStep);
3096 } 3096 m_pos = pos2;
3097 3097 }
3098 protected int HaveNeighbor(Cardinals car, ref int[] fix) 3098 }
3099 { 3099
3100 uint neighbourx = m_regionInfo.RegionLocX; 3100 protected int HaveNeighbor(Cardinals car, ref int[] fix)
3101 uint neighboury = m_regionInfo.RegionLocY; 3101 {
3102 3102 uint neighbourx = m_regionInfo.RegionLocX;
3103 int dir = (int)car; 3103 uint neighboury = m_regionInfo.RegionLocY;
3104 3104
3105 if (dir > 1 && dir < 5) //Heading East 3105 int dir = (int)car;
3106 neighbourx++; 3106
3107 else if (dir > 5) // Heading West 3107 if (dir > 1 && dir < 5) //Heading East
3108 neighbourx--; 3108 neighbourx++;
3109 3109 else if (dir > 5) // Heading West
3110 if (dir < 3 || dir == 8) // Heading North 3110 neighbourx--;
3111 neighboury++; 3111
3112 else if (dir > 3 && dir < 7) // Heading Sout 3112 if (dir < 3 || dir == 8) // Heading North
3113 neighboury--; 3113 neighboury++;
3114 3114 else if (dir > 3 && dir < 7) // Heading Sout
3115 int x = (int)(neighbourx * Constants.RegionSize); 3115 neighboury--;
3116 int y = (int)(neighboury * Constants.RegionSize); 3116
3117 GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); 3117 int x = (int)(neighbourx * Constants.RegionSize);
3118 3118 int y = (int)(neighboury * Constants.RegionSize);
3119 if (neighbourRegion == null) 3119 GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y);
3120 { 3120
3121 fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx); 3121 if (neighbourRegion == null)
3122 fix[1] = (int)(m_regionInfo.RegionLocY - neighboury); 3122 {
3123 return dir * (-1); 3123 fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx);
3124 } 3124 fix[1] = (int)(m_regionInfo.RegionLocY - neighboury);
3125 else 3125 return dir * (-1);
3126 return dir; 3126 }
3127 } 3127 else
3128 3128 return dir;
3129 /// <summary> 3129 }
3130 /// Moves the agent outside the region bounds 3130
3131 /// Tells neighbor region that we're crossing to it 3131 /// <summary>
3132 /// If the neighbor accepts, remove the agent's viewable avatar from this scene 3132 /// Moves the agent outside the region bounds
3133 /// set them to a child agent. 3133 /// Tells neighbor region that we're crossing to it
3134 /// </summary> 3134 /// If the neighbor accepts, remove the agent's viewable avatar from this scene
3135 protected void CrossToNewRegion() 3135 /// set them to a child agent.
3136 { 3136 /// </summary>
3137 InTransit(); 3137 protected void CrossToNewRegion()
3138 try 3138 {
3139 { 3139 InTransit();
3140 m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying); 3140 try
3141 } 3141 {
3142 catch 3142 m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying);
3143 { 3143 }
3144 m_scene.CrossAgentToNewRegion(this, false); 3144 catch
3145 } 3145 {
3146 } 3146 m_scene.CrossAgentToNewRegion(this, false);
3147 3147 }
3148 public void InTransit() 3148 }
3149 { 3149
3150 m_inTransit = true; 3150 public void InTransit()
3151 3151 {
3152 if ((m_physicsActor != null) && m_physicsActor.Flying) 3152 m_inTransit = true;
3153 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; 3153
3154 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) 3154 if ((m_physicsActor != null) && m_physicsActor.Flying)
3155 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; 3155 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
3156 } 3156 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
3157 3157 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
3158 public void NotInTransit() 3158 }
3159 { 3159
3160 m_inTransit = false; 3160 public void NotInTransit()
3161 } 3161 {
3162 3162 m_inTransit = false;
3163 public void RestoreInCurrentScene() 3163 }
3164 { 3164
3165 AddToPhysicalScene(false); // not exactly false 3165 public void RestoreInCurrentScene()
3166 } 3166 {
3167 3167 AddToPhysicalScene(false); // not exactly false
3168 public void Reset() 3168 }
3169 { 3169
3170 // Put the child agent back at the center 3170 public void Reset()
3171 AbsolutePosition 3171 {
3172 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); 3172 // Put the child agent back at the center
3173 Animator.ResetAnimations(); 3173 AbsolutePosition
3174 } 3174 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
3175 3175 Animator.ResetAnimations();
3176 /// <summary> 3176 }
3177 /// Computes which child agents to close when the scene presence moves to another region. 3177
3178 /// Removes those regions from m_knownRegions. 3178 /// <summary>
3179 /// </summary> 3179 /// Computes which child agents to close when the scene presence moves to another region.
3180 /// <param name="newRegionX">The new region's x on the map</param> 3180 /// Removes those regions from m_knownRegions.
3181 /// <param name="newRegionY">The new region's y on the map</param> 3181 /// </summary>
3182 /// <returns></returns> 3182 /// <param name="newRegionX">The new region's x on the map</param>
3183 public void CloseChildAgents(uint newRegionX, uint newRegionY) 3183 /// <param name="newRegionY">The new region's y on the map</param>
3184 { 3184 /// <returns></returns>
3185 List<ulong> byebyeRegions = new List<ulong>(); 3185 public void CloseChildAgents(uint newRegionX, uint newRegionY)
3186 m_log.DebugFormat( 3186 {
3187 "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}", 3187 List<ulong> byebyeRegions = new List<ulong>();
3188 m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName); 3188 m_log.DebugFormat(
3189 //DumpKnownRegions(); 3189 "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}",
3190 3190 m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName);
3191 lock (m_knownChildRegions) 3191 //DumpKnownRegions();
3192 { 3192
3193 foreach (ulong handle in m_knownChildRegions.Keys) 3193 lock (m_knownChildRegions)
3194 { 3194 {
3195 // Don't close the agent on this region yet 3195 foreach (ulong handle in m_knownChildRegions.Keys)
3196 if (handle != Scene.RegionInfo.RegionHandle) 3196 {
3197 { 3197 // Don't close the agent on this region yet
3198 uint x, y; 3198 if (handle != Scene.RegionInfo.RegionHandle)
3199 Utils.LongToUInts(handle, out x, out y); 3199 {
3200 x = x / Constants.RegionSize; 3200 uint x, y;
3201 y = y / Constants.RegionSize; 3201 Utils.LongToUInts(handle, out x, out y);
3202 3202 x = x / Constants.RegionSize;
3203 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 3203 y = y / Constants.RegionSize;
3204 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 3204
3205 if (Util.IsOutsideView(x, newRegionX, y, newRegionY)) 3205 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
3206 { 3206 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
3207 byebyeRegions.Add(handle); 3207 if (Util.IsOutsideView(x, newRegionX, y, newRegionY))
3208 } 3208 {
3209 } 3209 byebyeRegions.Add(handle);
3210 } 3210 }
3211 } 3211 }
3212 3212 }
3213 if (byebyeRegions.Count > 0) 3213 }
3214 { 3214
3215 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); 3215 if (byebyeRegions.Count > 0)
3216 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions); 3216 {
3217 } 3217 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
3218 3218 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions);
3219 foreach (ulong handle in byebyeRegions) 3219 }
3220 { 3220
3221 RemoveNeighbourRegion(handle); 3221 foreach (ulong handle in byebyeRegions)
3222 } 3222 {
3223 } 3223 RemoveNeighbourRegion(handle);
3224 3224 }
3225 #endregion 3225 }
3226 3226
3227 /// <summary> 3227 #endregion
3228 /// This allows the Sim owner the abiility to kick users from their sim currently. 3228
3229 /// It tells the client that the agent has permission to do so. 3229 /// <summary>
3230 /// </summary> 3230 /// This allows the Sim owner the abiility to kick users from their sim currently.
3231 public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus) 3231 /// It tells the client that the agent has permission to do so.
3232 { 3232 /// </summary>
3233 if (godStatus) 3233 public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus)
3234 { 3234 {
3235 // For now, assign god level 200 to anyone 3235 if (godStatus)
3236 // who is granted god powers, but has no god level set. 3236 {
3237 // 3237 // For now, assign god level 200 to anyone
3238 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID); 3238 // who is granted god powers, but has no god level set.
3239 if (account != null) 3239 //
3240 { 3240 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID);
3241 if (account.UserLevel > 0) 3241 if (account != null)
3242 m_godLevel = account.UserLevel; 3242 {
3243 else 3243 if (account.UserLevel > 0)
3244 m_godLevel = 200; 3244 m_godLevel = account.UserLevel;
3245 } 3245 else
3246 } 3246 m_godLevel = 200;
3247 else 3247 }
3248 { 3248 }
3249 m_godLevel = 0; 3249 else
3250 } 3250 {
3251 3251 m_godLevel = 0;
3252 ControllingClient.SendAdminResponse(token, (uint)m_godLevel); 3252 }
3253 } 3253
3254 3254 ControllingClient.SendAdminResponse(token, (uint)m_godLevel);
3255 #region Child Agent Updates 3255 }
3256 3256
3257 public void ChildAgentDataUpdate(AgentData cAgentData) 3257 #region Child Agent Updates
3258 { 3258
3259 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName); 3259 public void ChildAgentDataUpdate(AgentData cAgentData)
3260 if (!IsChildAgent) 3260 {
3261 return; 3261 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
3262 3262 if (!IsChildAgent)
3263 CopyFrom(cAgentData); 3263 return;
3264 } 3264
3265 3265 CopyFrom(cAgentData);
3266 /// <summary> 3266 }
3267 /// This updates important decision making data about a child agent 3267
3268 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3268 /// <summary>
3269 /// </summary> 3269 /// This updates important decision making data about a child agent
3270 public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY) 3270 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
3271 { 3271 /// </summary>
3272 if (!IsChildAgent) 3272 public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
3273 return; 3273 {
3274 3274 if (!IsChildAgent)
3275 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); 3275 return;
3276 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; 3276
3277 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; 3277 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
3278 3278 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
3279 Vector3 offset = new Vector3(shiftx, shifty, 0f); 3279 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize;
3280 3280
3281 m_DrawDistance = cAgentData.Far; 3281 Vector3 offset = new Vector3(shiftx, shifty, 0f);
3282 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! 3282
3283 m_pos = cAgentData.Position + offset; 3283 m_DrawDistance = cAgentData.Far;
3284 3284 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
3285 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance) 3285 m_pos = cAgentData.Position + offset;
3286 { 3286
3287 posLastSignificantMove = AbsolutePosition; 3287 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance)
3288 ReprioritizeUpdates(); 3288 {
3289 } 3289 posLastSignificantMove = AbsolutePosition;
3290 3290 ReprioritizeUpdates();
3291 m_CameraCenter = cAgentData.Center + offset; 3291 }
3292 3292
3293 m_avHeight = cAgentData.Size.Z; 3293 m_CameraCenter = cAgentData.Center + offset;
3294 //SetHeight(cAgentData.AVHeight); 3294
3295 3295 m_avHeight = cAgentData.Size.Z;
3296 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) 3296 //SetHeight(cAgentData.AVHeight);
3297 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); 3297
3298 3298 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
3299 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true. 3299 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
3300 if (m_scene.m_seeIntoRegionFromNeighbor) 3300
3301 m_sceneViewer.Reset(); 3301 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
3302 3302 if (m_scene.m_seeIntoRegionFromNeighbor)
3303 //cAgentData.AVHeight; 3303 m_sceneViewer.Reset();
3304 m_rootRegionHandle = cAgentData.RegionHandle; 3304
3305 //m_velocity = cAgentData.Velocity; 3305 //cAgentData.AVHeight;
3306 } 3306 m_rootRegionHandle = cAgentData.RegionHandle;
3307 3307 //m_velocity = cAgentData.Velocity;
3308 public void CopyTo(AgentData cAgent) 3308 }
3309 { 3309
3310 cAgent.AgentID = UUID; 3310 public void CopyTo(AgentData cAgent)
3311 cAgent.RegionID = Scene.RegionInfo.RegionID; 3311 {
3312 3312 cAgent.AgentID = UUID;
3313 cAgent.Position = AbsolutePosition; 3313 cAgent.RegionID = Scene.RegionInfo.RegionID;
3314 cAgent.Velocity = m_velocity; 3314
3315 cAgent.Center = m_CameraCenter; 3315 cAgent.Position = AbsolutePosition;
3316 // Don't copy the size; it is inferred from apearance parameters 3316 cAgent.Velocity = m_velocity;
3317 //cAgent.Size = new Vector3(0, 0, m_avHeight); 3317 cAgent.Center = m_CameraCenter;
3318 cAgent.AtAxis = m_CameraAtAxis; 3318 // Don't copy the size; it is inferred from apearance parameters
3319 cAgent.LeftAxis = m_CameraLeftAxis; 3319 //cAgent.Size = new Vector3(0, 0, m_avHeight);
3320 cAgent.UpAxis = m_CameraUpAxis; 3320 cAgent.AtAxis = m_CameraAtAxis;
3321 3321 cAgent.LeftAxis = m_CameraLeftAxis;
3322 cAgent.Far = m_DrawDistance; 3322 cAgent.UpAxis = m_CameraUpAxis;
3323 3323
3324 // Throttles 3324 cAgent.Far = m_DrawDistance;
3325 float multiplier = 1; 3325
3326 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); 3326 // Throttles
3327 if (innacurateNeighbors != 0) 3327 float multiplier = 1;
3328 { 3328 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
3329 multiplier = 1f / innacurateNeighbors; 3329 if (innacurateNeighbors != 0)
3330 } 3330 {
3331 if (multiplier <= 0f) 3331 multiplier = 1f / innacurateNeighbors;
3332 { 3332 }
3333 multiplier = 0.25f; 3333 if (multiplier <= 0f)
3334 } 3334 {
3335 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); 3335 multiplier = 0.25f;
3336 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); 3336 }
3337 3337 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
3338 cAgent.HeadRotation = m_headrotation; 3338 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
3339 cAgent.BodyRotation = m_bodyRot; 3339
3340 cAgent.ControlFlags = (uint)m_AgentControlFlags; 3340 cAgent.HeadRotation = m_headrotation;
3341 3341 cAgent.BodyRotation = m_bodyRot;
3342 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3342 cAgent.ControlFlags = (uint)m_AgentControlFlags;
3343 cAgent.GodLevel = (byte)m_godLevel; 3343
3344 else 3344 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3345 cAgent.GodLevel = (byte) 0; 3345 cAgent.GodLevel = (byte)m_godLevel;
3346 3346 else
3347 cAgent.AlwaysRun = m_setAlwaysRun; 3347 cAgent.GodLevel = (byte) 0;
3348 3348
3349 try 3349 cAgent.AlwaysRun = m_setAlwaysRun;
3350 { 3350
3351 // We might not pass the Wearables in all cases... 3351 try
3352 // They're only needed so that persistent changes to the appearance 3352 {
3353 // are preserved in the new region where the user is moving to. 3353 // We might not pass the Wearables in all cases...
3354 // But in Hypergrid we might not let this happen. 3354 // They're only needed so that persistent changes to the appearance
3355 int i = 0; 3355 // are preserved in the new region where the user is moving to.
3356 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2]; 3356 // But in Hypergrid we might not let this happen.
3357 foreach (AvatarWearable aw in m_appearance.Wearables) 3357 int i = 0;
3358 { 3358 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2];
3359 if (aw != null) 3359 foreach (AvatarWearable aw in m_appearance.Wearables)
3360 { 3360 {
3361 wears[i++] = aw.ItemID; 3361 if (aw != null)
3362 wears[i++] = aw.AssetID; 3362 {
3363 } 3363 wears[i++] = aw.ItemID;
3364 else 3364 wears[i++] = aw.AssetID;
3365 { 3365 }
3366 wears[i++] = UUID.Zero; 3366 else
3367 wears[i++] = UUID.Zero; 3367 {
3368 } 3368 wears[i++] = UUID.Zero;
3369 } 3369 wears[i++] = UUID.Zero;
3370 cAgent.Wearables = wears; 3370 }
3371 3371 }
3372 cAgent.VisualParams = m_appearance.VisualParams; 3372 cAgent.Wearables = wears;
3373 3373
3374 if (m_appearance.Texture != null) 3374 cAgent.VisualParams = m_appearance.VisualParams;
3375 cAgent.AgentTextures = m_appearance.Texture.GetBytes(); 3375
3376 } 3376 if (m_appearance.Texture != null)
3377 catch (Exception e) 3377 cAgent.AgentTextures = m_appearance.Texture.GetBytes();
3378 { 3378 }
3379 m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message); 3379 catch (Exception e)
3380 } 3380 {
3381 3381 m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message);
3382 //Attachments 3382 }
3383 List<int> attPoints = m_appearance.GetAttachedPoints(); 3383
3384 if (attPoints != null) 3384 //Attachments
3385 { 3385 List<int> attPoints = m_appearance.GetAttachedPoints();
3386 //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count); 3386 if (attPoints != null)
3387 int i = 0; 3387 {
3388 AttachmentData[] attachs = new AttachmentData[attPoints.Count]; 3388 //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count);
3389 foreach (int point in attPoints) 3389 int i = 0;
3390 { 3390 AttachmentData[] attachs = new AttachmentData[attPoints.Count];
3391 attachs[i++] = new AttachmentData(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point)); 3391 foreach (int point in attPoints)
3392 } 3392 {
3393 cAgent.Attachments = attachs; 3393 attachs[i++] = new AttachmentData(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point));
3394 } 3394 }
3395 3395 cAgent.Attachments = attachs;
3396 lock (scriptedcontrols) 3396 }
3397 { 3397
3398 ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; 3398 lock (scriptedcontrols)
3399 int i = 0; 3399 {
3400 3400 ControllerData[] controls = new ControllerData[scriptedcontrols.Count];
3401 foreach (ScriptControllers c in scriptedcontrols.Values) 3401 int i = 0;
3402 { 3402
3403 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3403 foreach (ScriptControllers c in scriptedcontrols.Values)
3404 } 3404 {
3405 cAgent.Controllers = controls; 3405 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3406 } 3406 }
3407 3407 cAgent.Controllers = controls;
3408 // Animations 3408 }
3409 try 3409
3410 { 3410 // Animations
3411 cAgent.Anims = Animator.Animations.ToArray(); 3411 try
3412 } 3412 {
3413 catch { } 3413 cAgent.Anims = Animator.Animations.ToArray();
3414 3414 }
3415 // cAgent.GroupID = ?? 3415 catch { }
3416 // Groups??? 3416
3417 3417 // cAgent.GroupID = ??
3418 } 3418 // Groups???
3419 3419
3420 public void CopyFrom(AgentData cAgent) 3420 }
3421 { 3421
3422 m_originRegionID = cAgent.RegionID; 3422 public void CopyFrom(AgentData cAgent)
3423 3423 {
3424 m_callbackURI = cAgent.CallbackURI; 3424 m_originRegionID = cAgent.RegionID;
3425 3425
3426 m_pos = cAgent.Position; 3426 m_callbackURI = cAgent.CallbackURI;
3427 3427
3428 m_velocity = cAgent.Velocity; 3428 m_pos = cAgent.Position;
3429 m_CameraCenter = cAgent.Center; 3429
3430 //m_avHeight = cAgent.Size.Z; 3430 m_velocity = cAgent.Velocity;
3431 m_CameraAtAxis = cAgent.AtAxis; 3431 m_CameraCenter = cAgent.Center;
3432 m_CameraLeftAxis = cAgent.LeftAxis; 3432 //m_avHeight = cAgent.Size.Z;
3433 m_CameraUpAxis = cAgent.UpAxis; 3433 m_CameraAtAxis = cAgent.AtAxis;
3434 3434 m_CameraLeftAxis = cAgent.LeftAxis;
3435 m_DrawDistance = cAgent.Far; 3435 m_CameraUpAxis = cAgent.UpAxis;
3436 3436
3437 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) 3437 m_DrawDistance = cAgent.Far;
3438 ControllingClient.SetChildAgentThrottle(cAgent.Throttles); 3438
3439 3439 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
3440 m_headrotation = cAgent.HeadRotation; 3440 ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
3441 m_bodyRot = cAgent.BodyRotation; 3441
3442 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; 3442 m_headrotation = cAgent.HeadRotation;
3443 3443 m_bodyRot = cAgent.BodyRotation;
3444 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3444 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
3445 m_godLevel = cAgent.GodLevel; 3445
3446 m_setAlwaysRun = cAgent.AlwaysRun; 3446 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3447 3447 m_godLevel = cAgent.GodLevel;
3448 uint i = 0; 3448 m_setAlwaysRun = cAgent.AlwaysRun;
3449 try 3449
3450 { 3450 uint i = 0;
3451 if (cAgent.Wearables == null) 3451 try
3452 cAgent.Wearables = new UUID[0]; 3452 {
3453 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2]; 3453 if (cAgent.Wearables == null)
3454 for (uint n = 0; n < cAgent.Wearables.Length; n += 2) 3454 cAgent.Wearables = new UUID[0];
3455 { 3455 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2];
3456 UUID itemId = cAgent.Wearables[n]; 3456 for (uint n = 0; n < cAgent.Wearables.Length; n += 2)
3457 UUID assetId = cAgent.Wearables[n + 1]; 3457 {
3458 wears[i++] = new AvatarWearable(itemId, assetId); 3458 UUID itemId = cAgent.Wearables[n];
3459 } 3459 UUID assetId = cAgent.Wearables[n + 1];
3460 m_appearance.Wearables = wears; 3460 wears[i++] = new AvatarWearable(itemId, assetId);
3461 Primitive.TextureEntry te; 3461 }
3462 if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1) 3462 m_appearance.Wearables = wears;
3463 te = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length); 3463 Primitive.TextureEntry te;
3464 else 3464 if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1)
3465 te = AvatarAppearance.GetDefaultTexture(); 3465 te = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length);
3466 if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT)) 3466 else
3467 cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams(); 3467 te = AvatarAppearance.GetDefaultTexture();
3468 m_appearance.SetAppearance(te, (byte[])cAgent.VisualParams.Clone()); 3468 if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT))
3469 } 3469 cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams();
3470 catch (Exception e) 3470 m_appearance.SetAppearance(te, (byte[])cAgent.VisualParams.Clone());
3471 { 3471 }
3472 m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message); 3472 catch (Exception e)
3473 } 3473 {
3474 3474 m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message);
3475 // Attachments 3475 }
3476 try 3476
3477 { 3477 // Attachments
3478 if (cAgent.Attachments != null) 3478 try
3479 { 3479 {
3480 m_appearance.ClearAttachments(); 3480 if (cAgent.Attachments != null)
3481 foreach (AttachmentData att in cAgent.Attachments) 3481 {
3482 { 3482 m_appearance.ClearAttachments();
3483 m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID); 3483 foreach (AttachmentData att in cAgent.Attachments)
3484 } 3484 {
3485 } 3485 m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID);
3486 } 3486 }
3487 catch { } 3487 }
3488 3488 }
3489 try 3489 catch { }
3490 { 3490
3491 lock (scriptedcontrols) 3491 try
3492 { 3492 {
3493 if (cAgent.Controllers != null) 3493 lock (scriptedcontrols)
3494 { 3494 {
3495 scriptedcontrols.Clear(); 3495 if (cAgent.Controllers != null)
3496 3496 {
3497 foreach (ControllerData c in cAgent.Controllers) 3497 scriptedcontrols.Clear();
3498 { 3498
3499 ScriptControllers sc = new ScriptControllers(); 3499 foreach (ControllerData c in cAgent.Controllers)
3500 sc.itemID = c.ItemID; 3500 {
3501 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3501 ScriptControllers sc = new ScriptControllers();
3502 sc.eventControls = (ScriptControlled)c.EventControls; 3502 sc.itemID = c.ItemID;
3503 3503 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3504 scriptedcontrols[sc.itemID] = sc; 3504 sc.eventControls = (ScriptControlled)c.EventControls;
3505 } 3505
3506 } 3506 scriptedcontrols[sc.itemID] = sc;
3507 } 3507 }
3508 } 3508 }
3509 catch { } 3509 }
3510 // Animations 3510 }
3511 try 3511 catch { }
3512 { 3512 // Animations
3513 Animator.ResetAnimations(); 3513 try
3514 Animator.Animations.FromArray(cAgent.Anims); 3514 {
3515 } 3515 Animator.ResetAnimations();
3516 catch { } 3516 Animator.Animations.FromArray(cAgent.Anims);
3517 3517 }
3518 //cAgent.GroupID = ?? 3518 catch { }
3519 //Groups??? 3519
3520 } 3520 //cAgent.GroupID = ??
3521 3521 //Groups???
3522 public bool CopyAgent(out IAgentData agent) 3522 }
3523 { 3523
3524 agent = new CompleteAgentData(); 3524 public bool CopyAgent(out IAgentData agent)
3525 CopyTo((AgentData)agent); 3525 {
3526 return true; 3526 agent = new CompleteAgentData();
3527 } 3527 CopyTo((AgentData)agent);
3528 3528 return true;
3529 #endregion Child Agent Updates 3529 }
3530 3530
3531 /// <summary> 3531 #endregion Child Agent Updates
3532 /// Handles part of the PID controller function for moving an avatar. 3532
3533 /// </summary> 3533 /// <summary>
3534 public override void UpdateMovement() 3534 /// Handles part of the PID controller function for moving an avatar.
3535 { 3535 /// </summary>
3536 if (m_forceToApply.HasValue) 3536 public override void UpdateMovement()
3537 { 3537 {
3538 3538 if (m_forceToApply.HasValue)
3539 Vector3 force = m_forceToApply.Value; 3539 {
3540 m_updateflag = true; 3540
3541 Velocity = force; 3541 Vector3 force = m_forceToApply.Value;
3542 3542 m_updateflag = true;
3543 m_forceToApply = null; 3543 Velocity = force;
3544 } 3544
3545 else 3545 m_forceToApply = null;
3546 { 3546 }
3547 if (m_isNudging) 3547 else
3548 { 3548 {
3549 Vector3 force = Vector3.Zero; 3549 if (m_isNudging)
3550 3550 {
3551 m_updateflag = true; 3551 Vector3 force = Vector3.Zero;
3552 Velocity = force; 3552
3553 m_isNudging = false; 3553 m_updateflag = true;
3554 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" 3554 Velocity = force;
3555 } 3555 m_isNudging = false;
3556 } 3556 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3557 } 3557 }
3558 3558 }
3559 public override void SetText(string text, Vector3 color, double alpha) 3559 }
3560 { 3560
3561 throw new Exception("Can't set Text on avatar."); 3561 public override void SetText(string text, Vector3 color, double alpha)
3562 } 3562 {
3563 3563 throw new Exception("Can't set Text on avatar.");
3564 /// <summary> 3564 }
3565 /// Adds a physical representation of the avatar to the Physics plugin 3565
3566 /// </summary> 3566 /// <summary>
3567 public void AddToPhysicalScene(bool isFlying) 3567 /// Adds a physical representation of the avatar to the Physics plugin
3568 { 3568 /// </summary>
3569 PhysicsScene scene = m_scene.PhysicsScene; 3569 public void AddToPhysicalScene(bool isFlying)
3570 3570 {
3571 Vector3 pVec = AbsolutePosition; 3571 PhysicsScene scene = m_scene.PhysicsScene;
3572 3572
3573 // Old bug where the height was in centimeters instead of meters 3573 Vector3 pVec = AbsolutePosition;
3574 if (m_avHeight == 127.0f) 3574
3575 { 3575 // Old bug where the height was in centimeters instead of meters
3576 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f), 3576 if (m_avHeight == 127.0f)
3577 isFlying); 3577 {
3578 } 3578 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f),
3579 else 3579 isFlying);
3580 { 3580 }
3581 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3581 else
3582 new Vector3(0f, 0f, m_avHeight), isFlying); 3582 {
3583 } 3583 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3584 scene.AddPhysicsActorTaint(m_physicsActor); 3584 new Vector3(0f, 0f, m_avHeight), isFlying);
3585 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3585 }
3586 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3586 scene.AddPhysicsActorTaint(m_physicsActor);
3587 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3587 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3588 m_physicsActor.SubscribeEvents(500); 3588 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3589 m_physicsActor.LocalID = LocalId; 3589 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3590 } 3590 m_physicsActor.SubscribeEvents(500);
3591 3591 m_physicsActor.LocalID = LocalId;
3592 private void OutOfBoundsCall(Vector3 pos) 3592 }
3593 { 3593
3594 //bool flying = m_physicsActor.Flying; 3594 private void OutOfBoundsCall(Vector3 pos)
3595 //RemoveFromPhysicalScene(); 3595 {
3596 3596 //bool flying = m_physicsActor.Flying;
3597 //AddToPhysicalScene(flying); 3597 //RemoveFromPhysicalScene();
3598 if (ControllingClient != null) 3598
3599 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3599 //AddToPhysicalScene(flying);
3600 } 3600 if (ControllingClient != null)
3601 3601 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3602 // Event called by the physics plugin to tell the avatar about a collision. 3602 }
3603 private void PhysicsCollisionUpdate(EventArgs e) 3603
3604 { 3604 // Event called by the physics plugin to tell the avatar about a collision.
3605 if (e == null) 3605 private void PhysicsCollisionUpdate(EventArgs e)
3606 return; 3606 {
3607 3607 if (e == null)
3608 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( 3608 return;
3609 // as of this comment the interval is set in AddToPhysicalScene 3609
3610 if (Animator!=null) 3610 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3611 { 3611 // as of this comment the interval is set in AddToPhysicalScene
3612 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, 3612 if (Animator!=null)
3613 { // else its will lock out other animation changes, like ground sit. 3613 {
3614 Animator.UpdateMovementAnimations(); 3614 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3615 m_updateCount--; 3615 { // else its will lock out other animation changes, like ground sit.
3616 } 3616 Animator.UpdateMovementAnimations();
3617 } 3617 m_updateCount--;
3618 3618 }
3619 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3619 }
3620 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3620
3621 3621 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3622 CollisionPlane = Vector4.UnitW; 3622 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3623 3623
3624 if (m_lastColCount != coldata.Count) 3624 CollisionPlane = Vector4.UnitW;
3625 { 3625
3626 m_updateCount = UPDATE_COUNT; 3626 if (m_lastColCount != coldata.Count)
3627 m_lastColCount = coldata.Count; 3627 {
3628 } 3628 m_updateCount = UPDATE_COUNT;
3629 3629 m_lastColCount = coldata.Count;
3630 if (coldata.Count != 0 && Animator != null) 3630 }
3631 { 3631
3632 switch (Animator.CurrentMovementAnimation) 3632 if (coldata.Count != 0 && Animator != null)
3633 { 3633 {
3634 case "STAND": 3634 switch (Animator.CurrentMovementAnimation)
3635 case "WALK": 3635 {
3636 case "RUN": 3636 case "STAND":
3637 case "CROUCH": 3637 case "WALK":
3638 case "CROUCHWALK": 3638 case "RUN":
3639 { 3639 case "CROUCH":
3640 ContactPoint lowest; 3640 case "CROUCHWALK":
3641 lowest.SurfaceNormal = Vector3.Zero; 3641 {
3642 lowest.Position = Vector3.Zero; 3642 ContactPoint lowest;
3643 lowest.Position.Z = Single.NaN; 3643 lowest.SurfaceNormal = Vector3.Zero;
3644 3644 lowest.Position = Vector3.Zero;
3645 foreach (ContactPoint contact in coldata.Values) 3645 lowest.Position.Z = Single.NaN;
3646 { 3646
3647 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3647 foreach (ContactPoint contact in coldata.Values)
3648 { 3648 {
3649 lowest = contact; 3649 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z)
3650 } 3650 {
3651 } 3651 lowest = contact;
3652 3652 }
3653 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3653 }
3654 } 3654
3655 break; 3655 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3656 } 3656 }
3657 } 3657 break;
3658 3658 }
3659 List<uint> thisHitColliders = new List<uint>(); 3659 }
3660 List<uint> endedColliders = new List<uint>(); 3660
3661 List<uint> startedColliders = new List<uint>(); 3661 List<uint> thisHitColliders = new List<uint>();
3662 3662 List<uint> endedColliders = new List<uint>();
3663 foreach (uint localid in coldata.Keys) 3663 List<uint> startedColliders = new List<uint>();
3664 { 3664
3665 thisHitColliders.Add(localid); 3665 foreach (uint localid in coldata.Keys)
3666 if (!m_lastColliders.Contains(localid)) 3666 {
3667 { 3667 thisHitColliders.Add(localid);
3668 startedColliders.Add(localid); 3668 if (!m_lastColliders.Contains(localid))
3669 } 3669 {
3670 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); 3670 startedColliders.Add(localid);
3671 } 3671 }
3672 3672 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3673 // calculate things that ended colliding 3673 }
3674 foreach (uint localID in m_lastColliders) 3674
3675 { 3675 // calculate things that ended colliding
3676 if (!thisHitColliders.Contains(localID)) 3676 foreach (uint localID in m_lastColliders)
3677 { 3677 {
3678 endedColliders.Add(localID); 3678 if (!thisHitColliders.Contains(localID))
3679 } 3679 {
3680 } 3680 endedColliders.Add(localID);
3681 //add the items that started colliding this time to the last colliders list. 3681 }
3682 foreach (uint localID in startedColliders) 3682 }
3683 { 3683 //add the items that started colliding this time to the last colliders list.
3684 m_lastColliders.Add(localID); 3684 foreach (uint localID in startedColliders)
3685 } 3685 {
3686 // remove things that ended colliding from the last colliders list 3686 m_lastColliders.Add(localID);
3687 foreach (uint localID in endedColliders) 3687 }
3688 { 3688 // remove things that ended colliding from the last colliders list
3689 m_lastColliders.Remove(localID); 3689 foreach (uint localID in endedColliders)
3690 } 3690 {
3691 3691 m_lastColliders.Remove(localID);
3692 // do event notification 3692 }
3693 if (startedColliders.Count > 0) 3693
3694 { 3694 // do event notification
3695 ColliderArgs StartCollidingMessage = new ColliderArgs(); 3695 if (startedColliders.Count > 0)
3696 List<DetectedObject> colliding = new List<DetectedObject>(); 3696 {
3697 foreach (uint localId in startedColliders) 3697 ColliderArgs StartCollidingMessage = new ColliderArgs();
3698 { 3698 List<DetectedObject> colliding = new List<DetectedObject>();
3699 if (localId == 0) 3699 foreach (uint localId in startedColliders)
3700 continue; 3700 {
3701 3701 if (localId == 0)
3702 SceneObjectPart obj = Scene.GetSceneObjectPart(localId); 3702 continue;
3703 string data = ""; 3703
3704 if (obj != null) 3704 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3705 { 3705 string data = "";
3706 DetectedObject detobj = new DetectedObject(); 3706 if (obj != null)
3707 detobj.keyUUID = obj.UUID; 3707 {
3708 detobj.nameStr = obj.Name; 3708 DetectedObject detobj = new DetectedObject();
3709 detobj.ownerUUID = obj.OwnerID; 3709 detobj.keyUUID = obj.UUID;
3710 detobj.posVector = obj.AbsolutePosition; 3710 detobj.nameStr = obj.Name;
3711 detobj.rotQuat = obj.GetWorldRotation(); 3711 detobj.ownerUUID = obj.OwnerID;
3712 detobj.velVector = obj.Velocity; 3712 detobj.posVector = obj.AbsolutePosition;
3713 detobj.colliderType = 0; 3713 detobj.rotQuat = obj.GetWorldRotation();
3714 detobj.groupUUID = obj.GroupID; 3714 detobj.velVector = obj.Velocity;
3715 colliding.Add(detobj); 3715 detobj.colliderType = 0;
3716 } 3716 detobj.groupUUID = obj.GroupID;
3717 } 3717 colliding.Add(detobj);
3718 3718 }
3719 if (colliding.Count > 0) 3719 }
3720 { 3720
3721 StartCollidingMessage.Colliders = colliding; 3721 if (colliding.Count > 0)
3722 3722 {
3723 foreach (SceneObjectGroup att in Attachments) 3723 StartCollidingMessage.Colliders = colliding;
3724 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); 3724
3725 } 3725 foreach (SceneObjectGroup att in Attachments)
3726 } 3726 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3727 3727 }
3728 if (endedColliders.Count > 0) 3728 }
3729 { 3729
3730 ColliderArgs EndCollidingMessage = new ColliderArgs(); 3730 if (endedColliders.Count > 0)
3731 List<DetectedObject> colliding = new List<DetectedObject>(); 3731 {
3732 foreach (uint localId in endedColliders) 3732 ColliderArgs EndCollidingMessage = new ColliderArgs();
3733 { 3733 List<DetectedObject> colliding = new List<DetectedObject>();
3734 if (localId == 0) 3734 foreach (uint localId in endedColliders)
3735 continue; 3735 {
3736 3736 if (localId == 0)
3737 SceneObjectPart obj = Scene.GetSceneObjectPart(localId); 3737 continue;
3738 string data = ""; 3738
3739 if (obj != null) 3739 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3740 { 3740 string data = "";
3741 DetectedObject detobj = new DetectedObject(); 3741 if (obj != null)
3742 detobj.keyUUID = obj.UUID; 3742 {
3743 detobj.nameStr = obj.Name; 3743 DetectedObject detobj = new DetectedObject();
3744 detobj.ownerUUID = obj.OwnerID; 3744 detobj.keyUUID = obj.UUID;
3745 detobj.posVector = obj.AbsolutePosition; 3745 detobj.nameStr = obj.Name;
3746 detobj.rotQuat = obj.GetWorldRotation(); 3746 detobj.ownerUUID = obj.OwnerID;
3747 detobj.velVector = obj.Velocity; 3747 detobj.posVector = obj.AbsolutePosition;
3748 detobj.colliderType = 0; 3748 detobj.rotQuat = obj.GetWorldRotation();
3749 detobj.groupUUID = obj.GroupID; 3749 detobj.velVector = obj.Velocity;
3750 colliding.Add(detobj); 3750 detobj.colliderType = 0;
3751 } 3751 detobj.groupUUID = obj.GroupID;
3752 } 3752 colliding.Add(detobj);
3753 3753 }
3754 if (colliding.Count > 0) 3754 }
3755 { 3755
3756 EndCollidingMessage.Colliders = colliding; 3756 if (colliding.Count > 0)
3757 3757 {
3758 foreach (SceneObjectGroup att in Attachments) 3758 EndCollidingMessage.Colliders = colliding;
3759 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); 3759
3760 } 3760 foreach (SceneObjectGroup att in Attachments)
3761 } 3761 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3762 3762 }
3763 if (thisHitColliders.Count > 0) 3763 }
3764 { 3764
3765 ColliderArgs CollidingMessage = new ColliderArgs(); 3765 if (thisHitColliders.Count > 0)
3766 List<DetectedObject> colliding = new List<DetectedObject>(); 3766 {
3767 foreach (uint localId in thisHitColliders) 3767 ColliderArgs CollidingMessage = new ColliderArgs();
3768 { 3768 List<DetectedObject> colliding = new List<DetectedObject>();
3769 if (localId == 0) 3769 foreach (uint localId in thisHitColliders)
3770 continue; 3770 {
3771 3771 if (localId == 0)
3772 SceneObjectPart obj = Scene.GetSceneObjectPart(localId); 3772 continue;
3773 string data = ""; 3773
3774 if (obj != null) 3774 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3775 { 3775 string data = "";
3776 DetectedObject detobj = new DetectedObject(); 3776 if (obj != null)
3777 detobj.keyUUID = obj.UUID; 3777 {
3778 detobj.nameStr = obj.Name; 3778 DetectedObject detobj = new DetectedObject();
3779 detobj.ownerUUID = obj.OwnerID; 3779 detobj.keyUUID = obj.UUID;
3780 detobj.posVector = obj.AbsolutePosition; 3780 detobj.nameStr = obj.Name;
3781 detobj.rotQuat = obj.GetWorldRotation(); 3781 detobj.ownerUUID = obj.OwnerID;
3782 detobj.velVector = obj.Velocity; 3782 detobj.posVector = obj.AbsolutePosition;
3783 detobj.colliderType = 0; 3783 detobj.rotQuat = obj.GetWorldRotation();
3784 detobj.groupUUID = obj.GroupID; 3784 detobj.velVector = obj.Velocity;
3785 colliding.Add(detobj); 3785 detobj.colliderType = 0;
3786 } 3786 detobj.groupUUID = obj.GroupID;
3787 } 3787 colliding.Add(detobj);
3788 3788 }
3789 if (colliding.Count > 0) 3789 }
3790 { 3790
3791 CollidingMessage.Colliders = colliding; 3791 if (colliding.Count > 0)
3792 3792 {
3793 lock (m_attachments) 3793 CollidingMessage.Colliders = colliding;
3794 { 3794
3795 foreach (SceneObjectGroup att in m_attachments) 3795 lock (m_attachments)
3796 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); 3796 {
3797 } 3797 foreach (SceneObjectGroup att in m_attachments)
3798 } 3798 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3799 } 3799 }
3800 3800 }
3801 if (m_invulnerable) 3801 }
3802 return; 3802
3803 3803 if (m_invulnerable)
3804 float starthealth = Health; 3804 return;
3805 uint killerObj = 0; 3805
3806 foreach (uint localid in coldata.Keys) 3806 float starthealth = Health;
3807 { 3807 uint killerObj = 0;
3808 SceneObjectPart part = Scene.GetSceneObjectPart(localid); 3808 foreach (uint localid in coldata.Keys)
3809 3809 {
3810 if (part != null && part.ParentGroup.Damage != -1.0f) 3810 SceneObjectPart part = Scene.GetSceneObjectPart(localid);
3811 Health -= part.ParentGroup.Damage; 3811
3812 else 3812 if (part != null && part.ParentGroup.Damage != -1.0f)
3813 { 3813 Health -= part.ParentGroup.Damage;
3814 if (coldata[localid].PenetrationDepth >= 0.10f) 3814 else
3815 Health -= coldata[localid].PenetrationDepth * 5.0f; 3815 {
3816 } 3816 if (coldata[localid].PenetrationDepth >= 0.10f)
3817 3817 Health -= coldata[localid].PenetrationDepth * 5.0f;
3818 if (Health <= 0.0f) 3818 }
3819 { 3819
3820 if (localid != 0) 3820 if (Health <= 0.0f)
3821 killerObj = localid; 3821 {
3822 } 3822 if (localid != 0)
3823 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); 3823 killerObj = localid;
3824 } 3824 }
3825 //Health = 100; 3825 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString());
3826 if (!m_invulnerable) 3826 }
3827 { 3827 //Health = 100;
3828 if (starthealth != Health) 3828 if (!m_invulnerable)
3829 { 3829 {
3830 ControllingClient.SendHealth(Health); 3830 if (starthealth != Health)
3831 } 3831 {
3832 if (m_health <= 0) 3832 ControllingClient.SendHealth(Health);
3833 m_scene.EventManager.TriggerAvatarKill(killerObj, this); 3833 }
3834 } 3834 if (m_health <= 0)
3835 } 3835 m_scene.EventManager.TriggerAvatarKill(killerObj, this);
3836 3836 }
3837 public void setHealthWithUpdate(float health) 3837 }
3838 { 3838
3839 Health = health; 3839 public void setHealthWithUpdate(float health)
3840 ControllingClient.SendHealth(Health); 3840 {
3841 } 3841 Health = health;
3842 3842 ControllingClient.SendHealth(Health);
3843 public void Close() 3843 }
3844 { 3844
3845 lock (m_attachments) 3845 public void Close()
3846 { 3846 {
3847 // Delete attachments from scene 3847 lock (m_attachments)
3848 // Don't try to save, as this thread won't live long 3848 {
3849 // enough to complete the save. This would cause no copy 3849 // Delete attachments from scene
3850 // attachments to poof! 3850 // Don't try to save, as this thread won't live long
3851 // 3851 // enough to complete the save. This would cause no copy
3852 foreach (SceneObjectGroup grp in m_attachments) 3852 // attachments to poof!
3853 { 3853 //
3854 m_scene.DeleteSceneObject(grp, false); 3854 foreach (SceneObjectGroup grp in m_attachments)
3855 } 3855 {
3856 m_attachments.Clear(); 3856 m_scene.DeleteSceneObject(grp, false);
3857 } 3857 }
3858 3858 m_attachments.Clear();
3859 lock (m_knownChildRegions) 3859 }
3860 { 3860
3861 m_knownChildRegions.Clear(); 3861 lock (m_knownChildRegions)
3862 } 3862 {
3863 3863 m_knownChildRegions.Clear();
3864 lock (m_reprioritization_timer) 3864 }
3865 { 3865
3866 m_reprioritization_timer.Enabled = false; 3866 lock (m_reprioritization_timer)
3867 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize); 3867 {
3868 } 3868 m_reprioritization_timer.Enabled = false;
3869 3869 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize);
3870 // I don't get it but mono crashes when you try to dispose of this timer, 3870 }
3871 // unsetting the elapsed callback should be enough to allow for cleanup however. 3871
3872 // m_reprioritizationTimer.Dispose(); 3872 // I don't get it but mono crashes when you try to dispose of this timer,
3873 3873 // unsetting the elapsed callback should be enough to allow for cleanup however.
3874 m_sceneViewer.Close(); 3874 // m_reprioritizationTimer.Dispose();
3875 3875
3876 RemoveFromPhysicalScene(); 3876 m_sceneViewer.Close();
3877 m_animator.Close(); 3877
3878 m_animator = null; 3878 RemoveFromPhysicalScene();
3879 } 3879 m_animator.Close();
3880 3880 m_animator = null;
3881 public void AddAttachment(SceneObjectGroup gobj) 3881 }
3882 { 3882
3883 lock (m_attachments) 3883 public void AddAttachment(SceneObjectGroup gobj)
3884 { 3884 {
3885 m_attachments.Add(gobj); 3885 lock (m_attachments)
3886 } 3886 {
3887 } 3887 m_attachments.Add(gobj);
3888 3888 }
3889 public bool HasAttachments() 3889 }
3890 { 3890
3891 return m_attachments.Count > 0; 3891 public bool HasAttachments()
3892 } 3892 {
3893 3893 return m_attachments.Count > 0;
3894 public bool HasScriptedAttachments() 3894 }
3895 { 3895
3896 lock (m_attachments) 3896 public bool HasScriptedAttachments()
3897 { 3897 {
3898 foreach (SceneObjectGroup gobj in m_attachments) 3898 lock (m_attachments)
3899 { 3899 {
3900 if (gobj != null) 3900 foreach (SceneObjectGroup gobj in m_attachments)
3901 { 3901 {
3902 if (gobj.RootPart.Inventory.ContainsScripts()) 3902 if (gobj != null)
3903 return true; 3903 {
3904 } 3904 if (gobj.RootPart.Inventory.ContainsScripts())
3905 } 3905 return true;
3906 } 3906 }
3907 return false; 3907 }
3908 } 3908 }
3909 3909 return false;
3910 public void RemoveAttachment(SceneObjectGroup gobj) 3910 }
3911 { 3911
3912 lock (m_attachments) 3912 public void RemoveAttachment(SceneObjectGroup gobj)
3913 { 3913 {
3914 if (m_attachments.Contains(gobj)) 3914 lock (m_attachments)
3915 { 3915 {
3916 m_attachments.Remove(gobj); 3916 if (m_attachments.Contains(gobj))
3917 } 3917 {
3918 } 3918 m_attachments.Remove(gobj);
3919 } 3919 }
3920 3920 }
3921 public bool ValidateAttachments() 3921 }
3922 { 3922
3923 lock (m_attachments) 3923 public bool ValidateAttachments()
3924 { 3924 {
3925 // Validate 3925 lock (m_attachments)
3926 foreach (SceneObjectGroup gobj in m_attachments) 3926 {
3927 { 3927 // Validate
3928 if (gobj == null) 3928 foreach (SceneObjectGroup gobj in m_attachments)
3929 return false; 3929 {
3930 3930 if (gobj == null)
3931 if (gobj.IsDeleted) 3931 return false;
3932 return false; 3932
3933 } 3933 if (gobj.IsDeleted)
3934 } 3934 return false;
3935 return true; 3935 }
3936 } 3936 }
3937 3937 return true;
3938 /// <summary> 3938 }
3939 /// Send a script event to this scene presence's attachments 3939
3940 /// </summary> 3940 /// <summary>
3941 /// <param name="eventName">The name of the event</param> 3941 /// Send a script event to this scene presence's attachments
3942 /// <param name="args">The arguments for the event</param> 3942 /// </summary>
3943 public void SendScriptEventToAttachments(string eventName, Object[] args) 3943 /// <param name="eventName">The name of the event</param>
3944 { 3944 /// <param name="args">The arguments for the event</param>
3945 if (m_scriptEngines != null) 3945 public void SendScriptEventToAttachments(string eventName, Object[] args)
3946 { 3946 {
3947 lock (m_attachments) 3947 if (m_scriptEngines != null)
3948 { 3948 {
3949 foreach (SceneObjectGroup grp in m_attachments) 3949 lock (m_attachments)
3950 { 3950 {
3951 // 16384 is CHANGED_ANIMATION 3951 foreach (SceneObjectGroup grp in m_attachments)
3952 // 3952 {
3953 // Send this to all attachment root prims 3953 // 16384 is CHANGED_ANIMATION
3954 // 3954 //
3955 foreach (IScriptModule m in m_scriptEngines) 3955 // Send this to all attachment root prims
3956 { 3956 //
3957 if (m == null) // No script engine loaded 3957 foreach (IScriptModule m in m_scriptEngines)
3958 continue; 3958 {
3959 3959 if (m == null) // No script engine loaded
3960 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION }); 3960 continue;
3961 } 3961
3962 } 3962 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION });
3963 } 3963 }
3964 } 3964 }
3965 } 3965 }
3966 3966 }
3967 3967 }
3968 public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene) 3968
3969 { 3969
3970 m_controllingClient = client; 3970 public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene)
3971 m_regionInfo = region; 3971 {
3972 m_scene = scene; 3972 m_controllingClient = client;
3973 3973 m_regionInfo = region;
3974 RegisterToEvents(); 3974 m_scene = scene;
3975 if (m_controllingClient != null) 3975
3976 { 3976 RegisterToEvents();
3977 m_controllingClient.ProcessPendingPackets(); 3977 if (m_controllingClient != null)
3978 } 3978 {
3979 /* 3979 m_controllingClient.ProcessPendingPackets();
3980 AbsolutePosition = client.StartPos; 3980 }
3981 3981 /*
3982 Animations = new AvatarAnimations(); 3982 AbsolutePosition = client.StartPos;
3983 Animations.LoadAnims(); 3983
3984 3984 Animations = new AvatarAnimations();
3985 m_animations = new List<UUID>(); 3985 Animations.LoadAnims();
3986 m_animations.Add(Animations.AnimsUUID["STAND"]); 3986
3987 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber); 3987 m_animations = new List<UUID>();
3988 3988 m_animations.Add(Animations.AnimsUUID["STAND"]);
3989 SetDirectionVectors(); 3989 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
3990 */ 3990
3991 } 3991 SetDirectionVectors();
3992 3992 */
3993 internal void PushForce(Vector3 impulse) 3993 }
3994 { 3994
3995 if (PhysicsActor != null) 3995 internal void PushForce(Vector3 impulse)
3996 { 3996 {
3997 PhysicsActor.AddForce(impulse,true); 3997 if (PhysicsActor != null)
3998 } 3998 {
3999 } 3999 PhysicsActor.AddForce(impulse,true);
4000 4000 }
4001 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4001 }
4002 { 4002
4003 ScriptControllers obj = new ScriptControllers(); 4003 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
4004 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4004 {
4005 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4005 ScriptControllers obj = new ScriptControllers();
4006 4006 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4007 obj.itemID = Script_item_UUID; 4007 obj.eventControls = ScriptControlled.CONTROL_ZERO;
4008 if (pass_on == 0 && accept == 0) 4008
4009 { 4009 obj.itemID = Script_item_UUID;
4010 IgnoredControls |= (ScriptControlled)controls; 4010 if (pass_on == 0 && accept == 0)
4011 obj.ignoreControls = (ScriptControlled)controls; 4011 {
4012 } 4012 IgnoredControls |= (ScriptControlled)controls;
4013 4013 obj.ignoreControls = (ScriptControlled)controls;
4014 if (pass_on == 0 && accept == 1) 4014 }
4015 { 4015
4016 IgnoredControls |= (ScriptControlled)controls; 4016 if (pass_on == 0 && accept == 1)
4017 obj.ignoreControls = (ScriptControlled)controls; 4017 {
4018 obj.eventControls = (ScriptControlled)controls; 4018 IgnoredControls |= (ScriptControlled)controls;
4019 } 4019 obj.ignoreControls = (ScriptControlled)controls;
4020 if (pass_on == 1 && accept == 1) 4020 obj.eventControls = (ScriptControlled)controls;
4021 { 4021 }
4022 IgnoredControls = ScriptControlled.CONTROL_ZERO; 4022 if (pass_on == 1 && accept == 1)
4023 obj.eventControls = (ScriptControlled)controls; 4023 {
4024 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4024 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4025 } 4025 obj.eventControls = (ScriptControlled)controls;
4026 4026 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4027 lock (scriptedcontrols) 4027 }
4028 { 4028
4029 if (pass_on == 1 && accept == 0) 4029 lock (scriptedcontrols)
4030 { 4030 {
4031 IgnoredControls &= ~(ScriptControlled)controls; 4031 if (pass_on == 1 && accept == 0)
4032 if (scriptedcontrols.ContainsKey(Script_item_UUID)) 4032 {
4033 scriptedcontrols.Remove(Script_item_UUID); 4033 IgnoredControls &= ~(ScriptControlled)controls;
4034 } 4034 if (scriptedcontrols.ContainsKey(Script_item_UUID))
4035 else 4035 scriptedcontrols.Remove(Script_item_UUID);
4036 { 4036 }
4037 scriptedcontrols[Script_item_UUID] = obj; 4037 else
4038 } 4038 {
4039 } 4039 scriptedcontrols[Script_item_UUID] = obj;
4040 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); 4040 }
4041 } 4041 }
4042 4042 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true);
4043 public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID) 4043 }
4044 { 4044
4045 IgnoredControls = ScriptControlled.CONTROL_ZERO; 4045 public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID)
4046 lock (scriptedcontrols) 4046 {
4047 { 4047 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4048 scriptedcontrols.Clear(); 4048 lock (scriptedcontrols)
4049 } 4049 {
4050 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4050 scriptedcontrols.Clear();
4051 } 4051 }
4052 4052 ControllingClient.SendTakeControls(int.MaxValue, false, false);
4053 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4053 }
4054 { 4054
4055 ScriptControllers takecontrols; 4055 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
4056 4056 {
4057 lock (scriptedcontrols) 4057 ScriptControllers takecontrols;
4058 { 4058
4059 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols)) 4059 lock (scriptedcontrols)
4060 { 4060 {
4061 ScriptControlled sctc = takecontrols.eventControls; 4061 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols))
4062 4062 {
4063 ControllingClient.SendTakeControls((int)sctc, false, false); 4063 ScriptControlled sctc = takecontrols.eventControls;
4064 ControllingClient.SendTakeControls((int)sctc, true, false); 4064
4065 4065 ControllingClient.SendTakeControls((int)sctc, false, false);
4066 scriptedcontrols.Remove(Script_item_UUID); 4066 ControllingClient.SendTakeControls((int)sctc, true, false);
4067 IgnoredControls = ScriptControlled.CONTROL_ZERO; 4067
4068 foreach (ScriptControllers scData in scriptedcontrols.Values) 4068 scriptedcontrols.Remove(Script_item_UUID);
4069 { 4069 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4070 IgnoredControls |= scData.ignoreControls; 4070 foreach (ScriptControllers scData in scriptedcontrols.Values)
4071 } 4071 {
4072 } 4072 IgnoredControls |= scData.ignoreControls;
4073 } 4073 }
4074 } 4074 }
4075 4075 }
4076 internal void SendControlToScripts(uint flags) 4076 }
4077 { 4077
4078 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; 4078 internal void SendControlToScripts(uint flags)
4079 4079 {
4080 if (MouseDown) 4080 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
4081 { 4081
4082 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); 4082 if (MouseDown)
4083 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0) 4083 {
4084 { 4084 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
4085 allflags = ScriptControlled.CONTROL_ZERO; 4085 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
4086 MouseDown = true; 4086 {
4087 } 4087 allflags = ScriptControlled.CONTROL_ZERO;
4088 } 4088 MouseDown = true;
4089 4089 }
4090 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) 4090 }
4091 { 4091
4092 allflags |= ScriptControlled.CONTROL_ML_LBUTTON; 4092 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
4093 MouseDown = true; 4093 {
4094 } 4094 allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
4095 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) 4095 MouseDown = true;
4096 { 4096 }
4097 allflags |= ScriptControlled.CONTROL_LBUTTON; 4097 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
4098 MouseDown = true; 4098 {
4099 } 4099 allflags |= ScriptControlled.CONTROL_LBUTTON;
4100 4100 MouseDown = true;
4101 // find all activated controls, whether the scripts are interested in them or not 4101 }
4102 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) 4102
4103 { 4103 // find all activated controls, whether the scripts are interested in them or not
4104 allflags |= ScriptControlled.CONTROL_FWD; 4104 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
4105 } 4105 {
4106 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0) 4106 allflags |= ScriptControlled.CONTROL_FWD;
4107 { 4107 }
4108 allflags |= ScriptControlled.CONTROL_BACK; 4108 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
4109 } 4109 {
4110 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0) 4110 allflags |= ScriptControlled.CONTROL_BACK;
4111 { 4111 }
4112 allflags |= ScriptControlled.CONTROL_UP; 4112 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
4113 } 4113 {
4114 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0) 4114 allflags |= ScriptControlled.CONTROL_UP;
4115 { 4115 }
4116 allflags |= ScriptControlled.CONTROL_DOWN; 4116 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
4117 } 4117 {
4118 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0) 4118 allflags |= ScriptControlled.CONTROL_DOWN;
4119 { 4119 }
4120 allflags |= ScriptControlled.CONTROL_LEFT; 4120 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
4121 } 4121 {
4122 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0) 4122 allflags |= ScriptControlled.CONTROL_LEFT;
4123 { 4123 }
4124 allflags |= ScriptControlled.CONTROL_RIGHT; 4124 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
4125 } 4125 {
4126 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) 4126 allflags |= ScriptControlled.CONTROL_RIGHT;
4127 { 4127 }
4128 allflags |= ScriptControlled.CONTROL_ROT_RIGHT; 4128 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
4129 } 4129 {
4130 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) 4130 allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
4131 { 4131 }
4132 allflags |= ScriptControlled.CONTROL_ROT_LEFT; 4132 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
4133 } 4133 {
4134 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that 4134 allflags |= ScriptControlled.CONTROL_ROT_LEFT;
4135 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands) 4135 }
4136 { 4136 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
4137 lock (scriptedcontrols) 4137 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
4138 { 4138 {
4139 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols) 4139 lock (scriptedcontrols)
4140 { 4140 {
4141 UUID scriptUUID = kvp.Key; 4141 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols)
4142 ScriptControllers scriptControlData = kvp.Value; 4142 {
4143 4143 UUID scriptUUID = kvp.Key;
4144 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us 4144 ScriptControllers scriptControlData = kvp.Value;
4145 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle 4145
4146 ScriptControlled localChange = localHeld ^ localLast; // the changed bits 4146 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
4147 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) 4147 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
4148 { 4148 ScriptControlled localChange = localHeld ^ localLast; // the changed bits
4149 // only send if still pressed or just changed 4149 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
4150 m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange); 4150 {
4151 } 4151 // only send if still pressed or just changed
4152 } 4152 m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange);
4153 } 4153 }
4154 } 4154 }
4155 4155 }
4156 LastCommands = allflags; 4156 }
4157 } 4157
4158 4158 LastCommands = allflags;
4159 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored) 4159 }
4160 { 4160
4161 if (ignored == ScriptControlled.CONTROL_ZERO) 4161 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored)
4162 return flags; 4162 {
4163 4163 if (ignored == ScriptControlled.CONTROL_ZERO)
4164 if ((ignored & ScriptControlled.CONTROL_BACK) != 0) 4164 return flags;
4165 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); 4165
4166 if ((ignored & ScriptControlled.CONTROL_FWD) != 0) 4166 if ((ignored & ScriptControlled.CONTROL_BACK) != 0)
4167 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); 4167 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
4168 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0) 4168 if ((ignored & ScriptControlled.CONTROL_FWD) != 0)
4169 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); 4169 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS);
4170 if ((ignored & ScriptControlled.CONTROL_UP) != 0) 4170 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0)
4171 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); 4171 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG);
4172 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0) 4172 if ((ignored & ScriptControlled.CONTROL_UP) != 0)
4173 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); 4173 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS);
4174 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0) 4174 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0)
4175 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); 4175 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
4176 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0) 4176 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0)
4177 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); 4177 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG);
4178 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0) 4178 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0)
4179 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); 4179 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG);
4180 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0) 4180 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0)
4181 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); 4181 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS);
4182 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0) 4182 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0)
4183 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); 4183 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN);
4184 4184 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0)
4185 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, 4185 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN);
4186 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 4186
4187 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, 4187 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
4188 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 4188 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
4189 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 4189 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
4190 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 4190 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
4191 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 4191 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
4192 4192 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
4193 return flags; 4193 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
4194 } 4194
4195 4195 return flags;
4196 /// <summary> 4196 }
4197 /// RezAttachments. This should only be called upon login on the first region. 4197
4198 /// Attachment rezzings on crossings and TPs are done in a different way. 4198 /// <summary>
4199 /// </summary> 4199 /// RezAttachments. This should only be called upon login on the first region.
4200 public void RezAttachments() 4200 /// Attachment rezzings on crossings and TPs are done in a different way.
4201 { 4201 /// </summary>
4202 if (null == m_appearance) 4202 public void RezAttachments()
4203 { 4203 {
4204 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID); 4204 if (null == m_appearance)
4205 return; 4205 {
4206 } 4206 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID);
4207 4207 return;
4208 XmlDocument doc = new XmlDocument(); 4208 }
4209 string stateData = String.Empty; 4209
4210 4210 XmlDocument doc = new XmlDocument();
4211 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); 4211 string stateData = String.Empty;
4212 if (attServ != null) 4212
4213 { 4213 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4214 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); 4214 if (attServ != null)
4215 stateData = attServ.Get(ControllingClient.AgentId.ToString()); 4215 {
4216 if (stateData != String.Empty) 4216 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4217 { 4217 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4218 try 4218 if (stateData != String.Empty)
4219 { 4219 {
4220 doc.LoadXml(stateData); 4220 try
4221 } 4221 {
4222 catch { } 4222 doc.LoadXml(stateData);
4223 } 4223 }
4224 } 4224 catch { }
4225 4225 }
4226 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); 4226 }
4227 4227
4228 XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); 4228 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4229 if (nodes.Count > 0) 4229
4230 { 4230 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4231 foreach (XmlNode n in nodes) 4231 if (nodes.Count > 0)
4232 { 4232 {
4233 XmlElement elem = (XmlElement)n; 4233 foreach (XmlNode n in nodes)
4234 string itemID = elem.GetAttribute("ItemID"); 4234 {
4235 string xml = elem.InnerXml; 4235 XmlElement elem = (XmlElement)n;
4236 4236 string itemID = elem.GetAttribute("ItemID");
4237 itemData[new UUID(itemID)] = xml; 4237 string xml = elem.InnerXml;
4238 } 4238
4239 } 4239 itemData[new UUID(itemID)] = xml;
4240 4240 }
4241 List<int> attPoints = m_appearance.GetAttachedPoints(); 4241 }
4242 foreach (int p in attPoints) 4242
4243 { 4243 List<int> attPoints = m_appearance.GetAttachedPoints();
4244 if (m_isDeleted) 4244 foreach (int p in attPoints)
4245 return; 4245 {
4246 4246 if (m_isDeleted)
4247 UUID itemID = m_appearance.GetAttachedItem(p); 4247 return;
4248 UUID assetID = m_appearance.GetAttachedAsset(p); 4248
4249 4249 UUID itemID = m_appearance.GetAttachedItem(p);
4250 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down 4250 UUID assetID = m_appearance.GetAttachedAsset(p);
4251 // But they're not used anyway, the item is being looked up for now, so let's proceed. 4251
4252 //if (UUID.Zero == assetID) 4252 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
4253 //{ 4253 // But they're not used anyway, the item is being looked up for now, so let's proceed.
4254 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID); 4254 //if (UUID.Zero == assetID)
4255 // continue; 4255 //{
4256 //} 4256 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
4257 4257 // continue;
4258 try 4258 //}
4259 { 4259
4260 string xmlData; 4260 try
4261 XmlDocument d = new XmlDocument(); 4261 {
4262 UUID asset; 4262 string xmlData;
4263 if (itemData.TryGetValue(itemID, out xmlData)) 4263 XmlDocument d = new XmlDocument();
4264 { 4264 UUID asset;
4265 d.LoadXml(xmlData); 4265 if (itemData.TryGetValue(itemID, out xmlData))
4266 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); 4266 {
4267 4267 d.LoadXml(xmlData);
4268 // Rez from inventory 4268 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4269 asset 4269
4270 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); 4270 // Rez from inventory
4271 4271 asset
4272 } 4272 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4273 else 4273
4274 { 4274 }
4275 // Rez from inventory (with a null doc to let 4275 else
4276 // CHANGED_OWNER happen) 4276 {
4277 asset 4277 // Rez from inventory (with a null doc to let
4278 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); 4278 // CHANGED_OWNER happen)
4279 } 4279 asset
4280 4280 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4281 m_log.InfoFormat( 4281 }
4282 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4282
4283 p, itemID, assetID, asset); 4283 m_log.InfoFormat(
4284 } 4284 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
4285 catch (Exception e) 4285 p, itemID, assetID, asset);
4286 { 4286 }
4287 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString()); 4287 catch (Exception e)
4288 } 4288 {
4289 } 4289 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString());
4290 } 4290 }
4291 4291 }
4292 private void ReprioritizeUpdates() 4292 }
4293 { 4293
4294 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time) 4294 private void ReprioritizeUpdates()
4295 { 4295 {
4296 lock (m_reprioritization_timer) 4296 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
4297 { 4297 {
4298 if (!m_reprioritizing) 4298 lock (m_reprioritization_timer)
4299 m_reprioritization_timer.Enabled = m_reprioritizing = true; 4299 {
4300 else 4300 if (!m_reprioritizing)
4301 m_reprioritization_called = true; 4301 m_reprioritization_timer.Enabled = m_reprioritizing = true;
4302 } 4302 else
4303 } 4303 m_reprioritization_called = true;
4304 } 4304 }
4305 4305 }
4306 private void Reprioritize(object sender, ElapsedEventArgs e) 4306 }
4307 { 4307
4308 m_controllingClient.ReprioritizeUpdates(); 4308 private void Reprioritize(object sender, ElapsedEventArgs e)
4309 4309 {
4310 lock (m_reprioritization_timer) 4310 m_controllingClient.ReprioritizeUpdates();
4311 { 4311
4312 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called; 4312 lock (m_reprioritization_timer)
4313 m_reprioritization_called = false; 4313 {
4314 } 4314 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called;
4315 } 4315 m_reprioritization_called = false;
4316 4316 }
4317 private Vector3 Quat2Euler(Quaternion rot){ 4317 }
4318 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , 4318
4319 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); 4319 private Vector3 Quat2Euler(Quaternion rot){
4320 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W))); 4320 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4321 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) , 4321 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4322 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); 4322 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4323 return(new Vector3(x,y,z)); 4323 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4324 } 4324 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4325 4325 return(new Vector3(x,y,z));
4326 4326 }
4327 } 4327
4328} 4328
4329 }
4330}