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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs8656
1 files changed, 4328 insertions, 4328 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b3fa2f4..882f4a7 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1,4328 +1,4328 @@
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) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
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 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2018 } // else the autopilot will get us close 2018 } // else the autopilot will get us close
2019 } 2019 }
2020 else 2020 else
2021 { // its a scripted sit 2021 { // its a scripted sit
2022 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup. 2022 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2023 I *am* using the part's position this time because we have no real idea how far away 2023 I *am* using the part's position this time because we have no real idea how far away
2024 the avatar is from the sit target. */ 2024 the avatar is from the sit target. */
2025 RemoveFromPhysicalScene(); 2025 RemoveFromPhysicalScene();
2026 } 2026 }
2027 } 2027 }
2028 else return; // physactor is null! 2028 else return; // physactor is null!
2029 2029
2030 Vector3 offsetr; // = offset * partIRot; 2030 Vector3 offsetr; // = offset * partIRot;
2031 // KF: In a linkset, offsetr needs to be relative to the group root! 091208 2031 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2032 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot); 2032 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2033 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error. 2033 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2034 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot 2034 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2035 //offsetr = offset * partIRot; 2035 //offsetr = offset * partIRot;
2036// 2036//
2037 // else 2037 // else
2038 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot) 2038 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2039 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + 2039 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2040 // (offset * partRot); 2040 // (offset * partRot);
2041 // } 2041 // }
2042 2042
2043//Console.WriteLine(" "); 2043//Console.WriteLine(" ");
2044//Console.WriteLine("link number ={0}", part.LinkNum); 2044//Console.WriteLine("link number ={0}", part.LinkNum);
2045//Console.WriteLine("Prim offset ={0}", part.OffsetPosition ); 2045//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2046//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset); 2046//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2047//Console.WriteLine("Click offst ={0}", offset); 2047//Console.WriteLine("Click offst ={0}", offset);
2048//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation()); 2048//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2049//Console.WriteLine("offsetr ={0}", offsetr); 2049//Console.WriteLine("offsetr ={0}", offsetr);
2050//Console.WriteLine("Camera At ={0}", cameraAtOffset); 2050//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2051//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset); 2051//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2052 2052
2053 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child 2053 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2054 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2054 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2055 2055
2056 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target 2056 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
2057 // This calls HandleAgentSit twice, once from here, and the client calls 2057 // This calls HandleAgentSit twice, once from here, and the client calls
2058 // HandleAgentSit itself after it gets to the location 2058 // HandleAgentSit itself after it gets to the location
2059 // It doesn't get to the location until we've moved them there though 2059 // It doesn't get to the location until we've moved them there though
2060 // which happens in HandleAgentSit :P 2060 // which happens in HandleAgentSit :P
2061 m_autopilotMoving = autopilot; 2061 m_autopilotMoving = autopilot;
2062 m_autoPilotTarget = autopilotTarget; 2062 m_autoPilotTarget = autopilotTarget;
2063 m_sitAtAutoTarget = autopilot; 2063 m_sitAtAutoTarget = autopilot;
2064 m_initialSitTarget = autopilotTarget; 2064 m_initialSitTarget = autopilotTarget;
2065 if (!autopilot) 2065 if (!autopilot)
2066 HandleAgentSit(remoteClient, UUID); 2066 HandleAgentSit(remoteClient, UUID);
2067 } 2067 }
2068 2068
2069 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2069 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2070 { 2070 {
2071 if (m_parentID != 0) 2071 if (m_parentID != 0)
2072 { 2072 {
2073 StandUp(); 2073 StandUp();
2074 } 2074 }
2075 m_nextSitAnimation = "SIT"; 2075 m_nextSitAnimation = "SIT";
2076 2076
2077 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2077 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2078 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2078 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2079 2079
2080 if (part != null) 2080 if (part != null)
2081 { 2081 {
2082 if (!String.IsNullOrEmpty(part.SitAnimation)) 2082 if (!String.IsNullOrEmpty(part.SitAnimation))
2083 { 2083 {
2084 m_nextSitAnimation = part.SitAnimation; 2084 m_nextSitAnimation = part.SitAnimation;
2085 } 2085 }
2086 m_requestedSitTargetID = part.LocalId; 2086 m_requestedSitTargetID = part.LocalId;
2087 //m_requestedSitOffset = offset; 2087 //m_requestedSitOffset = offset;
2088 m_requestedSitTargetUUID = targetID; 2088 m_requestedSitTargetUUID = targetID;
2089 2089
2090 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); 2090 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2091 2091
2092 if (m_scene.PhysicsScene.SupportsRayCast()) 2092 if (m_scene.PhysicsScene.SupportsRayCast())
2093 { 2093 {
2094 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback()); 2094 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2095 //SitRayCastAvatarPosition(part); 2095 //SitRayCastAvatarPosition(part);
2096 //return; 2096 //return;
2097 } 2097 }
2098 } 2098 }
2099 else 2099 else
2100 { 2100 {
2101 2101
2102 m_log.Warn("Sit requested on unknown object: " + targetID.ToString()); 2102 m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
2103 } 2103 }
2104 2104
2105 2105
2106 2106
2107 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); 2107 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2108 } 2108 }
2109 /* 2109 /*
2110 public void SitRayCastAvatarPosition(SceneObjectPart part) 2110 public void SitRayCastAvatarPosition(SceneObjectPart part)
2111 { 2111 {
2112 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2112 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2113 Vector3 StartRayCastPosition = AbsolutePosition; 2113 Vector3 StartRayCastPosition = AbsolutePosition;
2114 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2114 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2115 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2115 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2116 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse); 2116 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2117 } 2117 }
2118 2118
2119 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2119 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2120 { 2120 {
2121 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2121 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2122 if (part != null) 2122 if (part != null)
2123 { 2123 {
2124 if (hitYN) 2124 if (hitYN)
2125 { 2125 {
2126 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2126 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2127 { 2127 {
2128 SitRaycastFindEdge(collisionPoint, normal); 2128 SitRaycastFindEdge(collisionPoint, normal);
2129 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2129 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2130 } 2130 }
2131 else 2131 else
2132 { 2132 {
2133 SitRayCastAvatarPositionCameraZ(part); 2133 SitRayCastAvatarPositionCameraZ(part);
2134 } 2134 }
2135 } 2135 }
2136 else 2136 else
2137 { 2137 {
2138 SitRayCastAvatarPositionCameraZ(part); 2138 SitRayCastAvatarPositionCameraZ(part);
2139 } 2139 }
2140 } 2140 }
2141 else 2141 else
2142 { 2142 {
2143 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2143 ControllingClient.SendAlertMessage("Sit position no longer exists");
2144 m_requestedSitTargetUUID = UUID.Zero; 2144 m_requestedSitTargetUUID = UUID.Zero;
2145 m_requestedSitTargetID = 0; 2145 m_requestedSitTargetID = 0;
2146 m_requestedSitOffset = Vector3.Zero; 2146 m_requestedSitOffset = Vector3.Zero;
2147 } 2147 }
2148 2148
2149 } 2149 }
2150 2150
2151 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) 2151 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2152 { 2152 {
2153 // Next, try to raycast from the camera Z position 2153 // Next, try to raycast from the camera Z position
2154 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2154 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2155 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z; 2155 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2156 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2156 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2157 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2157 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2158 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse); 2158 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2159 } 2159 }
2160 2160
2161 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2161 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2162 { 2162 {
2163 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2163 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2164 if (part != null) 2164 if (part != null)
2165 { 2165 {
2166 if (hitYN) 2166 if (hitYN)
2167 { 2167 {
2168 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2168 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2169 { 2169 {
2170 SitRaycastFindEdge(collisionPoint, normal); 2170 SitRaycastFindEdge(collisionPoint, normal);
2171 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2171 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2172 } 2172 }
2173 else 2173 else
2174 { 2174 {
2175 SitRayCastCameraPosition(part); 2175 SitRayCastCameraPosition(part);
2176 } 2176 }
2177 } 2177 }
2178 else 2178 else
2179 { 2179 {
2180 SitRayCastCameraPosition(part); 2180 SitRayCastCameraPosition(part);
2181 } 2181 }
2182 } 2182 }
2183 else 2183 else
2184 { 2184 {
2185 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2185 ControllingClient.SendAlertMessage("Sit position no longer exists");
2186 m_requestedSitTargetUUID = UUID.Zero; 2186 m_requestedSitTargetUUID = UUID.Zero;
2187 m_requestedSitTargetID = 0; 2187 m_requestedSitTargetID = 0;
2188 m_requestedSitOffset = Vector3.Zero; 2188 m_requestedSitOffset = Vector3.Zero;
2189 } 2189 }
2190 2190
2191 } 2191 }
2192 2192
2193 public void SitRayCastCameraPosition(SceneObjectPart part) 2193 public void SitRayCastCameraPosition(SceneObjectPart part)
2194 { 2194 {
2195 // Next, try to raycast from the camera position 2195 // Next, try to raycast from the camera position
2196 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2196 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2197 Vector3 StartRayCastPosition = CameraPosition; 2197 Vector3 StartRayCastPosition = CameraPosition;
2198 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2198 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2199 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2199 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2200 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse); 2200 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2201 } 2201 }
2202 2202
2203 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2203 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2204 { 2204 {
2205 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2205 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2206 if (part != null) 2206 if (part != null)
2207 { 2207 {
2208 if (hitYN) 2208 if (hitYN)
2209 { 2209 {
2210 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2210 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2211 { 2211 {
2212 SitRaycastFindEdge(collisionPoint, normal); 2212 SitRaycastFindEdge(collisionPoint, normal);
2213 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2213 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2214 } 2214 }
2215 else 2215 else
2216 { 2216 {
2217 SitRayHorizontal(part); 2217 SitRayHorizontal(part);
2218 } 2218 }
2219 } 2219 }
2220 else 2220 else
2221 { 2221 {
2222 SitRayHorizontal(part); 2222 SitRayHorizontal(part);
2223 } 2223 }
2224 } 2224 }
2225 else 2225 else
2226 { 2226 {
2227 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2227 ControllingClient.SendAlertMessage("Sit position no longer exists");
2228 m_requestedSitTargetUUID = UUID.Zero; 2228 m_requestedSitTargetUUID = UUID.Zero;
2229 m_requestedSitTargetID = 0; 2229 m_requestedSitTargetID = 0;
2230 m_requestedSitOffset = Vector3.Zero; 2230 m_requestedSitOffset = Vector3.Zero;
2231 } 2231 }
2232 2232
2233 } 2233 }
2234 2234
2235 public void SitRayHorizontal(SceneObjectPart part) 2235 public void SitRayHorizontal(SceneObjectPart part)
2236 { 2236 {
2237 // Next, try to raycast from the avatar position to fwd 2237 // Next, try to raycast from the avatar position to fwd
2238 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2238 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2239 Vector3 StartRayCastPosition = CameraPosition; 2239 Vector3 StartRayCastPosition = CameraPosition;
2240 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2240 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2241 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2241 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2242 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2242 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse);
2243 } 2243 }
2244 2244
2245 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2245 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2246 { 2246 {
2247 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2247 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2248 if (part != null) 2248 if (part != null)
2249 { 2249 {
2250 if (hitYN) 2250 if (hitYN)
2251 { 2251 {
2252 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2252 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2253 { 2253 {
2254 SitRaycastFindEdge(collisionPoint, normal); 2254 SitRaycastFindEdge(collisionPoint, normal);
2255 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2255 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2256 // Next, try to raycast from the camera position 2256 // Next, try to raycast from the camera position
2257 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2257 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2258 Vector3 StartRayCastPosition = CameraPosition; 2258 Vector3 StartRayCastPosition = CameraPosition;
2259 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2259 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2260 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2260 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2261 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition); 2261 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2262 } 2262 }
2263 else 2263 else
2264 { 2264 {
2265 ControllingClient.SendAlertMessage("Sit position not accessable."); 2265 ControllingClient.SendAlertMessage("Sit position not accessable.");
2266 m_requestedSitTargetUUID = UUID.Zero; 2266 m_requestedSitTargetUUID = UUID.Zero;
2267 m_requestedSitTargetID = 0; 2267 m_requestedSitTargetID = 0;
2268 m_requestedSitOffset = Vector3.Zero; 2268 m_requestedSitOffset = Vector3.Zero;
2269 } 2269 }
2270 } 2270 }
2271 else 2271 else
2272 { 2272 {
2273 ControllingClient.SendAlertMessage("Sit position not accessable."); 2273 ControllingClient.SendAlertMessage("Sit position not accessable.");
2274 m_requestedSitTargetUUID = UUID.Zero; 2274 m_requestedSitTargetUUID = UUID.Zero;
2275 m_requestedSitTargetID = 0; 2275 m_requestedSitTargetID = 0;
2276 m_requestedSitOffset = Vector3.Zero; 2276 m_requestedSitOffset = Vector3.Zero;
2277 } 2277 }
2278 } 2278 }
2279 else 2279 else
2280 { 2280 {
2281 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2281 ControllingClient.SendAlertMessage("Sit position no longer exists");
2282 m_requestedSitTargetUUID = UUID.Zero; 2282 m_requestedSitTargetUUID = UUID.Zero;
2283 m_requestedSitTargetID = 0; 2283 m_requestedSitTargetID = 0;
2284 m_requestedSitOffset = Vector3.Zero; 2284 m_requestedSitOffset = Vector3.Zero;
2285 } 2285 }
2286 2286
2287 } 2287 }
2288 2288
2289 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2289 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal)
2290 { 2290 {
2291 int i = 0; 2291 int i = 0;
2292 //throw new NotImplementedException(); 2292 //throw new NotImplementedException();
2293 //m_requestedSitTargetUUID = UUID.Zero; 2293 //m_requestedSitTargetUUID = UUID.Zero;
2294 //m_requestedSitTargetID = 0; 2294 //m_requestedSitTargetID = 0;
2295 //m_requestedSitOffset = Vector3.Zero; 2295 //m_requestedSitOffset = Vector3.Zero;
2296 2296
2297 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2297 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity);
2298 } 2298 }
2299 */ 2299 */
2300 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation) 2300 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
2301 { 2301 {
2302 if (m_parentID != 0) 2302 if (m_parentID != 0)
2303 { 2303 {
2304 StandUp(); 2304 StandUp();
2305 } 2305 }
2306 if (!String.IsNullOrEmpty(sitAnimation)) 2306 if (!String.IsNullOrEmpty(sitAnimation))
2307 { 2307 {
2308 m_nextSitAnimation = sitAnimation; 2308 m_nextSitAnimation = sitAnimation;
2309 } 2309 }
2310 else 2310 else
2311 { 2311 {
2312 m_nextSitAnimation = "SIT"; 2312 m_nextSitAnimation = "SIT";
2313 } 2313 }
2314 2314
2315 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2315 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2316 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2316 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2317 if (part != null) 2317 if (part != null)
2318 { 2318 {
2319 m_requestedSitTargetID = part.LocalId; 2319 m_requestedSitTargetID = part.LocalId;
2320 //m_requestedSitOffset = offset; 2320 //m_requestedSitOffset = offset;
2321 m_requestedSitTargetUUID = targetID; 2321 m_requestedSitTargetUUID = targetID;
2322 2322
2323 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); 2323 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2324 2324
2325 if (m_scene.PhysicsScene.SupportsRayCast()) 2325 if (m_scene.PhysicsScene.SupportsRayCast())
2326 { 2326 {
2327 //SitRayCastAvatarPosition(part); 2327 //SitRayCastAvatarPosition(part);
2328 //return; 2328 //return;
2329 } 2329 }
2330 } 2330 }
2331 else 2331 else
2332 { 2332 {
2333 m_log.Warn("Sit requested on unknown object: " + targetID); 2333 m_log.Warn("Sit requested on unknown object: " + targetID);
2334 } 2334 }
2335 2335
2336 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); 2336 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2337 } 2337 }
2338 2338
2339 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2339 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2340 { 2340 {
2341 if (!String.IsNullOrEmpty(m_nextSitAnimation)) 2341 if (!String.IsNullOrEmpty(m_nextSitAnimation))
2342 { 2342 {
2343 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation); 2343 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation);
2344 } 2344 }
2345 else 2345 else
2346 { 2346 {
2347 HandleAgentSit(remoteClient, agentID, "SIT"); 2347 HandleAgentSit(remoteClient, agentID, "SIT");
2348 } 2348 }
2349 } 2349 }
2350 2350
2351 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation) 2351 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation)
2352 { 2352 {
2353 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); 2353 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
2354 2354
2355 if (m_sitAtAutoTarget || !m_autopilotMoving) 2355 if (m_sitAtAutoTarget || !m_autopilotMoving)
2356 { 2356 {
2357 if (part != null) 2357 if (part != null)
2358 { 2358 {
2359//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation()); 2359//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2360 if (part.GetAvatarOnSitTarget() == UUID) 2360 if (part.GetAvatarOnSitTarget() == UUID)
2361 { 2361 {
2362//Console.WriteLine("Scripted Sit"); 2362//Console.WriteLine("Scripted Sit");
2363 // Scripted sit 2363 // Scripted sit
2364 Vector3 sitTargetPos = part.SitTargetPosition; 2364 Vector3 sitTargetPos = part.SitTargetPosition;
2365 Quaternion sitTargetOrient = part.SitTargetOrientation; 2365 Quaternion sitTargetOrient = part.SitTargetOrientation;
2366 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2366 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2367 m_pos += SIT_TARGET_ADJUSTMENT; 2367 m_pos += SIT_TARGET_ADJUSTMENT;
2368 if (!part.IsRoot) 2368 if (!part.IsRoot)
2369 { 2369 {
2370 m_pos *= part.RotationOffset; 2370 m_pos *= part.RotationOffset;
2371 } 2371 }
2372 m_bodyRot = sitTargetOrient; 2372 m_bodyRot = sitTargetOrient;
2373 m_parentPosition = part.AbsolutePosition; 2373 m_parentPosition = part.AbsolutePosition;
2374 part.IsOccupied = true; 2374 part.IsOccupied = true;
2375 part.ParentGroup.AddAvatar(agentID); 2375 part.ParentGroup.AddAvatar(agentID);
2376Console.WriteLine("Scripted Sit ofset {0}", m_pos); 2376Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2377 } 2377 }
2378 else 2378 else
2379 { 2379 {
2380 // if m_avUnscriptedSitPos is zero then Av sits above center 2380 // if m_avUnscriptedSitPos is zero then Av sits above center
2381 // Else Av sits at m_avUnscriptedSitPos 2381 // Else Av sits at m_avUnscriptedSitPos
2382 2382
2383 // Non-scripted sit by Kitto Flora 21Nov09 2383 // Non-scripted sit by Kitto Flora 21Nov09
2384 // Calculate angle of line from prim to Av 2384 // Calculate angle of line from prim to Av
2385 Quaternion partIRot; 2385 Quaternion partIRot;
2386// if (part.LinkNum == 1) 2386// if (part.LinkNum == 1)
2387// { // Root prim of linkset 2387// { // Root prim of linkset
2388// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); 2388// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2389// } 2389// }
2390// else 2390// else
2391// { // single or child prim 2391// { // single or child prim
2392 partIRot = Quaternion.Inverse(part.GetWorldRotation()); 2392 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2393// } 2393// }
2394 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos; 2394 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2395 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y); 2395 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2396 float x_diff = ( m_avInitialPos.X - sitTargetPos.X); 2396 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2397 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0 2397 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2398 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0 2398 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2399 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff); 2399 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2400 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'. 2400 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2401 // Av sits at world euler <0,0, z>, translated by part rotation 2401 // Av sits at world euler <0,0, z>, translated by part rotation
2402 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click 2402 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2403 2403
2404 m_parentPosition = part.AbsolutePosition; 2404 m_parentPosition = part.AbsolutePosition;
2405 part.IsOccupied = true; 2405 part.IsOccupied = true;
2406 part.ParentGroup.AddAvatar(agentID); 2406 part.ParentGroup.AddAvatar(agentID);
2407 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation 2407 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2408 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center 2408 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2409 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) + 2409 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2410 m_avUnscriptedSitPos; // adds click offset, if any 2410 m_avUnscriptedSitPos; // adds click offset, if any
2411 //Set up raytrace to find top surface of prim 2411 //Set up raytrace to find top surface of prim
2412 Vector3 size = part.Scale; 2412 Vector3 size = part.Scale;
2413 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z)); 2413 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2414 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag); 2414 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2415 Vector3 down = new Vector3(0f, 0f, -1f); 2415 Vector3 down = new Vector3(0f, 0f, -1f);
2416//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag); 2416//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2417 m_scene.PhysicsScene.RaycastWorld( 2417 m_scene.PhysicsScene.RaycastWorld(
2418 start, // Vector3 position, 2418 start, // Vector3 position,
2419 down, // Vector3 direction, 2419 down, // Vector3 direction,
2420 mag, // float length, 2420 mag, // float length,
2421 SitAltitudeCallback); // retMethod 2421 SitAltitudeCallback); // retMethod
2422 } // end scripted/not 2422 } // end scripted/not
2423 } 2423 }
2424 else // no Av 2424 else // no Av
2425 { 2425 {
2426 return; 2426 return;
2427 } 2427 }
2428 } 2428 }
2429 2429
2430 //We want our offsets to reference the root prim, not the child we may have sat on 2430 //We want our offsets to reference the root prim, not the child we may have sat on
2431 if (!part.IsRoot) 2431 if (!part.IsRoot)
2432 { 2432 {
2433 m_parentID = part.ParentGroup.RootPart.LocalId; 2433 m_parentID = part.ParentGroup.RootPart.LocalId;
2434 m_pos += part.OffsetPosition; 2434 m_pos += part.OffsetPosition;
2435 } 2435 }
2436 else 2436 else
2437 { 2437 {
2438 m_parentID = m_requestedSitTargetID; 2438 m_parentID = m_requestedSitTargetID;
2439 } 2439 }
2440 2440
2441 m_linkedPrim = part.UUID; 2441 m_linkedPrim = part.UUID;
2442 2442
2443 Velocity = Vector3.Zero; 2443 Velocity = Vector3.Zero;
2444 RemoveFromPhysicalScene(); 2444 RemoveFromPhysicalScene();
2445 2445 Animator.TrySetMovementAnimation(sitAnimation);
2446 Animator.TrySetMovementAnimation(sitAnimation); 2446 SendFullUpdateToAllClients();
2447 SendFullUpdateToAllClients(); 2447 SendTerseUpdateToAllClients();
2448 } 2448 }
2449 2449
2450 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal) 2450 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
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 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2453 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height. 2453 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2454 if(hitYN) 2454 if(hitYN)
2455 { 2455 {
2456 // m_pos = Av offset from prim center to make look like on center 2456 // m_pos = Av offset from prim center to make look like on center
2457 // m_parentPosition = Actual center pos of prim 2457 // m_parentPosition = Actual center pos of prim
2458 // collisionPoint = spot on prim where we want to sit 2458 // collisionPoint = spot on prim where we want to sit
2459 // collisionPoint.Z = global sit surface height 2459 // collisionPoint.Z = global sit surface height
2460 SceneObjectPart part = m_scene.GetSceneObjectPart(localid); 2460 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2461 Quaternion partIRot; 2461 Quaternion partIRot;
2462// if (part.LinkNum == 1) 2462// if (part.LinkNum == 1)
2463/// { // Root prim of linkset 2463/// { // Root prim of linkset
2464// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset); 2464// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2465// } 2465// }
2466// else 2466// else
2467// { // single or child prim 2467// { // single or child prim
2468 partIRot = Quaternion.Inverse(part.GetWorldRotation()); 2468 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2469// } 2469// }
2470 if (m_initialSitTarget != null) 2470 if (m_initialSitTarget != null)
2471 { 2471 {
2472 float offZ = collisionPoint.Z - m_initialSitTarget.Z; 2472 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2473 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction 2473 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2474 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset); 2474 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2475 m_pos += offset; 2475 m_pos += offset;
2476 // ControllingClient.SendClearFollowCamProperties(part.UUID); 2476 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2477 } 2477 }
2478 2478
2479 } 2479 }
2480 } // End SitAltitudeCallback KF. 2480 } // End SitAltitudeCallback KF.
2481 2481
2482 /// <summary> 2482 /// <summary>
2483 /// Event handler for the 'Always run' setting on the client 2483 /// Event handler for the 'Always run' setting on the client
2484 /// Tells the physics plugin to increase speed of movement. 2484 /// Tells the physics plugin to increase speed of movement.
2485 /// </summary> 2485 /// </summary>
2486 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun) 2486 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun)
2487 { 2487 {
2488 m_setAlwaysRun = pSetAlwaysRun; 2488 m_setAlwaysRun = pSetAlwaysRun;
2489 if (PhysicsActor != null) 2489 if (PhysicsActor != null)
2490 { 2490 {
2491 PhysicsActor.SetAlwaysRun = pSetAlwaysRun; 2491 PhysicsActor.SetAlwaysRun = pSetAlwaysRun;
2492 } 2492 }
2493 } 2493 }
2494 2494
2495 public void HandleStartAnim(IClientAPI remoteClient, UUID animID) 2495 public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
2496 { 2496 {
2497 Animator.AddAnimation(animID, UUID.Zero); 2497 Animator.AddAnimation(animID, UUID.Zero);
2498 } 2498 }
2499 2499
2500 public void HandleStopAnim(IClientAPI remoteClient, UUID animID) 2500 public void HandleStopAnim(IClientAPI remoteClient, UUID animID)
2501 { 2501 {
2502 Animator.RemoveAnimation(animID); 2502 Animator.RemoveAnimation(animID);
2503 } 2503 }
2504 2504
2505 /// <summary> 2505 /// <summary>
2506 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2506 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2507 /// </summary> 2507 /// </summary>
2508 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2508 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2509 /// <param name="rotation">The direction in which this avatar should now face. 2509 /// <param name="rotation">The direction in which this avatar should now face.
2510 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging) 2510 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2511 { 2511 {
2512 if (m_isChildAgent) 2512 if (m_isChildAgent)
2513 { 2513 {
2514 // WHAT??? 2514 // WHAT???
2515 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2515 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!");
2516 2516
2517 // we have to reset the user's child agent connections. 2517 // we have to reset the user's child agent connections.
2518 // Likely, here they've lost the eventqueue for other regions so border 2518 // Likely, here they've lost the eventqueue for other regions so border
2519 // crossings will fail at this point unless we reset them. 2519 // crossings will fail at this point unless we reset them.
2520 2520
2521 List<ulong> regions = new List<ulong>(KnownChildRegionHandles); 2521 List<ulong> regions = new List<ulong>(KnownChildRegionHandles);
2522 regions.Remove(m_scene.RegionInfo.RegionHandle); 2522 regions.Remove(m_scene.RegionInfo.RegionHandle);
2523 2523
2524 MakeRootAgent(new Vector3(127f, 127f, 127f), true); 2524 MakeRootAgent(new Vector3(127f, 127f, 127f), true);
2525 2525
2526 // Async command 2526 // Async command
2527 if (m_scene.SceneGridService != null) 2527 if (m_scene.SceneGridService != null)
2528 { 2528 {
2529 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions); 2529 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions);
2530 2530
2531 // Give the above command some time to try and close the connections. 2531 // Give the above command some time to try and close the connections.
2532 // this is really an emergency.. so sleep, or we'll get all discombobulated. 2532 // this is really an emergency.. so sleep, or we'll get all discombobulated.
2533 System.Threading.Thread.Sleep(500); 2533 System.Threading.Thread.Sleep(500);
2534 } 2534 }
2535 2535
2536 if (m_scene.SceneGridService != null) 2536 if (m_scene.SceneGridService != null)
2537 { 2537 {
2538 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 2538 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
2539 if (m_agentTransfer != null) 2539 if (m_agentTransfer != null)
2540 m_agentTransfer.EnableChildAgents(this); 2540 m_agentTransfer.EnableChildAgents(this);
2541 } 2541 }
2542 2542
2543 return; 2543 return;
2544 } 2544 }
2545 2545
2546 m_perfMonMS = Util.EnvironmentTickCount(); 2546 m_perfMonMS = Util.EnvironmentTickCount();
2547 2547
2548 Rotation = rotation; 2548 Rotation = rotation;
2549 Vector3 direc = vec * rotation; 2549 Vector3 direc = vec * rotation;
2550 direc.Normalize(); 2550 direc.Normalize();
2551 PhysicsActor actor = m_physicsActor; 2551 PhysicsActor actor = m_physicsActor;
2552 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up. 2552 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2553 2553
2554 direc *= 0.03f * 128f * m_speedModifier; 2554 direc *= 0.03f * 128f * m_speedModifier;
2555 2555
2556 if (actor != null) 2556 if (actor != null)
2557 { 2557 {
2558 if (actor.Flying) 2558 if (actor.Flying)
2559 { 2559 {
2560 direc *= 4.0f; 2560 direc *= 4.0f;
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 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2562 //bool colliding = (m_physicsActor.IsColliding==true); 2562 //bool colliding = (m_physicsActor.IsColliding==true);
2563 //if (controlland) 2563 //if (controlland)
2564 // m_log.Info("[AGENT]: landCommand"); 2564 // m_log.Info("[AGENT]: landCommand");
2565 //if (colliding) 2565 //if (colliding)
2566 // m_log.Info("[AGENT]: colliding"); 2566 // m_log.Info("[AGENT]: colliding");
2567 //if (m_physicsActor.Flying && colliding && controlland) 2567 //if (m_physicsActor.Flying && colliding && controlland)
2568 //{ 2568 //{
2569 // StopFlying(); 2569 // StopFlying();
2570 // m_log.Info("[AGENT]: Stop FLying"); 2570 // m_log.Info("[AGENT]: Stop FLying");
2571 //} 2571 //}
2572 } 2572 }
2573 else if (!actor.Flying && actor.IsColliding) 2573 else if (!actor.Flying && actor.IsColliding)
2574 { 2574 {
2575 if (direc.Z > 2.0f) 2575 if (direc.Z > 2.0f)
2576 { 2576 {
2577 if(m_animator.m_animTickJump == -1) 2577 if(m_animator.m_animTickJump == -1)
2578 { 2578 {
2579 direc.Z *= 3.0f; // jump 2579 direc.Z *= 3.0f; // jump
2580 } 2580 }
2581 else 2581 else
2582 { 2582 {
2583 direc.Z *= 0.1f; // prejump 2583 direc.Z *= 0.1f; // prejump
2584 } 2584 }
2585 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs 2585 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2586 Animator.TrySetMovementAnimation("PREJUMP"); 2586 Animator.TrySetMovementAnimation("PREJUMP");
2587 Animator.TrySetMovementAnimation("JUMP"); 2587 Animator.TrySetMovementAnimation("JUMP");
2588 */ 2588 */
2589 } 2589 }
2590 } 2590 }
2591 } 2591 }
2592 2592
2593 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2593 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2594 m_forceToApply = direc; 2594 m_forceToApply = direc;
2595 m_isNudging = Nudging; 2595 m_isNudging = Nudging;
2596 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2596 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2597 } 2597 }
2598 2598
2599 #endregion 2599 #endregion
2600 2600
2601 #region Overridden Methods 2601 #region Overridden Methods
2602 2602
2603 public override void Update() 2603 public override void Update()
2604 { 2604 {
2605 const float ROTATION_TOLERANCE = 0.01f; 2605 const float ROTATION_TOLERANCE = 0.01f;
2606 const float VELOCITY_TOLERANCE = 0.001f; 2606 const float VELOCITY_TOLERANCE = 0.001f;
2607 const float POSITION_TOLERANCE = 0.05f; 2607 const float POSITION_TOLERANCE = 0.05f;
2608 //const int TIME_MS_TOLERANCE = 3000; 2608 //const int TIME_MS_TOLERANCE = 3000;
2609 2609
2610 2610
2611 2611
2612 if (m_isChildAgent == false) 2612 if (m_isChildAgent == false)
2613 { 2613 {
2614// PhysicsActor actor = m_physicsActor; 2614// PhysicsActor actor = m_physicsActor;
2615 2615
2616 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2616 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2617 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2617 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2618 // storing a requested force instead of an actual traveling velocity 2618 // storing a requested force instead of an actual traveling velocity
2619 2619
2620 // Throw away duplicate or insignificant updates 2620 // Throw away duplicate or insignificant updates
2621 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || 2621 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2622 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 2622 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2623 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) 2623 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2624 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2624 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2625 { 2625 {
2626 SendTerseUpdateToAllClients(); 2626 SendTerseUpdateToAllClients();
2627 2627
2628 // Update the "last" values 2628 // Update the "last" values
2629 m_lastPosition = m_pos; 2629 m_lastPosition = m_pos;
2630 m_lastRotation = m_bodyRot; 2630 m_lastRotation = m_bodyRot;
2631 m_lastVelocity = Velocity; 2631 m_lastVelocity = Velocity;
2632 //m_lastTerseSent = Environment.TickCount; 2632 //m_lastTerseSent = Environment.TickCount;
2633 } 2633 }
2634 2634
2635 // followed suggestion from mic bowman. reversed the two lines below. 2635 // followed suggestion from mic bowman. reversed the two lines below.
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 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something
2637 CheckForBorderCrossing(); 2637 CheckForBorderCrossing();
2638 CheckForSignificantMovement(); // sends update to the modules. 2638 CheckForSignificantMovement(); // sends update to the modules.
2639 } 2639 }
2640 2640
2641 //Sending prim updates AFTER the avatar terse updates are sent 2641 //Sending prim updates AFTER the avatar terse updates are sent
2642 SendPrimUpdates(); 2642 SendPrimUpdates();
2643 } 2643 }
2644 2644
2645 #endregion 2645 #endregion
2646 2646
2647 #region Update Client(s) 2647 #region Update Client(s)
2648 2648
2649 /// <summary> 2649 /// <summary>
2650 /// Sends a location update to the client connected to this scenePresence 2650 /// Sends a location update to the client connected to this scenePresence
2651 /// </summary> 2651 /// </summary>
2652 /// <param name="remoteClient"></param> 2652 /// <param name="remoteClient"></param>
2653 public void SendTerseUpdateToClient(IClientAPI remoteClient) 2653 public void SendTerseUpdateToClient(IClientAPI remoteClient)
2654 { 2654 {
2655 // If the client is inactive, it's getting its updates from another 2655 // If the client is inactive, it's getting its updates from another
2656 // server. 2656 // server.
2657 if (remoteClient.IsActive) 2657 if (remoteClient.IsActive)
2658 { 2658 {
2659 m_perfMonMS = Util.EnvironmentTickCount(); 2659 m_perfMonMS = Util.EnvironmentTickCount();
2660 2660
2661 PhysicsActor actor = m_physicsActor; 2661 PhysicsActor actor = m_physicsActor;
2662 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero; 2662 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
2663 2663
2664 Vector3 pos = m_pos; 2664 Vector3 pos = m_pos;
2665 pos.Z += m_appearance.HipOffset; 2665 pos.Z += m_appearance.HipOffset;
2666 2666
2667 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); 2667 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
2668 2668
2669 remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); 2669 remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
2670 2670
2671 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2671 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2672 m_scene.StatsReporter.AddAgentUpdates(1); 2672 m_scene.StatsReporter.AddAgentUpdates(1);
2673 } 2673 }
2674 } 2674 }
2675 2675
2676 /// <summary> 2676 /// <summary>
2677 /// Send a location/velocity/accelleration update to all agents in scene 2677 /// Send a location/velocity/accelleration update to all agents in scene
2678 /// </summary> 2678 /// </summary>
2679 public void SendTerseUpdateToAllClients() 2679 public void SendTerseUpdateToAllClients()
2680 { 2680 {
2681 m_perfMonMS = Util.EnvironmentTickCount(); 2681 m_perfMonMS = Util.EnvironmentTickCount();
2682 2682
2683 m_scene.ForEachClient(SendTerseUpdateToClient); 2683 m_scene.ForEachClient(SendTerseUpdateToClient);
2684 2684
2685 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2685 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2686 } 2686 }
2687 2687
2688 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2688 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2689 { 2689 {
2690 SendCourseLocationsMethod d = m_sendCourseLocationsMethod; 2690 SendCourseLocationsMethod d = m_sendCourseLocationsMethod;
2691 if (d != null) 2691 if (d != null)
2692 { 2692 {
2693 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs); 2693 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs);
2694 } 2694 }
2695 } 2695 }
2696 2696
2697 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d) 2697 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d)
2698 { 2698 {
2699 if (d != null) 2699 if (d != null)
2700 m_sendCourseLocationsMethod = d; 2700 m_sendCourseLocationsMethod = d;
2701 } 2701 }
2702 2702
2703 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2703 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2704 { 2704 {
2705 m_perfMonMS = Util.EnvironmentTickCount(); 2705 m_perfMonMS = Util.EnvironmentTickCount();
2706 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); 2706 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
2707 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2707 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2708 } 2708 }
2709 2709
2710 /// <summary> 2710 /// <summary>
2711 /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar) 2711 /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
2712 /// </summary> 2712 /// </summary>
2713 /// <param name="remoteAvatar"></param> 2713 /// <param name="remoteAvatar"></param>
2714 public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar) 2714 public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
2715 { 2715 {
2716 // 2 stage check is needed. 2716 // 2 stage check is needed.
2717 if (remoteAvatar == null) 2717 if (remoteAvatar == null)
2718 return; 2718 return;
2719 IClientAPI cl=remoteAvatar.ControllingClient; 2719 IClientAPI cl=remoteAvatar.ControllingClient;
2720 if (cl == null) 2720 if (cl == null)
2721 return; 2721 return;
2722 if (m_appearance.Texture == null) 2722 if (m_appearance.Texture == null)
2723 return; 2723 return;
2724 2724
2725 Vector3 pos = m_pos; 2725 Vector3 pos = m_pos;
2726 pos.Z += m_appearance.HipOffset; 2726 pos.Z += m_appearance.HipOffset;
2727 2727
2728 remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this); 2728 remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this);
2729 m_scene.StatsReporter.AddAgentUpdates(1); 2729 m_scene.StatsReporter.AddAgentUpdates(1);
2730 } 2730 }
2731 2731
2732 /// <summary> 2732 /// <summary>
2733 /// Tell *ALL* agents about this agent 2733 /// Tell *ALL* agents about this agent
2734 /// </summary> 2734 /// </summary>
2735 public void SendInitialFullUpdateToAllClients() 2735 public void SendInitialFullUpdateToAllClients()
2736 { 2736 {
2737 m_perfMonMS = Util.EnvironmentTickCount(); 2737 m_perfMonMS = Util.EnvironmentTickCount();
2738 int avUpdates = 0; 2738 int avUpdates = 0;
2739 m_scene.ForEachScenePresence(delegate(ScenePresence avatar) 2739 m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
2740 { 2740 {
2741 ++avUpdates; 2741 ++avUpdates;
2742 // only send if this is the root (children are only "listening posts" in a foreign region) 2742 // only send if this is the root (children are only "listening posts" in a foreign region)
2743 if (!IsChildAgent) 2743 if (!IsChildAgent)
2744 { 2744 {
2745 SendFullUpdateToOtherClient(avatar); 2745 SendFullUpdateToOtherClient(avatar);
2746 } 2746 }
2747 2747
2748 if (avatar.LocalId != LocalId) 2748 if (avatar.LocalId != LocalId)
2749 { 2749 {
2750 if (!avatar.IsChildAgent) 2750 if (!avatar.IsChildAgent)
2751 { 2751 {
2752 avatar.SendFullUpdateToOtherClient(this); 2752 avatar.SendFullUpdateToOtherClient(this);
2753 avatar.SendAppearanceToOtherAgent(this); 2753 avatar.SendAppearanceToOtherAgent(this);
2754 avatar.Animator.SendAnimPackToClient(ControllingClient); 2754 avatar.Animator.SendAnimPackToClient(ControllingClient);
2755 } 2755 }
2756 } 2756 }
2757 }); 2757 });
2758 2758
2759 m_scene.StatsReporter.AddAgentUpdates(avUpdates); 2759 m_scene.StatsReporter.AddAgentUpdates(avUpdates);
2760 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2760 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2761 2761
2762 //Animator.SendAnimPack(); 2762 //Animator.SendAnimPack();
2763 } 2763 }
2764 2764
2765 public void SendFullUpdateToAllClients() 2765 public void SendFullUpdateToAllClients()
2766 { 2766 {
2767 m_perfMonMS = Util.EnvironmentTickCount(); 2767 m_perfMonMS = Util.EnvironmentTickCount();
2768 2768
2769 // only send update from root agents to other clients; children are only "listening posts" 2769 // only send update from root agents to other clients; children are only "listening posts"
2770 int count = 0; 2770 int count = 0;
2771 m_scene.ForEachScenePresence(delegate(ScenePresence sp) 2771 m_scene.ForEachScenePresence(delegate(ScenePresence sp)
2772 { 2772 {
2773 if (sp.IsChildAgent) 2773 if (sp.IsChildAgent)
2774 return; 2774 return;
2775 SendFullUpdateToOtherClient(sp); 2775 SendFullUpdateToOtherClient(sp);
2776 ++count; 2776 ++count;
2777 }); 2777 });
2778 m_scene.StatsReporter.AddAgentUpdates(count); 2778 m_scene.StatsReporter.AddAgentUpdates(count);
2779 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2779 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2780 2780
2781 Animator.SendAnimPack(); 2781 Animator.SendAnimPack();
2782 } 2782 }
2783 2783
2784 /// <summary> 2784 /// <summary>
2785 /// Do everything required once a client completes its movement into a region 2785 /// Do everything required once a client completes its movement into a region
2786 /// </summary> 2786 /// </summary>
2787 public void SendInitialData() 2787 public void SendInitialData()
2788 { 2788 {
2789 // Moved this into CompleteMovement to ensure that m_appearance is initialized before 2789 // Moved this into CompleteMovement to ensure that m_appearance is initialized before
2790 // the inventory arrives 2790 // the inventory arrives
2791 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 2791 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
2792 2792
2793 Vector3 pos = m_pos; 2793 Vector3 pos = m_pos;
2794 pos.Z += m_appearance.HipOffset; 2794 pos.Z += m_appearance.HipOffset;
2795 2795
2796 m_controllingClient.SendAvatarDataImmediate(this); 2796 m_controllingClient.SendAvatarDataImmediate(this);
2797 2797
2798 SendInitialFullUpdateToAllClients(); 2798 SendInitialFullUpdateToAllClients();
2799 SendAppearanceToAllOtherAgents(); 2799 SendAppearanceToAllOtherAgents();
2800 } 2800 }
2801 2801
2802 /// <summary> 2802 /// <summary>
2803 /// Tell the client for this scene presence what items it should be wearing now 2803 /// Tell the client for this scene presence what items it should be wearing now
2804 /// </summary> 2804 /// </summary>
2805 public void SendWearables() 2805 public void SendWearables()
2806 { 2806 {
2807 m_log.DebugFormat("[SCENE]: Received request for wearables of {0}", Name); 2807 m_log.DebugFormat("[SCENE]: Received request for wearables of {0}", Name);
2808 2808
2809 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 2809 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
2810 } 2810 }
2811 2811
2812 /// <summary> 2812 /// <summary>
2813 /// 2813 ///
2814 /// </summary> 2814 /// </summary>
2815 public void SendAppearanceToAllOtherAgents() 2815 public void SendAppearanceToAllOtherAgents()
2816 { 2816 {
2817 m_perfMonMS = Util.EnvironmentTickCount(); 2817 m_perfMonMS = Util.EnvironmentTickCount();
2818 2818
2819 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2819 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2820 { 2820 {
2821 if (scenePresence.UUID != UUID) 2821 if (scenePresence.UUID != UUID)
2822 { 2822 {
2823 SendAppearanceToOtherAgent(scenePresence); 2823 SendAppearanceToOtherAgent(scenePresence);
2824 } 2824 }
2825 }); 2825 });
2826 2826
2827 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2827 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2828 } 2828 }
2829 2829
2830 /// <summary> 2830 /// <summary>
2831 /// Send appearance data to an agent that isn't this one. 2831 /// Send appearance data to an agent that isn't this one.
2832 /// </summary> 2832 /// </summary>
2833 /// <param name="avatar"></param> 2833 /// <param name="avatar"></param>
2834 public void SendAppearanceToOtherAgent(ScenePresence avatar) 2834 public void SendAppearanceToOtherAgent(ScenePresence avatar)
2835 { 2835 {
2836 avatar.ControllingClient.SendAppearance( 2836 avatar.ControllingClient.SendAppearance(
2837 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); 2837 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
2838 } 2838 }
2839 2839
2840 /// <summary> 2840 /// <summary>
2841 /// Set appearance data (textureentry and slider settings) received from the client 2841 /// Set appearance data (textureentry and slider settings) received from the client
2842 /// </summary> 2842 /// </summary>
2843 /// <param name="texture"></param> 2843 /// <param name="texture"></param>
2844 /// <param name="visualParam"></param> 2844 /// <param name="visualParam"></param>
2845 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams) 2845 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams)
2846 { 2846 {
2847 if (m_physicsActor != null) 2847 if (m_physicsActor != null)
2848 { 2848 {
2849 if (!IsChildAgent) 2849 if (!IsChildAgent)
2850 { 2850 {
2851 // This may seem like it's redundant, remove the avatar from the physics scene 2851 // This may seem like it's redundant, remove the avatar from the physics scene
2852 // just to add it back again, but it saves us from having to update 2852 // just to add it back again, but it saves us from having to update
2853 // 3 variables 10 times a second. 2853 // 3 variables 10 times a second.
2854 bool flyingTemp = m_physicsActor.Flying; 2854 bool flyingTemp = m_physicsActor.Flying;
2855 RemoveFromPhysicalScene(); 2855 RemoveFromPhysicalScene();
2856 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor); 2856 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
2857 2857
2858 //PhysicsActor = null; 2858 //PhysicsActor = null;
2859 2859
2860 AddToPhysicalScene(flyingTemp); 2860 AddToPhysicalScene(flyingTemp);
2861 } 2861 }
2862 } 2862 }
2863 2863
2864 #region Bake Cache Check 2864 #region Bake Cache Check
2865 2865
2866 if (textureEntry != null) 2866 if (textureEntry != null)
2867 { 2867 {
2868 for (int i = 0; i < BAKE_INDICES.Length; i++) 2868 for (int i = 0; i < BAKE_INDICES.Length; i++)
2869 { 2869 {
2870 int j = BAKE_INDICES[i]; 2870 int j = BAKE_INDICES[i];
2871 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j]; 2871 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
2872 2872
2873 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) 2873 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
2874 { 2874 {
2875 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) 2875 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
2876 { 2876 {
2877 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name); 2877 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name);
2878 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID); 2878 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
2879 } 2879 }
2880 } 2880 }
2881 } 2881 }
2882 2882
2883 } 2883 }
2884 2884
2885 2885
2886 #endregion Bake Cache Check 2886 #endregion Bake Cache Check
2887 2887
2888 m_appearance.SetAppearance(textureEntry, visualParams); 2888 m_appearance.SetAppearance(textureEntry, visualParams);
2889 if (m_appearance.AvatarHeight > 0) 2889 if (m_appearance.AvatarHeight > 0)
2890 SetHeight(m_appearance.AvatarHeight); 2890 SetHeight(m_appearance.AvatarHeight);
2891 2891
2892 // This is not needed, because only the transient data changed 2892 // This is not needed, because only the transient data changed
2893 //AvatarData adata = new AvatarData(m_appearance); 2893 //AvatarData adata = new AvatarData(m_appearance);
2894 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2894 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2895 2895
2896 SendAppearanceToAllOtherAgents(); 2896 SendAppearanceToAllOtherAgents();
2897 if (!m_startAnimationSet) 2897 if (!m_startAnimationSet)
2898 { 2898 {
2899 Animator.UpdateMovementAnimations(); 2899 Animator.UpdateMovementAnimations();
2900 m_startAnimationSet = true; 2900 m_startAnimationSet = true;
2901 } 2901 }
2902 2902
2903 Vector3 pos = m_pos; 2903 Vector3 pos = m_pos;
2904 pos.Z += m_appearance.HipOffset; 2904 pos.Z += m_appearance.HipOffset;
2905 2905
2906 m_controllingClient.SendAvatarDataImmediate(this); 2906 m_controllingClient.SendAvatarDataImmediate(this);
2907 } 2907 }
2908 2908
2909 public void SetWearable(int wearableId, AvatarWearable wearable) 2909 public void SetWearable(int wearableId, AvatarWearable wearable)
2910 { 2910 {
2911 m_appearance.SetWearable(wearableId, wearable); 2911 m_appearance.SetWearable(wearableId, wearable);
2912 AvatarData adata = new AvatarData(m_appearance); 2912 AvatarData adata = new AvatarData(m_appearance);
2913 m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2913 m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2914 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 2914 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
2915 } 2915 }
2916 2916
2917 // Because appearance setting is in a module, we actually need 2917 // Because appearance setting is in a module, we actually need
2918 // to give it access to our appearance directly, otherwise we 2918 // to give it access to our appearance directly, otherwise we
2919 // get a synchronization issue. 2919 // get a synchronization issue.
2920 public AvatarAppearance Appearance 2920 public AvatarAppearance Appearance
2921 { 2921 {
2922 get { return m_appearance; } 2922 get { return m_appearance; }
2923 set { m_appearance = value; } 2923 set { m_appearance = value; }
2924 } 2924 }
2925 2925
2926 #endregion 2926 #endregion
2927 2927
2928 #region Significant Movement Method 2928 #region Significant Movement Method
2929 2929
2930 /// <summary> 2930 /// <summary>
2931 /// This checks for a significant movement and sends a courselocationchange update 2931 /// This checks for a significant movement and sends a courselocationchange update
2932 /// </summary> 2932 /// </summary>
2933 protected void CheckForSignificantMovement() 2933 protected void CheckForSignificantMovement()
2934 { 2934 {
2935 // Movement updates for agents in neighboring regions are sent directly to clients. 2935 // Movement updates for agents in neighboring regions are sent directly to clients.
2936 // This value only affects how often agent positions are sent to neighbor regions 2936 // This value only affects how often agent positions are sent to neighbor regions
2937 // for things such as distance-based update prioritization 2937 // for things such as distance-based update prioritization
2938 const float SIGNIFICANT_MOVEMENT = 2.0f; 2938 const float SIGNIFICANT_MOVEMENT = 2.0f;
2939 2939
2940 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT) 2940 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT)
2941 { 2941 {
2942 posLastSignificantMove = AbsolutePosition; 2942 posLastSignificantMove = AbsolutePosition;
2943 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient); 2943 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient);
2944 } 2944 }
2945 2945
2946 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m 2946 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
2947 if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance || 2947 if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance ||
2948 Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance) 2948 Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance)
2949 { 2949 {
2950 m_lastChildAgentUpdatePosition = AbsolutePosition; 2950 m_lastChildAgentUpdatePosition = AbsolutePosition;
2951 m_lastChildAgentUpdateCamPosition = CameraPosition; 2951 m_lastChildAgentUpdateCamPosition = CameraPosition;
2952 2952
2953 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); 2953 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
2954 cadu.ActiveGroupID = UUID.Zero.Guid; 2954 cadu.ActiveGroupID = UUID.Zero.Guid;
2955 cadu.AgentID = UUID.Guid; 2955 cadu.AgentID = UUID.Guid;
2956 cadu.alwaysrun = m_setAlwaysRun; 2956 cadu.alwaysrun = m_setAlwaysRun;
2957 cadu.AVHeight = m_avHeight; 2957 cadu.AVHeight = m_avHeight;
2958 Vector3 tempCameraCenter = m_CameraCenter; 2958 Vector3 tempCameraCenter = m_CameraCenter;
2959 cadu.cameraPosition = tempCameraCenter; 2959 cadu.cameraPosition = tempCameraCenter;
2960 cadu.drawdistance = m_DrawDistance; 2960 cadu.drawdistance = m_DrawDistance;
2961 cadu.GroupAccess = 0; 2961 cadu.GroupAccess = 0;
2962 cadu.Position = AbsolutePosition; 2962 cadu.Position = AbsolutePosition;
2963 cadu.regionHandle = m_rootRegionHandle; 2963 cadu.regionHandle = m_rootRegionHandle;
2964 float multiplier = 1; 2964 float multiplier = 1;
2965 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); 2965 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
2966 if (innacurateNeighbors != 0) 2966 if (innacurateNeighbors != 0)
2967 { 2967 {
2968 multiplier = 1f / (float)innacurateNeighbors; 2968 multiplier = 1f / (float)innacurateNeighbors;
2969 } 2969 }
2970 if (multiplier <= 0f) 2970 if (multiplier <= 0f)
2971 { 2971 {
2972 multiplier = 0.25f; 2972 multiplier = 0.25f;
2973 } 2973 }
2974 2974
2975 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); 2975 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
2976 cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); 2976 cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier);
2977 cadu.Velocity = Velocity; 2977 cadu.Velocity = Velocity;
2978 2978
2979 AgentPosition agentpos = new AgentPosition(); 2979 AgentPosition agentpos = new AgentPosition();
2980 agentpos.CopyFrom(cadu); 2980 agentpos.CopyFrom(cadu);
2981 2981
2982 m_scene.SendOutChildAgentUpdates(agentpos, this); 2982 m_scene.SendOutChildAgentUpdates(agentpos, this);
2983 } 2983 }
2984 } 2984 }
2985 2985
2986 #endregion 2986 #endregion
2987 2987
2988 #region Border Crossing Methods 2988 #region Border Crossing Methods
2989 2989
2990 /// <summary> 2990 /// <summary>
2991 /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion 2991 /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
2992 /// </summary> 2992 /// </summary>
2993 protected void CheckForBorderCrossing() 2993 protected void CheckForBorderCrossing()
2994 { 2994 {
2995 if (IsChildAgent) 2995 if (IsChildAgent)
2996 return; 2996 return;
2997 2997
2998 Vector3 pos2 = AbsolutePosition; 2998 Vector3 pos2 = AbsolutePosition;
2999 Vector3 vel = Velocity; 2999 Vector3 vel = Velocity;
3000 int neighbor = 0; 3000 int neighbor = 0;
3001 int[] fix = new int[2]; 3001 int[] fix = new int[2];
3002 3002
3003 float timeStep = 0.1f; 3003 float timeStep = 0.1f;
3004 pos2.X = pos2.X + (vel.X*timeStep); 3004 pos2.X = pos2.X + (vel.X*timeStep);
3005 pos2.Y = pos2.Y + (vel.Y*timeStep); 3005 pos2.Y = pos2.Y + (vel.Y*timeStep);
3006 pos2.Z = pos2.Z + (vel.Z*timeStep); 3006 pos2.Z = pos2.Z + (vel.Z*timeStep);
3007 3007
3008 if (!IsInTransit) 3008 if (!IsInTransit)
3009 { 3009 {
3010 // Checks if where it's headed exists a region 3010 // Checks if where it's headed exists a region
3011 3011
3012 bool needsTransit = false; 3012 bool needsTransit = false;
3013 if (m_scene.TestBorderCross(pos2, Cardinals.W)) 3013 if (m_scene.TestBorderCross(pos2, Cardinals.W))
3014 { 3014 {
3015 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 3015 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3016 { 3016 {
3017 needsTransit = true; 3017 needsTransit = true;
3018 neighbor = HaveNeighbor(Cardinals.SW, ref fix); 3018 neighbor = HaveNeighbor(Cardinals.SW, ref fix);
3019 } 3019 }
3020 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 3020 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3021 { 3021 {
3022 needsTransit = true; 3022 needsTransit = true;
3023 neighbor = HaveNeighbor(Cardinals.NW, ref fix); 3023 neighbor = HaveNeighbor(Cardinals.NW, ref fix);
3024 } 3024 }
3025 else 3025 else
3026 { 3026 {
3027 needsTransit = true; 3027 needsTransit = true;
3028 neighbor = HaveNeighbor(Cardinals.W, ref fix); 3028 neighbor = HaveNeighbor(Cardinals.W, ref fix);
3029 } 3029 }
3030 } 3030 }
3031 else if (m_scene.TestBorderCross(pos2, Cardinals.E)) 3031 else if (m_scene.TestBorderCross(pos2, Cardinals.E))
3032 { 3032 {
3033 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 3033 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3034 { 3034 {
3035 needsTransit = true; 3035 needsTransit = true;
3036 neighbor = HaveNeighbor(Cardinals.SE, ref fix); 3036 neighbor = HaveNeighbor(Cardinals.SE, ref fix);
3037 } 3037 }
3038 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 3038 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3039 { 3039 {
3040 needsTransit = true; 3040 needsTransit = true;
3041 neighbor = HaveNeighbor(Cardinals.NE, ref fix); 3041 neighbor = HaveNeighbor(Cardinals.NE, ref fix);
3042 } 3042 }
3043 else 3043 else
3044 { 3044 {
3045 needsTransit = true; 3045 needsTransit = true;
3046 neighbor = HaveNeighbor(Cardinals.E, ref fix); 3046 neighbor = HaveNeighbor(Cardinals.E, ref fix);
3047 } 3047 }
3048 } 3048 }
3049 else if (m_scene.TestBorderCross(pos2, Cardinals.S)) 3049 else if (m_scene.TestBorderCross(pos2, Cardinals.S))
3050 { 3050 {
3051 needsTransit = true; 3051 needsTransit = true;
3052 neighbor = HaveNeighbor(Cardinals.S, ref fix); 3052 neighbor = HaveNeighbor(Cardinals.S, ref fix);
3053 } 3053 }
3054 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 3054 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3055 { 3055 {
3056 needsTransit = true; 3056 needsTransit = true;
3057 neighbor = HaveNeighbor(Cardinals.N, ref fix); 3057 neighbor = HaveNeighbor(Cardinals.N, ref fix);
3058 } 3058 }
3059 3059
3060 3060
3061 // Makes sure avatar does not end up outside region 3061 // Makes sure avatar does not end up outside region
3062 if (neighbor <= 0) 3062 if (neighbor <= 0)
3063 { 3063 {
3064 if (!needsTransit) 3064 if (!needsTransit)
3065 { 3065 {
3066 if (m_requestedSitTargetUUID == UUID.Zero) 3066 if (m_requestedSitTargetUUID == UUID.Zero)
3067 { 3067 {
3068 Vector3 pos = AbsolutePosition; 3068 Vector3 pos = AbsolutePosition;
3069 if (AbsolutePosition.X < 0) 3069 if (AbsolutePosition.X < 0)
3070 pos.X += Velocity.X; 3070 pos.X += Velocity.X;
3071 else if (AbsolutePosition.X > Constants.RegionSize) 3071 else if (AbsolutePosition.X > Constants.RegionSize)
3072 pos.X -= Velocity.X; 3072 pos.X -= Velocity.X;
3073 if (AbsolutePosition.Y < 0) 3073 if (AbsolutePosition.Y < 0)
3074 pos.Y += Velocity.Y; 3074 pos.Y += Velocity.Y;
3075 else if (AbsolutePosition.Y > Constants.RegionSize) 3075 else if (AbsolutePosition.Y > Constants.RegionSize)
3076 pos.Y -= Velocity.Y; 3076 pos.Y -= Velocity.Y;
3077 AbsolutePosition = pos; 3077 AbsolutePosition = pos;
3078 } 3078 }
3079 } 3079 }
3080 } 3080 }
3081 else if (neighbor > 0) 3081 else if (neighbor > 0)
3082 CrossToNewRegion(); 3082 CrossToNewRegion();
3083 } 3083 }
3084 else 3084 else
3085 { 3085 {
3086 RemoveFromPhysicalScene(); 3086 RemoveFromPhysicalScene();
3087 // This constant has been inferred from experimentation 3087 // This constant has been inferred from experimentation
3088 // I'm not sure what this value should be, so I tried a few values. 3088 // I'm not sure what this value should be, so I tried a few values.
3089 timeStep = 0.04f; 3089 timeStep = 0.04f;
3090 pos2 = AbsolutePosition; 3090 pos2 = AbsolutePosition;
3091 pos2.X = pos2.X + (vel.X * timeStep); 3091 pos2.X = pos2.X + (vel.X * timeStep);
3092 pos2.Y = pos2.Y + (vel.Y * timeStep); 3092 pos2.Y = pos2.Y + (vel.Y * timeStep);
3093 pos2.Z = pos2.Z + (vel.Z * timeStep); 3093 pos2.Z = pos2.Z + (vel.Z * timeStep);
3094 m_pos = pos2; 3094 m_pos = pos2;
3095 } 3095 }
3096 } 3096 }
3097 3097
3098 protected int HaveNeighbor(Cardinals car, ref int[] fix) 3098 protected int HaveNeighbor(Cardinals car, ref int[] fix)
3099 { 3099 {
3100 uint neighbourx = m_regionInfo.RegionLocX; 3100 uint neighbourx = m_regionInfo.RegionLocX;
3101 uint neighboury = m_regionInfo.RegionLocY; 3101 uint neighboury = m_regionInfo.RegionLocY;
3102 3102
3103 int dir = (int)car; 3103 int dir = (int)car;
3104 3104
3105 if (dir > 1 && dir < 5) //Heading East 3105 if (dir > 1 && dir < 5) //Heading East
3106 neighbourx++; 3106 neighbourx++;
3107 else if (dir > 5) // Heading West 3107 else if (dir > 5) // Heading West
3108 neighbourx--; 3108 neighbourx--;
3109 3109
3110 if (dir < 3 || dir == 8) // Heading North 3110 if (dir < 3 || dir == 8) // Heading North
3111 neighboury++; 3111 neighboury++;
3112 else if (dir > 3 && dir < 7) // Heading Sout 3112 else if (dir > 3 && dir < 7) // Heading Sout
3113 neighboury--; 3113 neighboury--;
3114 3114
3115 int x = (int)(neighbourx * Constants.RegionSize); 3115 int x = (int)(neighbourx * Constants.RegionSize);
3116 int y = (int)(neighboury * Constants.RegionSize); 3116 int y = (int)(neighboury * Constants.RegionSize);
3117 GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); 3117 GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y);
3118 3118
3119 if (neighbourRegion == null) 3119 if (neighbourRegion == null)
3120 { 3120 {
3121 fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx); 3121 fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx);
3122 fix[1] = (int)(m_regionInfo.RegionLocY - neighboury); 3122 fix[1] = (int)(m_regionInfo.RegionLocY - neighboury);
3123 return dir * (-1); 3123 return dir * (-1);
3124 } 3124 }
3125 else 3125 else
3126 return dir; 3126 return dir;
3127 } 3127 }
3128 3128
3129 /// <summary> 3129 /// <summary>
3130 /// Moves the agent outside the region bounds 3130 /// Moves the agent outside the region bounds
3131 /// Tells neighbor region that we're crossing to it 3131 /// Tells neighbor region that we're crossing to it
3132 /// If the neighbor accepts, remove the agent's viewable avatar from this scene 3132 /// If the neighbor accepts, remove the agent's viewable avatar from this scene
3133 /// set them to a child agent. 3133 /// set them to a child agent.
3134 /// </summary> 3134 /// </summary>
3135 protected void CrossToNewRegion() 3135 protected void CrossToNewRegion()
3136 { 3136 {
3137 InTransit(); 3137 InTransit();
3138 try 3138 try
3139 { 3139 {
3140 m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying); 3140 m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying);
3141 } 3141 }
3142 catch 3142 catch
3143 { 3143 {
3144 m_scene.CrossAgentToNewRegion(this, false); 3144 m_scene.CrossAgentToNewRegion(this, false);
3145 } 3145 }
3146 } 3146 }
3147 3147
3148 public void InTransit() 3148 public void InTransit()
3149 { 3149 {
3150 m_inTransit = true; 3150 m_inTransit = true;
3151 3151
3152 if ((m_physicsActor != null) && m_physicsActor.Flying) 3152 if ((m_physicsActor != null) && m_physicsActor.Flying)
3153 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; 3153 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
3154 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) 3154 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
3155 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; 3155 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
3156 } 3156 }
3157 3157
3158 public void NotInTransit() 3158 public void NotInTransit()
3159 { 3159 {
3160 m_inTransit = false; 3160 m_inTransit = false;
3161 } 3161 }
3162 3162
3163 public void RestoreInCurrentScene() 3163 public void RestoreInCurrentScene()
3164 { 3164 {
3165 AddToPhysicalScene(false); // not exactly false 3165 AddToPhysicalScene(false); // not exactly false
3166 } 3166 }
3167 3167
3168 public void Reset() 3168 public void Reset()
3169 { 3169 {
3170 // Put the child agent back at the center 3170 // Put the child agent back at the center
3171 AbsolutePosition 3171 AbsolutePosition
3172 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); 3172 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
3173 Animator.ResetAnimations(); 3173 Animator.ResetAnimations();
3174 } 3174 }
3175 3175
3176 /// <summary> 3176 /// <summary>
3177 /// Computes which child agents to close when the scene presence moves to another region. 3177 /// Computes which child agents to close when the scene presence moves to another region.
3178 /// Removes those regions from m_knownRegions. 3178 /// Removes those regions from m_knownRegions.
3179 /// </summary> 3179 /// </summary>
3180 /// <param name="newRegionX">The new region's x on the map</param> 3180 /// <param name="newRegionX">The new region's x on the map</param>
3181 /// <param name="newRegionY">The new region's y on the map</param> 3181 /// <param name="newRegionY">The new region's y on the map</param>
3182 /// <returns></returns> 3182 /// <returns></returns>
3183 public void CloseChildAgents(uint newRegionX, uint newRegionY) 3183 public void CloseChildAgents(uint newRegionX, uint newRegionY)
3184 { 3184 {
3185 List<ulong> byebyeRegions = new List<ulong>(); 3185 List<ulong> byebyeRegions = new List<ulong>();
3186 m_log.DebugFormat( 3186 m_log.DebugFormat(
3187 "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}", 3187 "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}",
3188 m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName); 3188 m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName);
3189 //DumpKnownRegions(); 3189 //DumpKnownRegions();
3190 3190
3191 lock (m_knownChildRegions) 3191 lock (m_knownChildRegions)
3192 { 3192 {
3193 foreach (ulong handle in m_knownChildRegions.Keys) 3193 foreach (ulong handle in m_knownChildRegions.Keys)
3194 { 3194 {
3195 // Don't close the agent on this region yet 3195 // Don't close the agent on this region yet
3196 if (handle != Scene.RegionInfo.RegionHandle) 3196 if (handle != Scene.RegionInfo.RegionHandle)
3197 { 3197 {
3198 uint x, y; 3198 uint x, y;
3199 Utils.LongToUInts(handle, out x, out y); 3199 Utils.LongToUInts(handle, out x, out y);
3200 x = x / Constants.RegionSize; 3200 x = x / Constants.RegionSize;
3201 y = y / Constants.RegionSize; 3201 y = y / Constants.RegionSize;
3202 3202
3203 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 3203 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
3204 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 3204 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
3205 if (Util.IsOutsideView(x, newRegionX, y, newRegionY)) 3205 if (Util.IsOutsideView(x, newRegionX, y, newRegionY))
3206 { 3206 {
3207 byebyeRegions.Add(handle); 3207 byebyeRegions.Add(handle);
3208 } 3208 }
3209 } 3209 }
3210 } 3210 }
3211 } 3211 }
3212 3212
3213 if (byebyeRegions.Count > 0) 3213 if (byebyeRegions.Count > 0)
3214 { 3214 {
3215 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); 3215 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
3216 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions); 3216 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions);
3217 } 3217 }
3218 3218
3219 foreach (ulong handle in byebyeRegions) 3219 foreach (ulong handle in byebyeRegions)
3220 { 3220 {
3221 RemoveNeighbourRegion(handle); 3221 RemoveNeighbourRegion(handle);
3222 } 3222 }
3223 } 3223 }
3224 3224
3225 #endregion 3225 #endregion
3226 3226
3227 /// <summary> 3227 /// <summary>
3228 /// This allows the Sim owner the abiility to kick users from their sim currently. 3228 /// This allows the Sim owner the abiility to kick users from their sim currently.
3229 /// It tells the client that the agent has permission to do so. 3229 /// It tells the client that the agent has permission to do so.
3230 /// </summary> 3230 /// </summary>
3231 public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus) 3231 public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus)
3232 { 3232 {
3233 if (godStatus) 3233 if (godStatus)
3234 { 3234 {
3235 // For now, assign god level 200 to anyone 3235 // For now, assign god level 200 to anyone
3236 // who is granted god powers, but has no god level set. 3236 // who is granted god powers, but has no god level set.
3237 // 3237 //
3238 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID); 3238 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID);
3239 if (account != null) 3239 if (account != null)
3240 { 3240 {
3241 if (account.UserLevel > 0) 3241 if (account.UserLevel > 0)
3242 m_godLevel = account.UserLevel; 3242 m_godLevel = account.UserLevel;
3243 else 3243 else
3244 m_godLevel = 200; 3244 m_godLevel = 200;
3245 } 3245 }
3246 } 3246 }
3247 else 3247 else
3248 { 3248 {
3249 m_godLevel = 0; 3249 m_godLevel = 0;
3250 } 3250 }
3251 3251
3252 ControllingClient.SendAdminResponse(token, (uint)m_godLevel); 3252 ControllingClient.SendAdminResponse(token, (uint)m_godLevel);
3253 } 3253 }
3254 3254
3255 #region Child Agent Updates 3255 #region Child Agent Updates
3256 3256
3257 public void ChildAgentDataUpdate(AgentData cAgentData) 3257 public void ChildAgentDataUpdate(AgentData cAgentData)
3258 { 3258 {
3259 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName); 3259 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
3260 if (!IsChildAgent) 3260 if (!IsChildAgent)
3261 return; 3261 return;
3262 3262
3263 CopyFrom(cAgentData); 3263 CopyFrom(cAgentData);
3264 } 3264 }
3265 3265
3266 /// <summary> 3266 /// <summary>
3267 /// This updates important decision making data about a child agent 3267 /// This updates important decision making data about a child agent
3268 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3268 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
3269 /// </summary> 3269 /// </summary>
3270 public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY) 3270 public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
3271 { 3271 {
3272 if (!IsChildAgent) 3272 if (!IsChildAgent)
3273 return; 3273 return;
3274 3274
3275 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); 3275 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
3276 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; 3276 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
3277 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; 3277 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize;
3278 3278
3279 Vector3 offset = new Vector3(shiftx, shifty, 0f); 3279 Vector3 offset = new Vector3(shiftx, shifty, 0f);
3280 3280
3281 m_DrawDistance = cAgentData.Far; 3281 m_DrawDistance = cAgentData.Far;
3282 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! 3282 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
3283 m_pos = cAgentData.Position + offset; 3283 m_pos = cAgentData.Position + offset;
3284 3284
3285 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance) 3285 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance)
3286 { 3286 {
3287 posLastSignificantMove = AbsolutePosition; 3287 posLastSignificantMove = AbsolutePosition;
3288 ReprioritizeUpdates(); 3288 ReprioritizeUpdates();
3289 } 3289 }
3290 3290
3291 m_CameraCenter = cAgentData.Center + offset; 3291 m_CameraCenter = cAgentData.Center + offset;
3292 3292
3293 m_avHeight = cAgentData.Size.Z; 3293 m_avHeight = cAgentData.Size.Z;
3294 //SetHeight(cAgentData.AVHeight); 3294 //SetHeight(cAgentData.AVHeight);
3295 3295
3296 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) 3296 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
3297 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); 3297 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
3298 3298
3299 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true. 3299 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
3300 if (m_scene.m_seeIntoRegionFromNeighbor) 3300 if (m_scene.m_seeIntoRegionFromNeighbor)
3301 m_sceneViewer.Reset(); 3301 m_sceneViewer.Reset();
3302 3302
3303 //cAgentData.AVHeight; 3303 //cAgentData.AVHeight;
3304 m_rootRegionHandle = cAgentData.RegionHandle; 3304 m_rootRegionHandle = cAgentData.RegionHandle;
3305 //m_velocity = cAgentData.Velocity; 3305 //m_velocity = cAgentData.Velocity;
3306 } 3306 }
3307 3307
3308 public void CopyTo(AgentData cAgent) 3308 public void CopyTo(AgentData cAgent)
3309 { 3309 {
3310 cAgent.AgentID = UUID; 3310 cAgent.AgentID = UUID;
3311 cAgent.RegionID = Scene.RegionInfo.RegionID; 3311 cAgent.RegionID = Scene.RegionInfo.RegionID;
3312 3312
3313 cAgent.Position = AbsolutePosition; 3313 cAgent.Position = AbsolutePosition;
3314 cAgent.Velocity = m_velocity; 3314 cAgent.Velocity = m_velocity;
3315 cAgent.Center = m_CameraCenter; 3315 cAgent.Center = m_CameraCenter;
3316 // Don't copy the size; it is inferred from apearance parameters 3316 // Don't copy the size; it is inferred from apearance parameters
3317 //cAgent.Size = new Vector3(0, 0, m_avHeight); 3317 //cAgent.Size = new Vector3(0, 0, m_avHeight);
3318 cAgent.AtAxis = m_CameraAtAxis; 3318 cAgent.AtAxis = m_CameraAtAxis;
3319 cAgent.LeftAxis = m_CameraLeftAxis; 3319 cAgent.LeftAxis = m_CameraLeftAxis;
3320 cAgent.UpAxis = m_CameraUpAxis; 3320 cAgent.UpAxis = m_CameraUpAxis;
3321 3321
3322 cAgent.Far = m_DrawDistance; 3322 cAgent.Far = m_DrawDistance;
3323 3323
3324 // Throttles 3324 // Throttles
3325 float multiplier = 1; 3325 float multiplier = 1;
3326 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); 3326 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
3327 if (innacurateNeighbors != 0) 3327 if (innacurateNeighbors != 0)
3328 { 3328 {
3329 multiplier = 1f / innacurateNeighbors; 3329 multiplier = 1f / innacurateNeighbors;
3330 } 3330 }
3331 if (multiplier <= 0f) 3331 if (multiplier <= 0f)
3332 { 3332 {
3333 multiplier = 0.25f; 3333 multiplier = 0.25f;
3334 } 3334 }
3335 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); 3335 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
3336 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); 3336 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
3337 3337
3338 cAgent.HeadRotation = m_headrotation; 3338 cAgent.HeadRotation = m_headrotation;
3339 cAgent.BodyRotation = m_bodyRot; 3339 cAgent.BodyRotation = m_bodyRot;
3340 cAgent.ControlFlags = (uint)m_AgentControlFlags; 3340 cAgent.ControlFlags = (uint)m_AgentControlFlags;
3341 3341
3342 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3342 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3343 cAgent.GodLevel = (byte)m_godLevel; 3343 cAgent.GodLevel = (byte)m_godLevel;
3344 else 3344 else
3345 cAgent.GodLevel = (byte) 0; 3345 cAgent.GodLevel = (byte) 0;
3346 3346
3347 cAgent.AlwaysRun = m_setAlwaysRun; 3347 cAgent.AlwaysRun = m_setAlwaysRun;
3348 3348
3349 try 3349 try
3350 { 3350 {
3351 // We might not pass the Wearables in all cases... 3351 // We might not pass the Wearables in all cases...
3352 // They're only needed so that persistent changes to the appearance 3352 // They're only needed so that persistent changes to the appearance
3353 // are preserved in the new region where the user is moving to. 3353 // are preserved in the new region where the user is moving to.
3354 // But in Hypergrid we might not let this happen. 3354 // But in Hypergrid we might not let this happen.
3355 int i = 0; 3355 int i = 0;
3356 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2]; 3356 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2];
3357 foreach (AvatarWearable aw in m_appearance.Wearables) 3357 foreach (AvatarWearable aw in m_appearance.Wearables)
3358 { 3358 {
3359 if (aw != null) 3359 if (aw != null)
3360 { 3360 {
3361 wears[i++] = aw.ItemID; 3361 wears[i++] = aw.ItemID;
3362 wears[i++] = aw.AssetID; 3362 wears[i++] = aw.AssetID;
3363 } 3363 }
3364 else 3364 else
3365 { 3365 {
3366 wears[i++] = UUID.Zero; 3366 wears[i++] = UUID.Zero;
3367 wears[i++] = UUID.Zero; 3367 wears[i++] = UUID.Zero;
3368 } 3368 }
3369 } 3369 }
3370 cAgent.Wearables = wears; 3370 cAgent.Wearables = wears;
3371 3371
3372 cAgent.VisualParams = m_appearance.VisualParams; 3372 cAgent.VisualParams = m_appearance.VisualParams;
3373 3373
3374 if (m_appearance.Texture != null) 3374 if (m_appearance.Texture != null)
3375 cAgent.AgentTextures = m_appearance.Texture.GetBytes(); 3375 cAgent.AgentTextures = m_appearance.Texture.GetBytes();
3376 } 3376 }
3377 catch (Exception e) 3377 catch (Exception e)
3378 { 3378 {
3379 m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message); 3379 m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message);
3380 } 3380 }
3381 3381
3382 //Attachments 3382 //Attachments
3383 List<int> attPoints = m_appearance.GetAttachedPoints(); 3383 List<int> attPoints = m_appearance.GetAttachedPoints();
3384 if (attPoints != null) 3384 if (attPoints != null)
3385 { 3385 {
3386 //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count); 3386 //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count);
3387 int i = 0; 3387 int i = 0;
3388 AttachmentData[] attachs = new AttachmentData[attPoints.Count]; 3388 AttachmentData[] attachs = new AttachmentData[attPoints.Count];
3389 foreach (int point in attPoints) 3389 foreach (int point in attPoints)
3390 { 3390 {
3391 attachs[i++] = new AttachmentData(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point)); 3391 attachs[i++] = new AttachmentData(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point));
3392 } 3392 }
3393 cAgent.Attachments = attachs; 3393 cAgent.Attachments = attachs;
3394 } 3394 }
3395 3395
3396 lock (scriptedcontrols) 3396 lock (scriptedcontrols)
3397 { 3397 {
3398 ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; 3398 ControllerData[] controls = new ControllerData[scriptedcontrols.Count];
3399 int i = 0; 3399 int i = 0;
3400 3400
3401 foreach (ScriptControllers c in scriptedcontrols.Values) 3401 foreach (ScriptControllers c in scriptedcontrols.Values)
3402 { 3402 {
3403 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3403 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3404 } 3404 }
3405 cAgent.Controllers = controls; 3405 cAgent.Controllers = controls;
3406 } 3406 }
3407 3407
3408 // Animations 3408 // Animations
3409 try 3409 try
3410 { 3410 {
3411 cAgent.Anims = Animator.Animations.ToArray(); 3411 cAgent.Anims = Animator.Animations.ToArray();
3412 } 3412 }
3413 catch { } 3413 catch { }
3414 3414
3415 // cAgent.GroupID = ?? 3415 // cAgent.GroupID = ??
3416 // Groups??? 3416 // Groups???
3417 3417
3418 } 3418 }
3419 3419
3420 public void CopyFrom(AgentData cAgent) 3420 public void CopyFrom(AgentData cAgent)
3421 { 3421 {
3422 m_originRegionID = cAgent.RegionID; 3422 m_originRegionID = cAgent.RegionID;
3423 3423
3424 m_callbackURI = cAgent.CallbackURI; 3424 m_callbackURI = cAgent.CallbackURI;
3425 3425
3426 m_pos = cAgent.Position; 3426 m_pos = cAgent.Position;
3427 3427
3428 m_velocity = cAgent.Velocity; 3428 m_velocity = cAgent.Velocity;
3429 m_CameraCenter = cAgent.Center; 3429 m_CameraCenter = cAgent.Center;
3430 //m_avHeight = cAgent.Size.Z; 3430 //m_avHeight = cAgent.Size.Z;
3431 m_CameraAtAxis = cAgent.AtAxis; 3431 m_CameraAtAxis = cAgent.AtAxis;
3432 m_CameraLeftAxis = cAgent.LeftAxis; 3432 m_CameraLeftAxis = cAgent.LeftAxis;
3433 m_CameraUpAxis = cAgent.UpAxis; 3433 m_CameraUpAxis = cAgent.UpAxis;
3434 3434
3435 m_DrawDistance = cAgent.Far; 3435 m_DrawDistance = cAgent.Far;
3436 3436
3437 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) 3437 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
3438 ControllingClient.SetChildAgentThrottle(cAgent.Throttles); 3438 ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
3439 3439
3440 m_headrotation = cAgent.HeadRotation; 3440 m_headrotation = cAgent.HeadRotation;
3441 m_bodyRot = cAgent.BodyRotation; 3441 m_bodyRot = cAgent.BodyRotation;
3442 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; 3442 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
3443 3443
3444 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3444 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3445 m_godLevel = cAgent.GodLevel; 3445 m_godLevel = cAgent.GodLevel;
3446 m_setAlwaysRun = cAgent.AlwaysRun; 3446 m_setAlwaysRun = cAgent.AlwaysRun;
3447 3447
3448 uint i = 0; 3448 uint i = 0;
3449 try 3449 try
3450 { 3450 {
3451 if (cAgent.Wearables == null) 3451 if (cAgent.Wearables == null)
3452 cAgent.Wearables = new UUID[0]; 3452 cAgent.Wearables = new UUID[0];
3453 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2]; 3453 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2];
3454 for (uint n = 0; n < cAgent.Wearables.Length; n += 2) 3454 for (uint n = 0; n < cAgent.Wearables.Length; n += 2)
3455 { 3455 {
3456 UUID itemId = cAgent.Wearables[n]; 3456 UUID itemId = cAgent.Wearables[n];
3457 UUID assetId = cAgent.Wearables[n + 1]; 3457 UUID assetId = cAgent.Wearables[n + 1];
3458 wears[i++] = new AvatarWearable(itemId, assetId); 3458 wears[i++] = new AvatarWearable(itemId, assetId);
3459 } 3459 }
3460 m_appearance.Wearables = wears; 3460 m_appearance.Wearables = wears;
3461 Primitive.TextureEntry te; 3461 Primitive.TextureEntry te;
3462 if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1) 3462 if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1)
3463 te = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length); 3463 te = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length);
3464 else 3464 else
3465 te = AvatarAppearance.GetDefaultTexture(); 3465 te = AvatarAppearance.GetDefaultTexture();
3466 if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT)) 3466 if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT))
3467 cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams(); 3467 cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams();
3468 m_appearance.SetAppearance(te, (byte[])cAgent.VisualParams.Clone()); 3468 m_appearance.SetAppearance(te, (byte[])cAgent.VisualParams.Clone());
3469 } 3469 }
3470 catch (Exception e) 3470 catch (Exception e)
3471 { 3471 {
3472 m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message); 3472 m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message);
3473 } 3473 }
3474 3474
3475 // Attachments 3475 // Attachments
3476 try 3476 try
3477 { 3477 {
3478 if (cAgent.Attachments != null) 3478 if (cAgent.Attachments != null)
3479 { 3479 {
3480 m_appearance.ClearAttachments(); 3480 m_appearance.ClearAttachments();
3481 foreach (AttachmentData att in cAgent.Attachments) 3481 foreach (AttachmentData att in cAgent.Attachments)
3482 { 3482 {
3483 m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID); 3483 m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID);
3484 } 3484 }
3485 } 3485 }
3486 } 3486 }
3487 catch { } 3487 catch { }
3488 3488
3489 try 3489 try
3490 { 3490 {
3491 lock (scriptedcontrols) 3491 lock (scriptedcontrols)
3492 { 3492 {
3493 if (cAgent.Controllers != null) 3493 if (cAgent.Controllers != null)
3494 { 3494 {
3495 scriptedcontrols.Clear(); 3495 scriptedcontrols.Clear();
3496 3496
3497 foreach (ControllerData c in cAgent.Controllers) 3497 foreach (ControllerData c in cAgent.Controllers)
3498 { 3498 {
3499 ScriptControllers sc = new ScriptControllers(); 3499 ScriptControllers sc = new ScriptControllers();
3500 sc.itemID = c.ItemID; 3500 sc.itemID = c.ItemID;
3501 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3501 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3502 sc.eventControls = (ScriptControlled)c.EventControls; 3502 sc.eventControls = (ScriptControlled)c.EventControls;
3503 3503
3504 scriptedcontrols[sc.itemID] = sc; 3504 scriptedcontrols[sc.itemID] = sc;
3505 } 3505 }
3506 } 3506 }
3507 } 3507 }
3508 } 3508 }
3509 catch { } 3509 catch { }
3510 // Animations 3510 // Animations
3511 try 3511 try
3512 { 3512 {
3513 Animator.ResetAnimations(); 3513 Animator.ResetAnimations();
3514 Animator.Animations.FromArray(cAgent.Anims); 3514 Animator.Animations.FromArray(cAgent.Anims);
3515 } 3515 }
3516 catch { } 3516 catch { }
3517 3517
3518 //cAgent.GroupID = ?? 3518 //cAgent.GroupID = ??
3519 //Groups??? 3519 //Groups???
3520 } 3520 }
3521 3521
3522 public bool CopyAgent(out IAgentData agent) 3522 public bool CopyAgent(out IAgentData agent)
3523 { 3523 {
3524 agent = new CompleteAgentData(); 3524 agent = new CompleteAgentData();
3525 CopyTo((AgentData)agent); 3525 CopyTo((AgentData)agent);
3526 return true; 3526 return true;
3527 } 3527 }
3528 3528
3529 #endregion Child Agent Updates 3529 #endregion Child Agent Updates
3530 3530
3531 /// <summary> 3531 /// <summary>
3532 /// Handles part of the PID controller function for moving an avatar. 3532 /// Handles part of the PID controller function for moving an avatar.
3533 /// </summary> 3533 /// </summary>
3534 public override void UpdateMovement() 3534 public override void UpdateMovement()
3535 { 3535 {
3536 if (m_forceToApply.HasValue) 3536 if (m_forceToApply.HasValue)
3537 { 3537 {
3538 3538
3539 Vector3 force = m_forceToApply.Value; 3539 Vector3 force = m_forceToApply.Value;
3540 m_updateflag = true; 3540 m_updateflag = true;
3541 Velocity = force; 3541 Velocity = force;
3542 3542
3543 m_forceToApply = null; 3543 m_forceToApply = null;
3544 } 3544 }
3545 else 3545 else
3546 { 3546 {
3547 if (m_isNudging) 3547 if (m_isNudging)
3548 { 3548 {
3549 Vector3 force = Vector3.Zero; 3549 Vector3 force = Vector3.Zero;
3550 3550
3551 m_updateflag = true; 3551 m_updateflag = true;
3552 Velocity = force; 3552 Velocity = force;
3553 m_isNudging = false; 3553 m_isNudging = false;
3554 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND" 3554 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3555 } 3555 }
3556 } 3556 }
3557 } 3557 }
3558 3558
3559 public override void SetText(string text, Vector3 color, double alpha) 3559 public override void SetText(string text, Vector3 color, double alpha)
3560 { 3560 {
3561 throw new Exception("Can't set Text on avatar."); 3561 throw new Exception("Can't set Text on avatar.");
3562 } 3562 }
3563 3563
3564 /// <summary> 3564 /// <summary>
3565 /// Adds a physical representation of the avatar to the Physics plugin 3565 /// Adds a physical representation of the avatar to the Physics plugin
3566 /// </summary> 3566 /// </summary>
3567 public void AddToPhysicalScene(bool isFlying) 3567 public void AddToPhysicalScene(bool isFlying)
3568 { 3568 {
3569 PhysicsScene scene = m_scene.PhysicsScene; 3569 PhysicsScene scene = m_scene.PhysicsScene;
3570 3570
3571 Vector3 pVec = AbsolutePosition; 3571 Vector3 pVec = AbsolutePosition;
3572 3572
3573 // Old bug where the height was in centimeters instead of meters 3573 // Old bug where the height was in centimeters instead of meters
3574 if (m_avHeight == 127.0f) 3574 if (m_avHeight == 127.0f)
3575 { 3575 {
3576 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f), 3576 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f),
3577 isFlying); 3577 isFlying);
3578 } 3578 }
3579 else 3579 else
3580 { 3580 {
3581 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3581 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3582 new Vector3(0f, 0f, m_avHeight), isFlying); 3582 new Vector3(0f, 0f, m_avHeight), isFlying);
3583 } 3583 }
3584 scene.AddPhysicsActorTaint(m_physicsActor); 3584 scene.AddPhysicsActorTaint(m_physicsActor);
3585 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3585 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3586 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3586 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3587 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3587 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3588 m_physicsActor.SubscribeEvents(500); 3588 m_physicsActor.SubscribeEvents(500);
3589 m_physicsActor.LocalID = LocalId; 3589 m_physicsActor.LocalID = LocalId;
3590 } 3590 }
3591 3591
3592 private void OutOfBoundsCall(Vector3 pos) 3592 private void OutOfBoundsCall(Vector3 pos)
3593 { 3593 {
3594 //bool flying = m_physicsActor.Flying; 3594 //bool flying = m_physicsActor.Flying;
3595 //RemoveFromPhysicalScene(); 3595 //RemoveFromPhysicalScene();
3596 3596
3597 //AddToPhysicalScene(flying); 3597 //AddToPhysicalScene(flying);
3598 if (ControllingClient != null) 3598 if (ControllingClient != null)
3599 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3599 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3600 } 3600 }
3601 3601
3602 // Event called by the physics plugin to tell the avatar about a collision. 3602 // Event called by the physics plugin to tell the avatar about a collision.
3603 private void PhysicsCollisionUpdate(EventArgs e) 3603 private void PhysicsCollisionUpdate(EventArgs e)
3604 { 3604 {
3605 if (e == null) 3605 if (e == null)
3606 return; 3606 return;
3607 3607
3608 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents( 3608 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3609 // as of this comment the interval is set in AddToPhysicalScene 3609 // as of this comment the interval is set in AddToPhysicalScene
3610 if (Animator!=null) 3610 if (Animator!=null)
3611 { 3611 {
3612 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper, 3612 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3613 { // else its will lock out other animation changes, like ground sit. 3613 { // else its will lock out other animation changes, like ground sit.
3614 Animator.UpdateMovementAnimations(); 3614 Animator.UpdateMovementAnimations();
3615 m_updateCount--; 3615 m_updateCount--;
3616 } 3616 }
3617 } 3617 }
3618 3618
3619 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3619 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3620 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3620 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3621 3621
3622 CollisionPlane = Vector4.UnitW; 3622 CollisionPlane = Vector4.UnitW;
3623 3623
3624 if (m_lastColCount != coldata.Count) 3624 if (m_lastColCount != coldata.Count)
3625 { 3625 {
3626 m_updateCount = UPDATE_COUNT; 3626 m_updateCount = UPDATE_COUNT;
3627 m_lastColCount = coldata.Count; 3627 m_lastColCount = coldata.Count;
3628 } 3628 }
3629 3629
3630 if (coldata.Count != 0 && Animator != null) 3630 if (coldata.Count != 0 && Animator != null)
3631 { 3631 {
3632 switch (Animator.CurrentMovementAnimation) 3632 switch (Animator.CurrentMovementAnimation)
3633 { 3633 {
3634 case "STAND": 3634 case "STAND":
3635 case "WALK": 3635 case "WALK":
3636 case "RUN": 3636 case "RUN":
3637 case "CROUCH": 3637 case "CROUCH":
3638 case "CROUCHWALK": 3638 case "CROUCHWALK":
3639 { 3639 {
3640 ContactPoint lowest; 3640 ContactPoint lowest;
3641 lowest.SurfaceNormal = Vector3.Zero; 3641 lowest.SurfaceNormal = Vector3.Zero;
3642 lowest.Position = Vector3.Zero; 3642 lowest.Position = Vector3.Zero;
3643 lowest.Position.Z = Single.NaN; 3643 lowest.Position.Z = Single.NaN;
3644 3644
3645 foreach (ContactPoint contact in coldata.Values) 3645 foreach (ContactPoint contact in coldata.Values)
3646 { 3646 {
3647 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3647 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z)
3648 { 3648 {
3649 lowest = contact; 3649 lowest = contact;
3650 } 3650 }
3651 } 3651 }
3652 3652
3653 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3653 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3654 } 3654 }
3655 break; 3655 break;
3656 } 3656 }
3657 } 3657 }
3658 3658
3659 List<uint> thisHitColliders = new List<uint>(); 3659 List<uint> thisHitColliders = new List<uint>();
3660 List<uint> endedColliders = new List<uint>(); 3660 List<uint> endedColliders = new List<uint>();
3661 List<uint> startedColliders = new List<uint>(); 3661 List<uint> startedColliders = new List<uint>();
3662 3662
3663 foreach (uint localid in coldata.Keys) 3663 foreach (uint localid in coldata.Keys)
3664 { 3664 {
3665 thisHitColliders.Add(localid); 3665 thisHitColliders.Add(localid);
3666 if (!m_lastColliders.Contains(localid)) 3666 if (!m_lastColliders.Contains(localid))
3667 { 3667 {
3668 startedColliders.Add(localid); 3668 startedColliders.Add(localid);
3669 } 3669 }
3670 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString()); 3670 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3671 } 3671 }
3672 3672
3673 // calculate things that ended colliding 3673 // calculate things that ended colliding
3674 foreach (uint localID in m_lastColliders) 3674 foreach (uint localID in m_lastColliders)
3675 { 3675 {
3676 if (!thisHitColliders.Contains(localID)) 3676 if (!thisHitColliders.Contains(localID))
3677 { 3677 {
3678 endedColliders.Add(localID); 3678 endedColliders.Add(localID);
3679 } 3679 }
3680 } 3680 }
3681 //add the items that started colliding this time to the last colliders list. 3681 //add the items that started colliding this time to the last colliders list.
3682 foreach (uint localID in startedColliders) 3682 foreach (uint localID in startedColliders)
3683 { 3683 {
3684 m_lastColliders.Add(localID); 3684 m_lastColliders.Add(localID);
3685 } 3685 }
3686 // remove things that ended colliding from the last colliders list 3686 // remove things that ended colliding from the last colliders list
3687 foreach (uint localID in endedColliders) 3687 foreach (uint localID in endedColliders)
3688 { 3688 {
3689 m_lastColliders.Remove(localID); 3689 m_lastColliders.Remove(localID);
3690 } 3690 }
3691 3691
3692 // do event notification 3692 // do event notification
3693 if (startedColliders.Count > 0) 3693 if (startedColliders.Count > 0)
3694 { 3694 {
3695 ColliderArgs StartCollidingMessage = new ColliderArgs(); 3695 ColliderArgs StartCollidingMessage = new ColliderArgs();
3696 List<DetectedObject> colliding = new List<DetectedObject>(); 3696 List<DetectedObject> colliding = new List<DetectedObject>();
3697 foreach (uint localId in startedColliders) 3697 foreach (uint localId in startedColliders)
3698 { 3698 {
3699 if (localId == 0) 3699 if (localId == 0)
3700 continue; 3700 continue;
3701 3701
3702 SceneObjectPart obj = Scene.GetSceneObjectPart(localId); 3702 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3703 string data = ""; 3703 string data = "";
3704 if (obj != null) 3704 if (obj != null)
3705 { 3705 {
3706 DetectedObject detobj = new DetectedObject(); 3706 DetectedObject detobj = new DetectedObject();
3707 detobj.keyUUID = obj.UUID; 3707 detobj.keyUUID = obj.UUID;
3708 detobj.nameStr = obj.Name; 3708 detobj.nameStr = obj.Name;
3709 detobj.ownerUUID = obj.OwnerID; 3709 detobj.ownerUUID = obj.OwnerID;
3710 detobj.posVector = obj.AbsolutePosition; 3710 detobj.posVector = obj.AbsolutePosition;
3711 detobj.rotQuat = obj.GetWorldRotation(); 3711 detobj.rotQuat = obj.GetWorldRotation();
3712 detobj.velVector = obj.Velocity; 3712 detobj.velVector = obj.Velocity;
3713 detobj.colliderType = 0; 3713 detobj.colliderType = 0;
3714 detobj.groupUUID = obj.GroupID; 3714 detobj.groupUUID = obj.GroupID;
3715 colliding.Add(detobj); 3715 colliding.Add(detobj);
3716 } 3716 }
3717 } 3717 }
3718 3718
3719 if (colliding.Count > 0) 3719 if (colliding.Count > 0)
3720 { 3720 {
3721 StartCollidingMessage.Colliders = colliding; 3721 StartCollidingMessage.Colliders = colliding;
3722 3722
3723 foreach (SceneObjectGroup att in Attachments) 3723 foreach (SceneObjectGroup att in Attachments)
3724 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage); 3724 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3725 } 3725 }
3726 } 3726 }
3727 3727
3728 if (endedColliders.Count > 0) 3728 if (endedColliders.Count > 0)
3729 { 3729 {
3730 ColliderArgs EndCollidingMessage = new ColliderArgs(); 3730 ColliderArgs EndCollidingMessage = new ColliderArgs();
3731 List<DetectedObject> colliding = new List<DetectedObject>(); 3731 List<DetectedObject> colliding = new List<DetectedObject>();
3732 foreach (uint localId in endedColliders) 3732 foreach (uint localId in endedColliders)
3733 { 3733 {
3734 if (localId == 0) 3734 if (localId == 0)
3735 continue; 3735 continue;
3736 3736
3737 SceneObjectPart obj = Scene.GetSceneObjectPart(localId); 3737 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3738 string data = ""; 3738 string data = "";
3739 if (obj != null) 3739 if (obj != null)
3740 { 3740 {
3741 DetectedObject detobj = new DetectedObject(); 3741 DetectedObject detobj = new DetectedObject();
3742 detobj.keyUUID = obj.UUID; 3742 detobj.keyUUID = obj.UUID;
3743 detobj.nameStr = obj.Name; 3743 detobj.nameStr = obj.Name;
3744 detobj.ownerUUID = obj.OwnerID; 3744 detobj.ownerUUID = obj.OwnerID;
3745 detobj.posVector = obj.AbsolutePosition; 3745 detobj.posVector = obj.AbsolutePosition;
3746 detobj.rotQuat = obj.GetWorldRotation(); 3746 detobj.rotQuat = obj.GetWorldRotation();
3747 detobj.velVector = obj.Velocity; 3747 detobj.velVector = obj.Velocity;
3748 detobj.colliderType = 0; 3748 detobj.colliderType = 0;
3749 detobj.groupUUID = obj.GroupID; 3749 detobj.groupUUID = obj.GroupID;
3750 colliding.Add(detobj); 3750 colliding.Add(detobj);
3751 } 3751 }
3752 } 3752 }
3753 3753
3754 if (colliding.Count > 0) 3754 if (colliding.Count > 0)
3755 { 3755 {
3756 EndCollidingMessage.Colliders = colliding; 3756 EndCollidingMessage.Colliders = colliding;
3757 3757
3758 foreach (SceneObjectGroup att in Attachments) 3758 foreach (SceneObjectGroup att in Attachments)
3759 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage); 3759 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3760 } 3760 }
3761 } 3761 }
3762 3762
3763 if (thisHitColliders.Count > 0) 3763 if (thisHitColliders.Count > 0)
3764 { 3764 {
3765 ColliderArgs CollidingMessage = new ColliderArgs(); 3765 ColliderArgs CollidingMessage = new ColliderArgs();
3766 List<DetectedObject> colliding = new List<DetectedObject>(); 3766 List<DetectedObject> colliding = new List<DetectedObject>();
3767 foreach (uint localId in thisHitColliders) 3767 foreach (uint localId in thisHitColliders)
3768 { 3768 {
3769 if (localId == 0) 3769 if (localId == 0)
3770 continue; 3770 continue;
3771 3771
3772 SceneObjectPart obj = Scene.GetSceneObjectPart(localId); 3772 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3773 string data = ""; 3773 string data = "";
3774 if (obj != null) 3774 if (obj != null)
3775 { 3775 {
3776 DetectedObject detobj = new DetectedObject(); 3776 DetectedObject detobj = new DetectedObject();
3777 detobj.keyUUID = obj.UUID; 3777 detobj.keyUUID = obj.UUID;
3778 detobj.nameStr = obj.Name; 3778 detobj.nameStr = obj.Name;
3779 detobj.ownerUUID = obj.OwnerID; 3779 detobj.ownerUUID = obj.OwnerID;
3780 detobj.posVector = obj.AbsolutePosition; 3780 detobj.posVector = obj.AbsolutePosition;
3781 detobj.rotQuat = obj.GetWorldRotation(); 3781 detobj.rotQuat = obj.GetWorldRotation();
3782 detobj.velVector = obj.Velocity; 3782 detobj.velVector = obj.Velocity;
3783 detobj.colliderType = 0; 3783 detobj.colliderType = 0;
3784 detobj.groupUUID = obj.GroupID; 3784 detobj.groupUUID = obj.GroupID;
3785 colliding.Add(detobj); 3785 colliding.Add(detobj);
3786 } 3786 }
3787 } 3787 }
3788 3788
3789 if (colliding.Count > 0) 3789 if (colliding.Count > 0)
3790 { 3790 {
3791 CollidingMessage.Colliders = colliding; 3791 CollidingMessage.Colliders = colliding;
3792 3792
3793 lock (m_attachments) 3793 lock (m_attachments)
3794 { 3794 {
3795 foreach (SceneObjectGroup att in m_attachments) 3795 foreach (SceneObjectGroup att in m_attachments)
3796 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage); 3796 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3797 } 3797 }
3798 } 3798 }
3799 } 3799 }
3800 3800
3801 if (m_invulnerable) 3801 if (m_invulnerable)
3802 return; 3802 return;
3803 3803
3804 float starthealth = Health; 3804 float starthealth = Health;
3805 uint killerObj = 0; 3805 uint killerObj = 0;
3806 foreach (uint localid in coldata.Keys) 3806 foreach (uint localid in coldata.Keys)
3807 { 3807 {
3808 SceneObjectPart part = Scene.GetSceneObjectPart(localid); 3808 SceneObjectPart part = Scene.GetSceneObjectPart(localid);
3809 3809
3810 if (part != null && part.ParentGroup.Damage != -1.0f) 3810 if (part != null && part.ParentGroup.Damage != -1.0f)
3811 Health -= part.ParentGroup.Damage; 3811 Health -= part.ParentGroup.Damage;
3812 else 3812 else
3813 { 3813 {
3814 if (coldata[localid].PenetrationDepth >= 0.10f) 3814 if (coldata[localid].PenetrationDepth >= 0.10f)
3815 Health -= coldata[localid].PenetrationDepth * 5.0f; 3815 Health -= coldata[localid].PenetrationDepth * 5.0f;
3816 } 3816 }
3817 3817
3818 if (Health <= 0.0f) 3818 if (Health <= 0.0f)
3819 { 3819 {
3820 if (localid != 0) 3820 if (localid != 0)
3821 killerObj = localid; 3821 killerObj = localid;
3822 } 3822 }
3823 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); 3823 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString());
3824 } 3824 }
3825 //Health = 100; 3825 //Health = 100;
3826 if (!m_invulnerable) 3826 if (!m_invulnerable)
3827 { 3827 {
3828 if (starthealth != Health) 3828 if (starthealth != Health)
3829 { 3829 {
3830 ControllingClient.SendHealth(Health); 3830 ControllingClient.SendHealth(Health);
3831 } 3831 }
3832 if (m_health <= 0) 3832 if (m_health <= 0)
3833 m_scene.EventManager.TriggerAvatarKill(killerObj, this); 3833 m_scene.EventManager.TriggerAvatarKill(killerObj, this);
3834 } 3834 }
3835 } 3835 }
3836 3836
3837 public void setHealthWithUpdate(float health) 3837 public void setHealthWithUpdate(float health)
3838 { 3838 {
3839 Health = health; 3839 Health = health;
3840 ControllingClient.SendHealth(Health); 3840 ControllingClient.SendHealth(Health);
3841 } 3841 }
3842 3842
3843 public void Close() 3843 public void Close()
3844 { 3844 {
3845 lock (m_attachments) 3845 lock (m_attachments)
3846 { 3846 {
3847 // Delete attachments from scene 3847 // Delete attachments from scene
3848 // Don't try to save, as this thread won't live long 3848 // Don't try to save, as this thread won't live long
3849 // enough to complete the save. This would cause no copy 3849 // enough to complete the save. This would cause no copy
3850 // attachments to poof! 3850 // attachments to poof!
3851 // 3851 //
3852 foreach (SceneObjectGroup grp in m_attachments) 3852 foreach (SceneObjectGroup grp in m_attachments)
3853 { 3853 {
3854 m_scene.DeleteSceneObject(grp, false); 3854 m_scene.DeleteSceneObject(grp, false);
3855 } 3855 }
3856 m_attachments.Clear(); 3856 m_attachments.Clear();
3857 } 3857 }
3858 3858
3859 lock (m_knownChildRegions) 3859 lock (m_knownChildRegions)
3860 { 3860 {
3861 m_knownChildRegions.Clear(); 3861 m_knownChildRegions.Clear();
3862 } 3862 }
3863 3863
3864 lock (m_reprioritization_timer) 3864 lock (m_reprioritization_timer)
3865 { 3865 {
3866 m_reprioritization_timer.Enabled = false; 3866 m_reprioritization_timer.Enabled = false;
3867 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize); 3867 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize);
3868 } 3868 }
3869 3869
3870 // I don't get it but mono crashes when you try to dispose of this timer, 3870 // I don't get it but mono crashes when you try to dispose of this timer,
3871 // unsetting the elapsed callback should be enough to allow for cleanup however. 3871 // unsetting the elapsed callback should be enough to allow for cleanup however.
3872 // m_reprioritizationTimer.Dispose(); 3872 // m_reprioritizationTimer.Dispose();
3873 3873
3874 m_sceneViewer.Close(); 3874 m_sceneViewer.Close();
3875 3875
3876 RemoveFromPhysicalScene(); 3876 RemoveFromPhysicalScene();
3877 m_animator.Close(); 3877 m_animator.Close();
3878 m_animator = null; 3878 m_animator = null;
3879 } 3879 }
3880 3880
3881 public void AddAttachment(SceneObjectGroup gobj) 3881 public void AddAttachment(SceneObjectGroup gobj)
3882 { 3882 {
3883 lock (m_attachments) 3883 lock (m_attachments)
3884 { 3884 {
3885 m_attachments.Add(gobj); 3885 m_attachments.Add(gobj);
3886 } 3886 }
3887 } 3887 }
3888 3888
3889 public bool HasAttachments() 3889 public bool HasAttachments()
3890 { 3890 {
3891 return m_attachments.Count > 0; 3891 return m_attachments.Count > 0;
3892 } 3892 }
3893 3893
3894 public bool HasScriptedAttachments() 3894 public bool HasScriptedAttachments()
3895 { 3895 {
3896 lock (m_attachments) 3896 lock (m_attachments)
3897 { 3897 {
3898 foreach (SceneObjectGroup gobj in m_attachments) 3898 foreach (SceneObjectGroup gobj in m_attachments)
3899 { 3899 {
3900 if (gobj != null) 3900 if (gobj != null)
3901 { 3901 {
3902 if (gobj.RootPart.Inventory.ContainsScripts()) 3902 if (gobj.RootPart.Inventory.ContainsScripts())
3903 return true; 3903 return true;
3904 } 3904 }
3905 } 3905 }
3906 } 3906 }
3907 return false; 3907 return false;
3908 } 3908 }
3909 3909
3910 public void RemoveAttachment(SceneObjectGroup gobj) 3910 public void RemoveAttachment(SceneObjectGroup gobj)
3911 { 3911 {
3912 lock (m_attachments) 3912 lock (m_attachments)
3913 { 3913 {
3914 if (m_attachments.Contains(gobj)) 3914 if (m_attachments.Contains(gobj))
3915 { 3915 {
3916 m_attachments.Remove(gobj); 3916 m_attachments.Remove(gobj);
3917 } 3917 }
3918 } 3918 }
3919 } 3919 }
3920 3920
3921 public bool ValidateAttachments() 3921 public bool ValidateAttachments()
3922 { 3922 {
3923 lock (m_attachments) 3923 lock (m_attachments)
3924 { 3924 {
3925 // Validate 3925 // Validate
3926 foreach (SceneObjectGroup gobj in m_attachments) 3926 foreach (SceneObjectGroup gobj in m_attachments)
3927 { 3927 {
3928 if (gobj == null) 3928 if (gobj == null)
3929 return false; 3929 return false;
3930 3930
3931 if (gobj.IsDeleted) 3931 if (gobj.IsDeleted)
3932 return false; 3932 return false;
3933 } 3933 }
3934 } 3934 }
3935 return true; 3935 return true;
3936 } 3936 }
3937 3937
3938 /// <summary> 3938 /// <summary>
3939 /// Send a script event to this scene presence's attachments 3939 /// Send a script event to this scene presence's attachments
3940 /// </summary> 3940 /// </summary>
3941 /// <param name="eventName">The name of the event</param> 3941 /// <param name="eventName">The name of the event</param>
3942 /// <param name="args">The arguments for the event</param> 3942 /// <param name="args">The arguments for the event</param>
3943 public void SendScriptEventToAttachments(string eventName, Object[] args) 3943 public void SendScriptEventToAttachments(string eventName, Object[] args)
3944 { 3944 {
3945 if (m_scriptEngines != null) 3945 if (m_scriptEngines != null)
3946 { 3946 {
3947 lock (m_attachments) 3947 lock (m_attachments)
3948 { 3948 {
3949 foreach (SceneObjectGroup grp in m_attachments) 3949 foreach (SceneObjectGroup grp in m_attachments)
3950 { 3950 {
3951 // 16384 is CHANGED_ANIMATION 3951 // 16384 is CHANGED_ANIMATION
3952 // 3952 //
3953 // Send this to all attachment root prims 3953 // Send this to all attachment root prims
3954 // 3954 //
3955 foreach (IScriptModule m in m_scriptEngines) 3955 foreach (IScriptModule m in m_scriptEngines)
3956 { 3956 {
3957 if (m == null) // No script engine loaded 3957 if (m == null) // No script engine loaded
3958 continue; 3958 continue;
3959 3959
3960 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION }); 3960 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION });
3961 } 3961 }
3962 } 3962 }
3963 } 3963 }
3964 } 3964 }
3965 } 3965 }
3966 3966
3967 3967
3968 public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene) 3968 public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene)
3969 { 3969 {
3970 m_controllingClient = client; 3970 m_controllingClient = client;
3971 m_regionInfo = region; 3971 m_regionInfo = region;
3972 m_scene = scene; 3972 m_scene = scene;
3973 3973
3974 RegisterToEvents(); 3974 RegisterToEvents();
3975 if (m_controllingClient != null) 3975 if (m_controllingClient != null)
3976 { 3976 {
3977 m_controllingClient.ProcessPendingPackets(); 3977 m_controllingClient.ProcessPendingPackets();
3978 } 3978 }
3979 /* 3979 /*
3980 AbsolutePosition = client.StartPos; 3980 AbsolutePosition = client.StartPos;
3981 3981
3982 Animations = new AvatarAnimations(); 3982 Animations = new AvatarAnimations();
3983 Animations.LoadAnims(); 3983 Animations.LoadAnims();
3984 3984
3985 m_animations = new List<UUID>(); 3985 m_animations = new List<UUID>();
3986 m_animations.Add(Animations.AnimsUUID["STAND"]); 3986 m_animations.Add(Animations.AnimsUUID["STAND"]);
3987 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber); 3987 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
3988 3988
3989 SetDirectionVectors(); 3989 SetDirectionVectors();
3990 */ 3990 */
3991 } 3991 }
3992 3992
3993 internal void PushForce(Vector3 impulse) 3993 internal void PushForce(Vector3 impulse)
3994 { 3994 {
3995 if (PhysicsActor != null) 3995 if (PhysicsActor != null)
3996 { 3996 {
3997 PhysicsActor.AddForce(impulse,true); 3997 PhysicsActor.AddForce(impulse,true);
3998 } 3998 }
3999 } 3999 }
4000 4000
4001 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4001 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
4002 { 4002 {
4003 ScriptControllers obj = new ScriptControllers(); 4003 ScriptControllers obj = new ScriptControllers();
4004 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4004 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4005 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4005 obj.eventControls = ScriptControlled.CONTROL_ZERO;
4006 4006
4007 obj.itemID = Script_item_UUID; 4007 obj.itemID = Script_item_UUID;
4008 if (pass_on == 0 && accept == 0) 4008 if (pass_on == 0 && accept == 0)
4009 { 4009 {
4010 IgnoredControls |= (ScriptControlled)controls; 4010 IgnoredControls |= (ScriptControlled)controls;
4011 obj.ignoreControls = (ScriptControlled)controls; 4011 obj.ignoreControls = (ScriptControlled)controls;
4012 } 4012 }
4013 4013
4014 if (pass_on == 0 && accept == 1) 4014 if (pass_on == 0 && accept == 1)
4015 { 4015 {
4016 IgnoredControls |= (ScriptControlled)controls; 4016 IgnoredControls |= (ScriptControlled)controls;
4017 obj.ignoreControls = (ScriptControlled)controls; 4017 obj.ignoreControls = (ScriptControlled)controls;
4018 obj.eventControls = (ScriptControlled)controls; 4018 obj.eventControls = (ScriptControlled)controls;
4019 } 4019 }
4020 if (pass_on == 1 && accept == 1) 4020 if (pass_on == 1 && accept == 1)
4021 { 4021 {
4022 IgnoredControls = ScriptControlled.CONTROL_ZERO; 4022 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4023 obj.eventControls = (ScriptControlled)controls; 4023 obj.eventControls = (ScriptControlled)controls;
4024 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4024 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4025 } 4025 }
4026 4026
4027 lock (scriptedcontrols) 4027 lock (scriptedcontrols)
4028 { 4028 {
4029 if (pass_on == 1 && accept == 0) 4029 if (pass_on == 1 && accept == 0)
4030 { 4030 {
4031 IgnoredControls &= ~(ScriptControlled)controls; 4031 IgnoredControls &= ~(ScriptControlled)controls;
4032 if (scriptedcontrols.ContainsKey(Script_item_UUID)) 4032 if (scriptedcontrols.ContainsKey(Script_item_UUID))
4033 scriptedcontrols.Remove(Script_item_UUID); 4033 scriptedcontrols.Remove(Script_item_UUID);
4034 } 4034 }
4035 else 4035 else
4036 { 4036 {
4037 scriptedcontrols[Script_item_UUID] = obj; 4037 scriptedcontrols[Script_item_UUID] = obj;
4038 } 4038 }
4039 } 4039 }
4040 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); 4040 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true);
4041 } 4041 }
4042 4042
4043 public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID) 4043 public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID)
4044 { 4044 {
4045 IgnoredControls = ScriptControlled.CONTROL_ZERO; 4045 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4046 lock (scriptedcontrols) 4046 lock (scriptedcontrols)
4047 { 4047 {
4048 scriptedcontrols.Clear(); 4048 scriptedcontrols.Clear();
4049 } 4049 }
4050 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4050 ControllingClient.SendTakeControls(int.MaxValue, false, false);
4051 } 4051 }
4052 4052
4053 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4053 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
4054 { 4054 {
4055 ScriptControllers takecontrols; 4055 ScriptControllers takecontrols;
4056 4056
4057 lock (scriptedcontrols) 4057 lock (scriptedcontrols)
4058 { 4058 {
4059 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols)) 4059 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols))
4060 { 4060 {
4061 ScriptControlled sctc = takecontrols.eventControls; 4061 ScriptControlled sctc = takecontrols.eventControls;
4062 4062
4063 ControllingClient.SendTakeControls((int)sctc, false, false); 4063 ControllingClient.SendTakeControls((int)sctc, false, false);
4064 ControllingClient.SendTakeControls((int)sctc, true, false); 4064 ControllingClient.SendTakeControls((int)sctc, true, false);
4065 4065
4066 scriptedcontrols.Remove(Script_item_UUID); 4066 scriptedcontrols.Remove(Script_item_UUID);
4067 IgnoredControls = ScriptControlled.CONTROL_ZERO; 4067 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4068 foreach (ScriptControllers scData in scriptedcontrols.Values) 4068 foreach (ScriptControllers scData in scriptedcontrols.Values)
4069 { 4069 {
4070 IgnoredControls |= scData.ignoreControls; 4070 IgnoredControls |= scData.ignoreControls;
4071 } 4071 }
4072 } 4072 }
4073 } 4073 }
4074 } 4074 }
4075 4075
4076 internal void SendControlToScripts(uint flags) 4076 internal void SendControlToScripts(uint flags)
4077 { 4077 {
4078 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; 4078 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
4079 4079
4080 if (MouseDown) 4080 if (MouseDown)
4081 { 4081 {
4082 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); 4082 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
4083 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0) 4083 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
4084 { 4084 {
4085 allflags = ScriptControlled.CONTROL_ZERO; 4085 allflags = ScriptControlled.CONTROL_ZERO;
4086 MouseDown = true; 4086 MouseDown = true;
4087 } 4087 }
4088 } 4088 }
4089 4089
4090 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) 4090 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
4091 { 4091 {
4092 allflags |= ScriptControlled.CONTROL_ML_LBUTTON; 4092 allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
4093 MouseDown = true; 4093 MouseDown = true;
4094 } 4094 }
4095 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) 4095 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
4096 { 4096 {
4097 allflags |= ScriptControlled.CONTROL_LBUTTON; 4097 allflags |= ScriptControlled.CONTROL_LBUTTON;
4098 MouseDown = true; 4098 MouseDown = true;
4099 } 4099 }
4100 4100
4101 // find all activated controls, whether the scripts are interested in them or not 4101 // find all activated controls, whether the scripts are interested in them or not
4102 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) 4102 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
4103 { 4103 {
4104 allflags |= ScriptControlled.CONTROL_FWD; 4104 allflags |= ScriptControlled.CONTROL_FWD;
4105 } 4105 }
4106 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0) 4106 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
4107 { 4107 {
4108 allflags |= ScriptControlled.CONTROL_BACK; 4108 allflags |= ScriptControlled.CONTROL_BACK;
4109 } 4109 }
4110 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0) 4110 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
4111 { 4111 {
4112 allflags |= ScriptControlled.CONTROL_UP; 4112 allflags |= ScriptControlled.CONTROL_UP;
4113 } 4113 }
4114 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0) 4114 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
4115 { 4115 {
4116 allflags |= ScriptControlled.CONTROL_DOWN; 4116 allflags |= ScriptControlled.CONTROL_DOWN;
4117 } 4117 }
4118 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0) 4118 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
4119 { 4119 {
4120 allflags |= ScriptControlled.CONTROL_LEFT; 4120 allflags |= ScriptControlled.CONTROL_LEFT;
4121 } 4121 }
4122 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0) 4122 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
4123 { 4123 {
4124 allflags |= ScriptControlled.CONTROL_RIGHT; 4124 allflags |= ScriptControlled.CONTROL_RIGHT;
4125 } 4125 }
4126 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) 4126 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
4127 { 4127 {
4128 allflags |= ScriptControlled.CONTROL_ROT_RIGHT; 4128 allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
4129 } 4129 }
4130 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) 4130 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
4131 { 4131 {
4132 allflags |= ScriptControlled.CONTROL_ROT_LEFT; 4132 allflags |= ScriptControlled.CONTROL_ROT_LEFT;
4133 } 4133 }
4134 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that 4134 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
4135 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands) 4135 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
4136 { 4136 {
4137 lock (scriptedcontrols) 4137 lock (scriptedcontrols)
4138 { 4138 {
4139 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols) 4139 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols)
4140 { 4140 {
4141 UUID scriptUUID = kvp.Key; 4141 UUID scriptUUID = kvp.Key;
4142 ScriptControllers scriptControlData = kvp.Value; 4142 ScriptControllers scriptControlData = kvp.Value;
4143 4143
4144 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us 4144 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
4145 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle 4145 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
4146 ScriptControlled localChange = localHeld ^ localLast; // the changed bits 4146 ScriptControlled localChange = localHeld ^ localLast; // the changed bits
4147 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) 4147 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
4148 { 4148 {
4149 // only send if still pressed or just changed 4149 // only send if still pressed or just changed
4150 m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange); 4150 m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange);
4151 } 4151 }
4152 } 4152 }
4153 } 4153 }
4154 } 4154 }
4155 4155
4156 LastCommands = allflags; 4156 LastCommands = allflags;
4157 } 4157 }
4158 4158
4159 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored) 4159 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored)
4160 { 4160 {
4161 if (ignored == ScriptControlled.CONTROL_ZERO) 4161 if (ignored == ScriptControlled.CONTROL_ZERO)
4162 return flags; 4162 return flags;
4163 4163
4164 if ((ignored & ScriptControlled.CONTROL_BACK) != 0) 4164 if ((ignored & ScriptControlled.CONTROL_BACK) != 0)
4165 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); 4165 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
4166 if ((ignored & ScriptControlled.CONTROL_FWD) != 0) 4166 if ((ignored & ScriptControlled.CONTROL_FWD) != 0)
4167 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); 4167 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS);
4168 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0) 4168 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0)
4169 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); 4169 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG);
4170 if ((ignored & ScriptControlled.CONTROL_UP) != 0) 4170 if ((ignored & ScriptControlled.CONTROL_UP) != 0)
4171 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); 4171 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS);
4172 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0) 4172 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0)
4173 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); 4173 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
4174 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0) 4174 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0)
4175 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); 4175 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG);
4176 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0) 4176 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0)
4177 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); 4177 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG);
4178 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0) 4178 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0)
4179 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); 4179 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS);
4180 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0) 4180 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0)
4181 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); 4181 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN);
4182 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0) 4182 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0)
4183 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); 4183 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN);
4184 4184
4185 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, 4185 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
4186 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 4186 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
4187 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, 4187 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
4188 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 4188 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
4189 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 4189 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
4190 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 4190 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
4191 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 4191 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
4192 4192
4193 return flags; 4193 return flags;
4194 } 4194 }
4195 4195
4196 /// <summary> 4196 /// <summary>
4197 /// RezAttachments. This should only be called upon login on the first region. 4197 /// RezAttachments. This should only be called upon login on the first region.
4198 /// Attachment rezzings on crossings and TPs are done in a different way. 4198 /// Attachment rezzings on crossings and TPs are done in a different way.
4199 /// </summary> 4199 /// </summary>
4200 public void RezAttachments() 4200 public void RezAttachments()
4201 { 4201 {
4202 if (null == m_appearance) 4202 if (null == m_appearance)
4203 { 4203 {
4204 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID); 4204 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID);
4205 return; 4205 return;
4206 } 4206 }
4207 4207
4208 XmlDocument doc = new XmlDocument(); 4208 XmlDocument doc = new XmlDocument();
4209 string stateData = String.Empty; 4209 string stateData = String.Empty;
4210 4210
4211 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); 4211 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4212 if (attServ != null) 4212 if (attServ != null)
4213 { 4213 {
4214 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); 4214 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4215 stateData = attServ.Get(ControllingClient.AgentId.ToString()); 4215 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4216 if (stateData != String.Empty) 4216 if (stateData != String.Empty)
4217 { 4217 {
4218 try 4218 try
4219 { 4219 {
4220 doc.LoadXml(stateData); 4220 doc.LoadXml(stateData);
4221 } 4221 }
4222 catch { } 4222 catch { }
4223 } 4223 }
4224 } 4224 }
4225 4225
4226 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>(); 4226 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4227 4227
4228 XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); 4228 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4229 if (nodes.Count > 0) 4229 if (nodes.Count > 0)
4230 { 4230 {
4231 foreach (XmlNode n in nodes) 4231 foreach (XmlNode n in nodes)
4232 { 4232 {
4233 XmlElement elem = (XmlElement)n; 4233 XmlElement elem = (XmlElement)n;
4234 string itemID = elem.GetAttribute("ItemID"); 4234 string itemID = elem.GetAttribute("ItemID");
4235 string xml = elem.InnerXml; 4235 string xml = elem.InnerXml;
4236 4236
4237 itemData[new UUID(itemID)] = xml; 4237 itemData[new UUID(itemID)] = xml;
4238 } 4238 }
4239 } 4239 }
4240 4240
4241 List<int> attPoints = m_appearance.GetAttachedPoints(); 4241 List<int> attPoints = m_appearance.GetAttachedPoints();
4242 foreach (int p in attPoints) 4242 foreach (int p in attPoints)
4243 { 4243 {
4244 if (m_isDeleted) 4244 if (m_isDeleted)
4245 return; 4245 return;
4246 4246
4247 UUID itemID = m_appearance.GetAttachedItem(p); 4247 UUID itemID = m_appearance.GetAttachedItem(p);
4248 UUID assetID = m_appearance.GetAttachedAsset(p); 4248 UUID assetID = m_appearance.GetAttachedAsset(p);
4249 4249
4250 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down 4250 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
4251 // But they're not used anyway, the item is being looked up for now, so let's proceed. 4251 // But they're not used anyway, the item is being looked up for now, so let's proceed.
4252 //if (UUID.Zero == assetID) 4252 //if (UUID.Zero == assetID)
4253 //{ 4253 //{
4254 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID); 4254 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
4255 // continue; 4255 // continue;
4256 //} 4256 //}
4257 4257
4258 try 4258 try
4259 { 4259 {
4260 string xmlData; 4260 string xmlData;
4261 XmlDocument d = new XmlDocument(); 4261 XmlDocument d = new XmlDocument();
4262 UUID asset; 4262 UUID asset;
4263 if (itemData.TryGetValue(itemID, out xmlData)) 4263 if (itemData.TryGetValue(itemID, out xmlData))
4264 { 4264 {
4265 d.LoadXml(xmlData); 4265 d.LoadXml(xmlData);
4266 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID); 4266 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4267 4267
4268 // Rez from inventory 4268 // Rez from inventory
4269 asset 4269 asset
4270 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d); 4270 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4271 4271
4272 } 4272 }
4273 else 4273 else
4274 { 4274 {
4275 // Rez from inventory (with a null doc to let 4275 // Rez from inventory (with a null doc to let
4276 // CHANGED_OWNER happen) 4276 // CHANGED_OWNER happen)
4277 asset 4277 asset
4278 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null); 4278 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4279 } 4279 }
4280 4280
4281 m_log.InfoFormat( 4281 m_log.InfoFormat(
4282 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4282 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
4283 p, itemID, assetID, asset); 4283 p, itemID, assetID, asset);
4284 } 4284 }
4285 catch (Exception e) 4285 catch (Exception e)
4286 { 4286 {
4287 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString()); 4287 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString());
4288 } 4288 }
4289 } 4289 }
4290 } 4290 }
4291 4291
4292 private void ReprioritizeUpdates() 4292 private void ReprioritizeUpdates()
4293 { 4293 {
4294 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time) 4294 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
4295 { 4295 {
4296 lock (m_reprioritization_timer) 4296 lock (m_reprioritization_timer)
4297 { 4297 {
4298 if (!m_reprioritizing) 4298 if (!m_reprioritizing)
4299 m_reprioritization_timer.Enabled = m_reprioritizing = true; 4299 m_reprioritization_timer.Enabled = m_reprioritizing = true;
4300 else 4300 else
4301 m_reprioritization_called = true; 4301 m_reprioritization_called = true;
4302 } 4302 }
4303 } 4303 }
4304 } 4304 }
4305 4305
4306 private void Reprioritize(object sender, ElapsedEventArgs e) 4306 private void Reprioritize(object sender, ElapsedEventArgs e)
4307 { 4307 {
4308 m_controllingClient.ReprioritizeUpdates(); 4308 m_controllingClient.ReprioritizeUpdates();
4309 4309
4310 lock (m_reprioritization_timer) 4310 lock (m_reprioritization_timer)
4311 { 4311 {
4312 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called; 4312 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called;
4313 m_reprioritization_called = false; 4313 m_reprioritization_called = false;
4314 } 4314 }
4315 } 4315 }
4316 4316
4317 private Vector3 Quat2Euler(Quaternion rot){ 4317 private Vector3 Quat2Euler(Quaternion rot){
4318 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) , 4318 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4319 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z))); 4319 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
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 y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4321 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * 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)) ,
4322 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z))); 4322 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4323 return(new Vector3(x,y,z)); 4323 return(new Vector3(x,y,z));
4324 } 4324 }
4325 4325
4326 4326
4327 } 4327 }
4328} 4328}