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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs8099
1 files changed, 4332 insertions, 3767 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4c17615..fc8e0d7 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1,3767 +1,4332 @@
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.Collections.Generic; 29using System.Xml;
30using System.Reflection; 30using System.Collections.Generic;
31using System.Timers; 31using System.Reflection;
32using OpenMetaverse; 32using System.Timers;
33using log4net; 33using OpenMetaverse;
34using OpenSim.Framework; 34using log4net;
35using OpenSim.Framework.Client; 35using OpenSim.Framework;
36using OpenSim.Region.Framework.Interfaces; 36using OpenSim.Framework.Client;
37using OpenSim.Region.Framework.Scenes.Animation; 37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes.Types; 38using OpenSim.Region.Framework.Scenes.Animation;
39using OpenSim.Region.Physics.Manager; 39using OpenSim.Region.Framework.Scenes.Types;
40using GridRegion = OpenSim.Services.Interfaces.GridRegion; 40using OpenSim.Region.Physics.Manager;
41using OpenSim.Services.Interfaces; 41using GridRegion = OpenSim.Services.Interfaces.GridRegion;
42 42using OpenSim.Services.Interfaces;
43namespace OpenSim.Region.Framework.Scenes 43
44{ 44namespace OpenSim.Region.Framework.Scenes
45 enum ScriptControlled : uint 45{
46 { 46 enum ScriptControlled : uint
47 CONTROL_ZERO = 0, 47 {
48 CONTROL_FWD = 1, 48 CONTROL_ZERO = 0,
49 CONTROL_BACK = 2, 49 CONTROL_FWD = 1,
50 CONTROL_LEFT = 4, 50 CONTROL_BACK = 2,
51 CONTROL_RIGHT = 8, 51 CONTROL_LEFT = 4,
52 CONTROL_UP = 16, 52 CONTROL_RIGHT = 8,
53 CONTROL_DOWN = 32, 53 CONTROL_UP = 16,
54 CONTROL_ROT_LEFT = 256, 54 CONTROL_DOWN = 32,
55 CONTROL_ROT_RIGHT = 512, 55 CONTROL_ROT_LEFT = 256,
56 CONTROL_LBUTTON = 268435456, 56 CONTROL_ROT_RIGHT = 512,
57 CONTROL_ML_LBUTTON = 1073741824 57 CONTROL_LBUTTON = 268435456,
58 } 58 CONTROL_ML_LBUTTON = 1073741824
59 59 }
60 struct ScriptControllers 60
61 { 61 struct ScriptControllers
62 public UUID itemID; 62 {
63 public ScriptControlled ignoreControls; 63 public UUID itemID;
64 public ScriptControlled eventControls; 64 public ScriptControlled ignoreControls;
65 } 65 public ScriptControlled eventControls;
66 66 }
67 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs); 67
68 68 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
69 public class ScenePresence : EntityBase, ISceneEntity 69
70 { 70 public class ScenePresence : EntityBase, ISceneEntity
71// ~ScenePresence() 71 {
72// { 72// ~ScenePresence()
73// m_log.Debug("[ScenePresence] Destructor called"); 73// {
74// } 74// m_log.Debug("[ScenePresence] Destructor called");
75 75// }
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 76
77 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 78
79// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
80 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); 80// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
81 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); 81 private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
82 82 private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
83 /// <summary> 83
84 /// Experimentally determined "fudge factor" to make sit-target positions 84 /// <summary>
85 /// the same as in SecondLife. Fudge factor was tested for 36 different 85 /// Experimentally determined "fudge factor" to make sit-target positions
86 /// test cases including prims of type box, sphere, cylinder, and torus, 86 /// the same as in SecondLife. Fudge factor was tested for 36 different
87 /// with varying parameters for sit target location, prim size, prim 87 /// test cases including prims of type box, sphere, cylinder, and torus,
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 88 /// with varying parameters for sit target location, prim size, prim
89 /// issue #1716 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// </summary> 90 /// issue #1716
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 91 /// </summary>
92 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 public UUID currentParcelUUID = UUID.Zero; 93 // Value revised by KF 091121 by comparison with SL.
94 94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
95 private ISceneViewer m_sceneViewer; 95
96 96 public UUID currentParcelUUID = UUID.Zero;
97 /// <value> 97
98 /// The animator for this avatar 98 private ISceneViewer m_sceneViewer;
99 /// </value> 99
100 public ScenePresenceAnimator Animator 100 /// <value>
101 { 101 /// The animator for this avatar
102 get { return m_animator; } 102 /// </value>
103 } 103 public ScenePresenceAnimator Animator
104 protected ScenePresenceAnimator m_animator; 104 {
105 105 get { return m_animator; }
106 /// <value> 106 }
107 /// The scene objects attached to this avatar. Do not change this list directly - use methods such as 107 protected ScenePresenceAnimator m_animator;
108 /// AddAttachment() and RemoveAttachment(). Lock this list when performing any read operations upon it. 108
109 /// </value> 109 /// <value>
110 public List<SceneObjectGroup> Attachments 110 /// The scene objects attached to this avatar. Do not change this list directly - use methods such as
111 { 111 /// AddAttachment() and RemoveAttachment(). Lock this list when performing any read operations upon it.
112 get { return m_attachments; } 112 /// </value>
113 } 113 public List<SceneObjectGroup> Attachments
114 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 114 {
115 115 get { return m_attachments; }
116 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); 116 }
117 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO; 117 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
118 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO; 118
119 private bool MouseDown = false; 119 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
120 private SceneObjectGroup proxyObjectGroup; 120 private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
121 //private SceneObjectPart proxyObjectPart = null; 121 private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
122 public Vector3 lastKnownAllowedPosition; 122 private bool MouseDown = false;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 123 private SceneObjectGroup proxyObjectGroup;
124 public Vector4 CollisionPlane = Vector4.UnitW; 124 //private SceneObjectPart proxyObjectPart = null;
125 125 public Vector3 lastKnownAllowedPosition;
126 private Vector3 m_lastPosition; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
127 private Quaternion m_lastRotation; 127 public Vector4 CollisionPlane = Vector4.UnitW;
128 private Vector3 m_lastVelocity; 128
129 //private int m_lastTerseSent; 129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
131 private bool m_updateflag; 131 private Vector3 m_lastPosition;
132 private byte m_movementflag; 132 private Vector3 m_lastWorldPosition;
133 private Vector3? m_forceToApply; 133 private Quaternion m_lastRotation;
134 private uint m_requestedSitTargetID; 134 private Vector3 m_lastVelocity;
135 private UUID m_requestedSitTargetUUID; 135 //private int m_lastTerseSent;
136 public bool SitGround = false; 136
137 137 private bool m_updateflag;
138 private SendCourseLocationsMethod m_sendCourseLocationsMethod; 138 private byte m_movementflag;
139 139 private Vector3? m_forceToApply;
140 private bool m_startAnimationSet; 140 private uint m_requestedSitTargetID;
141 141 private UUID m_requestedSitTargetUUID;
142 //private Vector3 m_requestedSitOffset = new Vector3(); 142 public bool SitGround = false;
143 143
144 private Vector3 m_LastFinitePos; 144 private SendCourseLocationsMethod m_sendCourseLocationsMethod;
145 145
146 private float m_sitAvatarHeight = 2.0f; 146 private bool m_startAnimationSet;
147 147
148 private int m_godLevel; 148 //private Vector3 m_requestedSitOffset = new Vector3();
149 private int m_userLevel; 149
150 150 private Vector3 m_LastFinitePos;
151 private bool m_invulnerable = true; 151
152 152 private float m_sitAvatarHeight = 2.0f;
153 private Vector3 m_lastChildAgentUpdatePosition; 153
154 private Vector3 m_lastChildAgentUpdateCamPosition; 154 private int m_godLevel;
155 155 private int m_userLevel;
156 private int m_perfMonMS; 156
157 157 private bool m_invulnerable = true;
158 private bool m_setAlwaysRun; 158
159 159 private Vector3 m_lastChildAgentUpdatePosition;
160 private bool m_forceFly; 160 private Vector3 m_lastChildAgentUpdateCamPosition;
161 private bool m_flyDisabled; 161
162 162 private int m_perfMonMS;
163 private float m_speedModifier = 1.0f; 163
164 164 private bool m_setAlwaysRun;
165 private Quaternion m_bodyRot= Quaternion.Identity; 165 private bool m_forceFly;
166 166 private bool m_flyDisabled;
167 private Quaternion m_bodyRotPrevious = Quaternion.Identity; 167
168 168 private float m_speedModifier = 1.0f;
169 private const int LAND_VELOCITYMAG_MAX = 12; 169
170 170 private Quaternion m_bodyRot= Quaternion.Identity;
171 public bool IsRestrictedToRegion; 171
172 172 private Quaternion m_bodyRotPrevious = Quaternion.Identity;
173 public string JID = String.Empty; 173
174 174 private const int LAND_VELOCITYMAG_MAX = 12;
175 private float m_health = 100f; 175
176 176 public bool IsRestrictedToRegion;
177 // Default AV Height 177
178 private float m_avHeight = 127.0f; 178 public string JID = String.Empty;
179 179
180 protected RegionInfo m_regionInfo; 180 private float m_health = 100f;
181 protected ulong crossingFromRegion; 181
182 182 // Default AV Height
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 183 private float m_avHeight = 127.0f;
184 184
185 // Position of agent's camera in world (region cordinates) 185 protected RegionInfo m_regionInfo;
186 protected Vector3 m_CameraCenter; 186 protected ulong crossingFromRegion;
187 protected Vector3 m_lastCameraCenter; 187
188 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 protected Timer m_reprioritization_timer; 189 private bool m_isNudging = false;
190 protected bool m_reprioritizing; 190
191 protected bool m_reprioritization_called; 191 // Position of agent's camera in world (region cordinates)
192 192 protected Vector3 m_CameraCenter;
193 // Use these three vectors to figure out what the agent is looking at 193 protected Vector3 m_lastCameraCenter;
194 // Convert it to a Matrix and/or Quaternion 194
195 protected Vector3 m_CameraAtAxis; 195 protected Timer m_reprioritization_timer;
196 protected Vector3 m_CameraLeftAxis; 196 protected bool m_reprioritizing;
197 protected Vector3 m_CameraUpAxis; 197 protected bool m_reprioritization_called;
198 private AgentManager.ControlFlags m_AgentControlFlags; 198
199 private Quaternion m_headrotation = Quaternion.Identity; 199 // Use these three vectors to figure out what the agent is looking at
200 private byte m_state; 200 // Convert it to a Matrix and/or Quaternion
201 201 protected Vector3 m_CameraAtAxis;
202 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method 202 protected Vector3 m_CameraLeftAxis;
203// private Vector3 movementvector; 203 protected Vector3 m_CameraUpAxis;
204 204 private AgentManager.ControlFlags m_AgentControlFlags;
205 private bool m_autopilotMoving; 205 private Quaternion m_headrotation = Quaternion.Identity;
206 private Vector3 m_autoPilotTarget; 206 private byte m_state;
207 private bool m_sitAtAutoTarget; 207
208 208 //Reuse the Vector3 instead of creating a new one on the UpdateMovement method
209 private string m_nextSitAnimation = String.Empty; 209// private Vector3 movementvector;
210 210
211 //PauPaw:Proper PID Controler for autopilot************ 211 private bool m_autopilotMoving;
212 private bool m_moveToPositionInProgress; 212 private Vector3 m_autoPilotTarget;
213 private Vector3 m_moveToPositionTarget; 213 private bool m_sitAtAutoTarget;
214 214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
215 private bool m_followCamAuto; 215
216 216 private string m_nextSitAnimation = String.Empty;
217 private int m_movementUpdateCount; 217
218 private const int NumMovementsBetweenRayCast = 5; 218 //PauPaw:Proper PID Controler for autopilot************
219 219 private bool m_moveToPositionInProgress;
220 private bool CameraConstraintActive; 220 private Vector3 m_moveToPositionTarget;
221 //private int m_moveToPositionStateStatus; 221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
222 //***************************************************** 222
223 223 private bool m_followCamAuto;
224 // Agent's Draw distance. 224
225 protected float m_DrawDistance; 225 private int m_movementUpdateCount;
226 226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 protected AvatarAppearance m_appearance; 227 private int m_updateCount = 0; //KF: Update Anims for a while
228 228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
229 // neighbouring regions we have enabled a child agent in 229 private const int NumMovementsBetweenRayCast = 5;
230 // holds the seed cap for the child agent in that region 230 private List<uint> m_lastColliders = new List<uint>();
231 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>(); 231
232 232 private bool CameraConstraintActive;
233 /// <summary> 233 //private int m_moveToPositionStateStatus;
234 /// Implemented Control Flags 234 //*****************************************************
235 /// </summary> 235
236 private enum Dir_ControlFlags 236 // Agent's Draw distance.
237 { 237 protected float m_DrawDistance;
238 DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, 238
239 DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 239 protected AvatarAppearance m_appearance;
240 DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, 240
241 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 241 // neighbouring regions we have enabled a child agent in
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 242 // holds the seed cap for the child agent in that region
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 243 private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 244
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 245 /// <summary>
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 246 /// Implemented Control Flags
247 } 247 /// </summary>
248 248 private enum Dir_ControlFlags
249 /// <summary> 249 {
250 /// Position at which a significant movement was made 250 DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
251 /// </summary> 251 DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
252 private Vector3 posLastSignificantMove; 252 DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
253 253 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
254 // For teleports and crossings callbacks 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
255 string m_callbackURI; 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
256 UUID m_originRegionID; 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
257 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 ulong m_rootRegionHandle; 258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
260 /// <value> 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
261 /// Script engines present in the scene 261 }
262 /// </value> 262
263 private IScriptModule[] m_scriptEngines; 263 /// <summary>
264 264 /// Position at which a significant movement was made
265 #region Properties 265 /// </summary>
266 266 private Vector3 posLastSignificantMove;
267 /// <summary> 267
268 /// Physical scene representation of this Avatar. 268 // For teleports and crossings callbacks
269 /// </summary> 269 string m_callbackURI;
270 public PhysicsActor PhysicsActor 270 UUID m_originRegionID;
271 { 271
272 set { m_physicsActor = value; } 272 ulong m_rootRegionHandle;
273 get { return m_physicsActor; } 273
274 } 274 /// <value>
275 275 /// Script engines present in the scene
276 public byte MovementFlag 276 /// </value>
277 { 277 private IScriptModule[] m_scriptEngines;
278 set { m_movementflag = value; } 278
279 get { return m_movementflag; } 279 #region Properties
280 } 280
281 281 /// <summary>
282 public bool Updated 282 /// Physical scene representation of this Avatar.
283 { 283 /// </summary>
284 set { m_updateflag = value; } 284 public PhysicsActor PhysicsActor
285 get { return m_updateflag; } 285 {
286 } 286 set { m_physicsActor = value; }
287 287 get { return m_physicsActor; }
288 public bool Invulnerable 288 }
289 { 289
290 set { m_invulnerable = value; } 290 public byte MovementFlag
291 get { return m_invulnerable; } 291 {
292 } 292 set { m_movementflag = value; }
293 293 get { return m_movementflag; }
294 public int UserLevel 294 }
295 { 295
296 get { return m_userLevel; } 296 public bool Updated
297 } 297 {
298 298 set { m_updateflag = value; }
299 public int GodLevel 299 get { return m_updateflag; }
300 { 300 }
301 get { return m_godLevel; } 301
302 } 302 public bool Invulnerable
303 303 {
304 public ulong RegionHandle 304 set { m_invulnerable = value; }
305 { 305 get { return m_invulnerable; }
306 get { return m_rootRegionHandle; } 306 }
307 } 307
308 308 public int UserLevel
309 public Vector3 CameraPosition 309 {
310 { 310 get { return m_userLevel; }
311 get { return m_CameraCenter; } 311 }
312 } 312
313 313 public int GodLevel
314 public Quaternion CameraRotation 314 {
315 { 315 get { return m_godLevel; }
316 get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); } 316 }
317 } 317
318 318 public ulong RegionHandle
319 public Vector3 CameraAtAxis 319 {
320 { 320 get { return m_rootRegionHandle; }
321 get { return m_CameraAtAxis; } 321 }
322 } 322
323 323 public Vector3 CameraPosition
324 public Vector3 CameraLeftAxis 324 {
325 { 325 get { return m_CameraCenter; }
326 get { return m_CameraLeftAxis; } 326 }
327 } 327
328 328 public Quaternion CameraRotation
329 public Vector3 CameraUpAxis 329 {
330 { 330 get { return Util.Axes2Rot(m_CameraAtAxis, m_CameraLeftAxis, m_CameraUpAxis); }
331 get { return m_CameraUpAxis; } 331 }
332 } 332
333 333 public Vector3 CameraAtAxis
334 public Vector3 Lookat 334 {
335 { 335 get { return m_CameraAtAxis; }
336 get 336 }
337 { 337
338 Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0); 338 public Vector3 CameraLeftAxis
339 339 {
340 if (a == Vector3.Zero) 340 get { return m_CameraLeftAxis; }
341 return a; 341 }
342 342
343 return Util.GetNormalizedVector(a); 343 public Vector3 CameraUpAxis
344 } 344 {
345 } 345 get { return m_CameraUpAxis; }
346 346 }
347 private readonly string m_firstname; 347
348 348 public Vector3 Lookat
349 public string Firstname 349 {
350 { 350 get
351 get { return m_firstname; } 351 {
352 } 352 Vector3 a = new Vector3(m_CameraAtAxis.X, m_CameraAtAxis.Y, 0);
353 353
354 private readonly string m_lastname; 354 if (a == Vector3.Zero)
355 355 return a;
356 public string Lastname 356
357 { 357 return Util.GetNormalizedVector(a);
358 get { return m_lastname; } 358 }
359 } 359 }
360 360
361 private string m_grouptitle; 361 private readonly string m_firstname;
362 362
363 public string Grouptitle 363 public string Firstname
364 { 364 {
365 get { return m_grouptitle; } 365 get { return m_firstname; }
366 set { m_grouptitle = value; } 366 }
367 } 367
368 368 private readonly string m_lastname;
369 public float DrawDistance 369
370 { 370 public string Lastname
371 get { return m_DrawDistance; } 371 {
372 } 372 get { return m_lastname; }
373 373 }
374 protected bool m_allowMovement = true; 374
375 375 private string m_grouptitle;
376 public bool AllowMovement 376
377 { 377 public string Grouptitle
378 get { return m_allowMovement; } 378 {
379 set { m_allowMovement = value; } 379 get { return m_grouptitle; }
380 } 380 set { m_grouptitle = value; }
381 381 }
382 public bool SetAlwaysRun 382
383 { 383 public float DrawDistance
384 get 384 {
385 { 385 get { return m_DrawDistance; }
386 if (PhysicsActor != null) 386 }
387 { 387
388 return PhysicsActor.SetAlwaysRun; 388 protected bool m_allowMovement = true;
389 } 389
390 else 390 public bool AllowMovement
391 { 391 {
392 return m_setAlwaysRun; 392 get { return m_allowMovement; }
393 } 393 set { m_allowMovement = value; }
394 } 394 }
395 set 395
396 { 396 public bool SetAlwaysRun
397 m_setAlwaysRun = value; 397 {
398 if (PhysicsActor != null) 398 get
399 { 399 {
400 PhysicsActor.SetAlwaysRun = value; 400 if (PhysicsActor != null)
401 } 401 {
402 } 402 return PhysicsActor.SetAlwaysRun;
403 } 403 }
404 404 else
405 public byte State 405 {
406 { 406 return m_setAlwaysRun;
407 get { return m_state; } 407 }
408 set { m_state = value; } 408 }
409 } 409 set
410 410 {
411 public uint AgentControlFlags 411 m_setAlwaysRun = value;
412 { 412 if (PhysicsActor != null)
413 get { return (uint)m_AgentControlFlags; } 413 {
414 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; } 414 PhysicsActor.SetAlwaysRun = value;
415 } 415 }
416 416 }
417 /// <summary> 417 }
418 /// This works out to be the ClientView object associated with this avatar, or it's client connection manager 418
419 /// </summary> 419 public byte State
420 private IClientAPI m_controllingClient; 420 {
421 421 get { return m_state; }
422 protected PhysicsActor m_physicsActor; 422 set { m_state = value; }
423 423 }
424 /// <value> 424
425 /// The client controlling this presence 425 public uint AgentControlFlags
426 /// </value> 426 {
427 public IClientAPI ControllingClient 427 get { return (uint)m_AgentControlFlags; }
428 { 428 set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
429 get { return m_controllingClient; } 429 }
430 } 430
431 431 /// <summary>
432 public IClientCore ClientView 432 /// This works out to be the ClientView object associated with this avatar, or it's client connection manager
433 { 433 /// </summary>
434 get { return (IClientCore) m_controllingClient; } 434 private IClientAPI m_controllingClient;
435 } 435
436 436 protected PhysicsActor m_physicsActor;
437 protected Vector3 m_parentPosition; 437
438 public Vector3 ParentPosition 438 /// <value>
439 { 439 /// The client controlling this presence
440 get { return m_parentPosition; } 440 /// </value>
441 set { m_parentPosition = value; } 441 public IClientAPI ControllingClient
442 } 442 {
443 443 get { return m_controllingClient; }
444 /// <summary> 444 }
445 /// Position of this avatar relative to the region the avatar is in 445
446 /// </summary> 446 public IClientCore ClientView
447 public override Vector3 AbsolutePosition 447 {
448 { 448 get { return (IClientCore) m_controllingClient; }
449 get 449 }
450 { 450
451 PhysicsActor actor = m_physicsActor; 451 protected Vector3 m_parentPosition;
452 if (actor != null) 452 public Vector3 ParentPosition
453 m_pos = actor.Position; 453 {
454 454 get { return m_parentPosition; }
455 return m_parentPosition + m_pos; 455 set { m_parentPosition = value; }
456 } 456 }
457 set 457
458 { 458 /// <summary>
459 PhysicsActor actor = m_physicsActor; 459 /// Position of this avatar relative to the region the avatar is in
460 if (actor != null) 460 /// </summary>
461 { 461 public override Vector3 AbsolutePosition
462 try 462 {
463 { 463 get
464 lock (m_scene.SyncRoot) 464 {
465 m_physicsActor.Position = value; 465 PhysicsActor actor = m_physicsActor;
466 } 466// if (actor != null)
467 catch (Exception e) 467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
468 { 468 m_pos = actor.Position;
469 m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message); 469
470 } 470 // If we're sitting, we need to update our position
471 } 471 if (m_parentID != 0)
472 472 {
473 m_pos = value; 473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 m_parentPosition = Vector3.Zero; 474 if (part != null)
475 } 475 m_parentPosition = part.AbsolutePosition;
476 } 476 }
477 477
478 public Vector3 OffsetPosition 478 return m_parentPosition + m_pos;
479 { 479 }
480 get { return m_pos; } 480 set
481 set { m_pos = value; } 481 {
482 } 482 PhysicsActor actor = m_physicsActor;
483 483 if (actor != null)
484 /// <summary> 484 {
485 /// Current velocity of the avatar. 485 try
486 /// </summary> 486 {
487 public override Vector3 Velocity 487 lock (m_scene.SyncRoot)
488 { 488 m_physicsActor.Position = value;
489 get 489 }
490 { 490 catch (Exception e)
491 PhysicsActor actor = m_physicsActor; 491 {
492 if (actor != null) 492 m_log.Error("[SCENEPRESENCE]: ABSOLUTE POSITION " + e.Message);
493 m_velocity = actor.Velocity; 493 }
494 494 }
495 return m_velocity; 495
496 } 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 set 497 m_pos = value;
498 { 498 m_parentPosition = Vector3.Zero;
499 PhysicsActor actor = m_physicsActor; 499 }
500 if (actor != null) 500 }
501 { 501
502 try 502 public Vector3 OffsetPosition
503 { 503 {
504 lock (m_scene.SyncRoot) 504 get { return m_pos; }
505 actor.Velocity = value; 505 set { m_pos = value; }
506 } 506 }
507 catch (Exception e) 507
508 { 508 /// <summary>
509 m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message); 509 /// Current velocity of the avatar.
510 } 510 /// </summary>
511 } 511 public override Vector3 Velocity
512 512 {
513 m_velocity = value; 513 get
514 } 514 {
515 } 515 PhysicsActor actor = m_physicsActor;
516 516 if (actor != null)
517 public Quaternion Rotation 517 m_velocity = actor.Velocity;
518 { 518
519 get { return m_bodyRot; } 519 return m_velocity;
520 set { m_bodyRot = value; } 520 }
521 } 521 set
522 522 {
523 public Quaternion PreviousRotation 523 PhysicsActor actor = m_physicsActor;
524 { 524 if (actor != null)
525 get { return m_bodyRotPrevious; } 525 {
526 set { m_bodyRotPrevious = value; } 526 try
527 } 527 {
528 528 lock (m_scene.SyncRoot)
529 /// <summary> 529 actor.Velocity = value;
530 /// If this is true, agent doesn't have a representation in this scene. 530 }
531 /// this is an agent 'looking into' this scene from a nearby scene(region) 531 catch (Exception e)
532 /// 532 {
533 /// if False, this agent has a representation in this scene 533 m_log.Error("[SCENEPRESENCE]: VELOCITY " + e.Message);
534 /// </summary> 534 }
535 private bool m_isChildAgent = true; 535 }
536 536
537 public bool IsChildAgent 537 m_velocity = value;
538 { 538 }
539 get { return m_isChildAgent; } 539 }
540 set { m_isChildAgent = value; } 540
541 } 541 public Quaternion OffsetRotation
542 542 {
543 private uint m_parentID; 543 get { return m_offsetRotation; }
544 544 set { m_offsetRotation = value; }
545 public uint ParentID 545 }
546 { 546
547 get { return m_parentID; } 547 public Quaternion Rotation
548 set { m_parentID = value; } 548 {
549 } 549 get {
550 public float Health 550 if (m_parentID != 0)
551 { 551 {
552 get { return m_health; } 552 if (m_offsetRotation != null)
553 set { m_health = value; } 553 {
554 } 554 return m_offsetRotation;
555 555 }
556 /// <summary> 556 else
557 /// These are the region handles known by the avatar. 557 {
558 /// </summary> 558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 public List<ulong> KnownChildRegionHandles 559 }
560 { 560
561 get 561 }
562 { 562 else
563 if (m_knownChildRegions.Count == 0) 563 {
564 return new List<ulong>(); 564 return m_bodyRot;
565 else 565 }
566 return new List<ulong>(m_knownChildRegions.Keys); 566 }
567 } 567 set {
568 } 568 m_bodyRot = value;
569 569 if (m_parentID != 0)
570 public Dictionary<ulong, string> KnownRegions 570 {
571 { 571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 get { return m_knownChildRegions; } 572 }
573 set 573 }
574 { 574 }
575 m_knownChildRegions = value; 575
576 } 576 public Quaternion PreviousRotation
577 } 577 {
578 578 get { return m_bodyRotPrevious; }
579 public ISceneViewer SceneViewer 579 set { m_bodyRotPrevious = value; }
580 { 580 }
581 get { return m_sceneViewer; } 581
582 } 582 /// <summary>
583 583 /// If this is true, agent doesn't have a representation in this scene.
584 public void AdjustKnownSeeds() 584 /// this is an agent 'looking into' this scene from a nearby scene(region)
585 { 585 ///
586 Dictionary<ulong, string> seeds; 586 /// if False, this agent has a representation in this scene
587 587 /// </summary>
588 if (Scene.CapsModule != null) 588 private bool m_isChildAgent = true;
589 seeds = Scene.CapsModule.GetChildrenSeeds(UUID); 589
590 else 590 public bool IsChildAgent
591 seeds = new Dictionary<ulong, string>(); 591 {
592 592 get { return m_isChildAgent; }
593 List<ulong> old = new List<ulong>(); 593 set { m_isChildAgent = value; }
594 foreach (ulong handle in seeds.Keys) 594 }
595 { 595
596 uint x, y; 596 private uint m_parentID;
597 Utils.LongToUInts(handle, out x, out y); 597
598 x = x / Constants.RegionSize; 598
599 y = y / Constants.RegionSize; 599 private UUID m_linkedPrim;
600 if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) 600
601 { 601 public uint ParentID
602 old.Add(handle); 602 {
603 } 603 get { return m_parentID; }
604 } 604 set { m_parentID = value; }
605 DropOldNeighbours(old); 605 }
606 606
607 if (Scene.CapsModule != null) 607 public UUID LinkedPrim
608 Scene.CapsModule.SetChildrenSeed(UUID, seeds); 608 {
609 609 get { return m_linkedPrim; }
610 KnownRegions = seeds; 610 set { m_linkedPrim = value; }
611 //m_log.Debug(" ++++++++++AFTER+++++++++++++ "); 611 }
612 //DumpKnownRegions(); 612
613 } 613 public float Health
614 614 {
615 public void DumpKnownRegions() 615 get { return m_health; }
616 { 616 set { m_health = value; }
617 m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================"); 617 }
618 foreach (KeyValuePair<ulong, string> kvp in KnownRegions) 618
619 { 619 /// <summary>
620 uint x, y; 620 /// These are the region handles known by the avatar.
621 Utils.LongToUInts(kvp.Key, out x, out y); 621 /// </summary>
622 x = x / Constants.RegionSize; 622 public List<ulong> KnownChildRegionHandles
623 y = y / Constants.RegionSize; 623 {
624 m_log.Info(" >> "+x+", "+y+": "+kvp.Value); 624 get
625 } 625 {
626 } 626 if (m_knownChildRegions.Count == 0)
627 627 return new List<ulong>();
628 private bool m_inTransit; 628 else
629 private bool m_mouseLook; 629 return new List<ulong>(m_knownChildRegions.Keys);
630 private bool m_leftButtonDown; 630 }
631 631 }
632 public bool IsInTransit 632
633 { 633 public Dictionary<ulong, string> KnownRegions
634 get { return m_inTransit; } 634 {
635 set { m_inTransit = value; } 635 get { return m_knownChildRegions; }
636 } 636 set
637 637 {
638 public float SpeedModifier 638 m_knownChildRegions = value;
639 { 639 }
640 get { return m_speedModifier; } 640 }
641 set { m_speedModifier = value; } 641
642 } 642 public ISceneViewer SceneViewer
643 643 {
644 public bool ForceFly 644 get { return m_sceneViewer; }
645 { 645 }
646 get { return m_forceFly; } 646
647 set { m_forceFly = value; } 647 public void AdjustKnownSeeds()
648 } 648 {
649 649 Dictionary<ulong, string> seeds;
650 public bool FlyDisabled 650
651 { 651 if (Scene.CapsModule != null)
652 get { return m_flyDisabled; } 652 seeds = Scene.CapsModule.GetChildrenSeeds(UUID);
653 set { m_flyDisabled = value; } 653 else
654 } 654 seeds = new Dictionary<ulong, string>();
655 655
656 public string Viewer 656 List<ulong> old = new List<ulong>();
657 { 657 foreach (ulong handle in seeds.Keys)
658 get { return m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode).Viewer; } 658 {
659 } 659 uint x, y;
660 660 Utils.LongToUInts(handle, out x, out y);
661 #endregion 661 x = x / Constants.RegionSize;
662 662 y = y / Constants.RegionSize;
663 #region Constructor(s) 663 if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
664 664 {
665 public ScenePresence() 665 old.Add(handle);
666 { 666 }
667 m_sendCourseLocationsMethod = SendCoarseLocationsDefault; 667 }
668 CreateSceneViewer(); 668 DropOldNeighbours(old);
669 m_animator = new ScenePresenceAnimator(this); 669
670 } 670 if (Scene.CapsModule != null)
671 671 Scene.CapsModule.SetChildrenSeed(UUID, seeds);
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 672
673 { 673 KnownRegions = seeds;
674 m_rootRegionHandle = reginfo.RegionHandle; 674 //m_log.Debug(" ++++++++++AFTER+++++++++++++ ");
675 m_controllingClient = client; 675 //DumpKnownRegions();
676 m_firstname = m_controllingClient.FirstName; 676 }
677 m_lastname = m_controllingClient.LastName; 677
678 m_name = String.Format("{0} {1}", m_firstname, m_lastname); 678 public void DumpKnownRegions()
679 m_scene = world; 679 {
680 m_uuid = client.AgentId; 680 m_log.Info("================ KnownRegions "+Scene.RegionInfo.RegionName+" ================");
681 m_regionInfo = reginfo; 681 foreach (KeyValuePair<ulong, string> kvp in KnownRegions)
682 m_localId = m_scene.AllocateLocalId(); 682 {
683 683 uint x, y;
684 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 684 Utils.LongToUInts(kvp.Key, out x, out y);
685 685 x = x / Constants.RegionSize;
686 if (account != null) 686 y = y / Constants.RegionSize;
687 m_userLevel = account.UserLevel; 687 m_log.Info(" >> "+x+", "+y+": "+kvp.Value);
688 688 }
689 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 689 }
690 if (gm != null) 690
691 m_grouptitle = gm.GetGroupTitle(m_uuid); 691 private bool m_inTransit;
692 692 private bool m_mouseLook;
693 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>(); 693 private bool m_leftButtonDown;
694 694
695 AbsolutePosition = posLastSignificantMove = m_CameraCenter = 695 public bool IsInTransit
696 m_lastCameraCenter = m_controllingClient.StartPos; 696 {
697 697 get { return m_inTransit; }
698 m_reprioritization_timer = new Timer(world.ReprioritizationInterval); 698 set { m_inTransit = value; }
699 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize); 699 }
700 m_reprioritization_timer.AutoReset = false; 700
701 701 public float SpeedModifier
702 AdjustKnownSeeds(); 702 {
703 703 get { return m_speedModifier; }
704 // TODO: I think, this won't send anything, as we are still a child here... 704 set { m_speedModifier = value; }
705 Animator.TrySetMovementAnimation("STAND"); 705 }
706 706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 707 public bool ForceFly
708 // Request info about all the (root) agents in this region 708 {
709 // Note: This won't send data *to* other clients in that region (children don't send) 709 get { return m_forceFly; }
710 SendInitialFullUpdateToAllClients(); 710 set { m_forceFly = value; }
711 711 }
712 RegisterToEvents(); 712
713 SetDirectionVectors(); 713 public bool FlyDisabled
714 } 714 {
715 715 get { return m_flyDisabled; }
716 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams, 716 set { m_flyDisabled = value; }
717 AvatarWearable[] wearables) 717 }
718 : this(client, world, reginfo) 718
719 { 719 public string Viewer
720 m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams); 720 {
721 } 721 get { return m_scene.AuthenticateHandler.GetAgentCircuitData(ControllingClient.CircuitCode).Viewer; }
722 722 }
723 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance) 723
724 : this(client, world, reginfo) 724 #endregion
725 { 725
726 m_appearance = appearance; 726 #region Constructor(s)
727 } 727
728 728 public ScenePresence()
729 private void CreateSceneViewer() 729 {
730 { 730 m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
731 m_sceneViewer = new SceneViewer(this); 731 CreateSceneViewer();
732 } 732 m_animator = new ScenePresenceAnimator(this);
733 733 }
734 public void RegisterToEvents() 734
735 { 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
736 m_controllingClient.OnRequestWearables += SendWearables; 736 {
737 m_controllingClient.OnSetAppearance += SetAppearance; 737 m_rootRegionHandle = reginfo.RegionHandle;
738 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement; 738 m_controllingClient = client;
739 //m_controllingClient.OnCompleteMovementToRegion += SendInitialData; 739 m_firstname = m_controllingClient.FirstName;
740 m_controllingClient.OnAgentUpdate += HandleAgentUpdate; 740 m_lastname = m_controllingClient.LastName;
741 m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit; 741 m_name = String.Format("{0} {1}", m_firstname, m_lastname);
742 m_controllingClient.OnAgentSit += HandleAgentSit; 742 m_scene = world;
743 m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 743 m_uuid = client.AgentId;
744 m_controllingClient.OnStartAnim += HandleStartAnim; 744 m_regionInfo = reginfo;
745 m_controllingClient.OnStopAnim += HandleStopAnim; 745 m_localId = m_scene.AllocateLocalId();
746 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls; 746
747 m_controllingClient.OnAutoPilotGo += DoAutoPilot; 747 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
748 m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition); 748
749 749 if (account != null)
750 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 750 m_userLevel = account.UserLevel;
751 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 751
752 } 752 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
753 753 if (gm != null)
754 private void SetDirectionVectors() 754 m_grouptitle = gm.GetGroupTitle(m_uuid);
755 { 755
756 Dir_Vectors[0] = Vector3.UnitX; //FORWARD 756 m_scriptEngines = m_scene.RequestModuleInterfaces<IScriptModule>();
757 Dir_Vectors[1] = -Vector3.UnitX; //BACK 757
758 Dir_Vectors[2] = Vector3.UnitY; //LEFT 758 AbsolutePosition = posLastSignificantMove = m_CameraCenter =
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 759 m_lastCameraCenter = m_controllingClient.StartPos;
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 760
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 761 m_reprioritization_timer = new Timer(world.ReprioritizationInterval);
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 762 m_reprioritization_timer.Elapsed += new ElapsedEventHandler(Reprioritize);
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 763 m_reprioritization_timer.AutoReset = false;
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 764
765 } 765 AdjustKnownSeeds();
766 766 Animator.TrySetMovementAnimation("STAND");
767 private Vector3[] GetWalkDirectionVectors() 767 // we created a new ScenePresence (a new child agent) in a fresh region.
768 { 768 // Request info about all the (root) agents in this region
769 Vector3[] vector = new Vector3[9]; 769 // Note: This won't send data *to* other clients in that region (children don't send)
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 770 SendInitialFullUpdateToAllClients();
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 771 RegisterToEvents();
772 vector[2] = Vector3.UnitY; //LEFT 772 if (m_controllingClient != null)
773 vector[3] = -Vector3.UnitY; //RIGHT 773 {
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 774 m_controllingClient.ProcessPendingPackets();
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 775 }
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 776 SetDirectionVectors();
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 777 }
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 778
779 return vector; 779 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, byte[] visualParams,
780 } 780 AvatarWearable[] wearables)
781 781 : this(client, world, reginfo)
782 #endregion 782 {
783 783 m_appearance = new AvatarAppearance(m_uuid, wearables, visualParams);
784 public uint GenerateClientFlags(UUID ObjectID) 784 }
785 { 785
786 return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID); 786 public ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance)
787 } 787 : this(client, world, reginfo)
788 788 {
789 /// <summary> 789 m_appearance = appearance;
790 /// Send updates to the client about prims which have been placed on the update queue. We don't 790 }
791 /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent 791
792 /// timestamp has already been sent. 792 private void CreateSceneViewer()
793 /// </summary> 793 {
794 public void SendPrimUpdates() 794 m_sceneViewer = new SceneViewer(this);
795 { 795 }
796 m_perfMonMS = Util.EnvironmentTickCount(); 796
797 797 public void RegisterToEvents()
798 m_sceneViewer.SendPrimUpdates(); 798 {
799 799 m_controllingClient.OnRequestWearables += SendWearables;
800 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 800 m_controllingClient.OnSetAppearance += SetAppearance;
801 } 801 m_controllingClient.OnCompleteMovementToRegion += CompleteMovement;
802 802 //m_controllingClient.OnCompleteMovementToRegion += SendInitialData;
803 #region Status Methods 803 m_controllingClient.OnAgentUpdate += HandleAgentUpdate;
804 804 m_controllingClient.OnAgentRequestSit += HandleAgentRequestSit;
805 /// <summary> 805 m_controllingClient.OnAgentSit += HandleAgentSit;
806 /// This turns a child agent, into a root agent 806 m_controllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
807 /// This is called when an agent teleports into a region, or if an 807 m_controllingClient.OnStartAnim += HandleStartAnim;
808 /// agent crosses into this region from a neighbor over the border 808 m_controllingClient.OnStopAnim += HandleStopAnim;
809 /// </summary> 809 m_controllingClient.OnForceReleaseControls += HandleForceReleaseControls;
810 public void MakeRootAgent(Vector3 pos, bool isFlying) 810 m_controllingClient.OnAutoPilotGo += DoAutoPilot;
811 { 811 m_controllingClient.AddGenericPacketHandler("autopilot", DoMoveToPosition);
812 m_log.DebugFormat( 812
813 "[SCENE]: Upgrading child to root agent for {0} in {1}", 813 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
814 Name, m_scene.RegionInfo.RegionName); 814 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
815 815 }
816 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 816
817 817 private void SetDirectionVectors()
818 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 818 {
819 if (gm != null) 819 Dir_Vectors[0] = Vector3.UnitX; //FORWARD
820 m_grouptitle = gm.GetGroupTitle(m_uuid); 820 Dir_Vectors[1] = -Vector3.UnitX; //BACK
821 821 Dir_Vectors[2] = Vector3.UnitY; //LEFT
822 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
823 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
824 m_scene.SetRootAgentScene(m_uuid); 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
825 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
826 // Moved this from SendInitialData to ensure that m_appearance is initialized 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
827 // before the inventory is processed in MakeRootAgent. This fixes a race condition 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 // related to the handling of attachments 828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
830 if (m_scene.TestBorderCross(pos, Cardinals.E)) 830 }
831 { 831
832 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 832 private Vector3[] GetWalkDirectionVectors()
833 pos.X = crossedBorder.BorderLine.Z - 1; 833 {
834 } 834 Vector3[] vector = new Vector3[11];
835 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
836 if (m_scene.TestBorderCross(pos, Cardinals.N)) 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
837 { 837 vector[2] = Vector3.UnitY; //LEFT
838 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 838 vector[3] = -Vector3.UnitY; //RIGHT
839 pos.Y = crossedBorder.BorderLine.Z - 1; 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
840 } 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
841 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
843 { 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 m_log.WarnFormat( 844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
846 pos, Name, UUID); 846 return vector;
847 847 }
848 if (pos.X < 0f) pos.X = 0f; 848
849 if (pos.Y < 0f) pos.Y = 0f; 849 private bool[] GetDirectionIsNudge()
850 if (pos.Z < 0f) pos.Z = 0f; 850 {
851 } 851 bool[] isNudge = new bool[11];
852 852 isNudge[0] = false; //FORWARD
853 float localAVHeight = 1.56f; 853 isNudge[1] = false; //BACK
854 if (m_avHeight != 127.0f) 854 isNudge[2] = false; //LEFT
855 { 855 isNudge[3] = false; //RIGHT
856 localAVHeight = m_avHeight; 856 isNudge[4] = false; //UP
857 } 857 isNudge[5] = false; //DOWN
858 858 isNudge[6] = true; //FORWARD_NUDGE
859 float posZLimit = 0; 859 isNudge[7] = true; //BACK_NUDGE
860 860 isNudge[8] = true; //LEFT_NUDGE
861 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 861 isNudge[9] = true; //RIGHT_NUDGE
862 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 862 isNudge[10] = true; //DOWN_Nudge
863 863 return isNudge;
864 float newPosZ = posZLimit + localAVHeight / 2; 864 }
865 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 865
866 { 866
867 pos.Z = newPosZ; 867 #endregion
868 } 868
869 AbsolutePosition = pos; 869 public uint GenerateClientFlags(UUID ObjectID)
870 870 {
871 AddToPhysicalScene(isFlying); 871 return m_scene.Permissions.GenerateClientFlags(m_uuid, ObjectID);
872 872 }
873 if (m_forceFly) 873
874 { 874 /// <summary>
875 m_physicsActor.Flying = true; 875 /// Send updates to the client about prims which have been placed on the update queue. We don't
876 } 876 /// necessarily send updates for all the parts on the queue, e.g. if an updates with a more recent
877 else if (m_flyDisabled) 877 /// timestamp has already been sent.
878 { 878 /// </summary>
879 m_physicsActor.Flying = false; 879 public void SendPrimUpdates()
880 } 880 {
881 881 m_perfMonMS = Util.EnvironmentTickCount();
882 if (m_appearance != null) 882
883 { 883 m_sceneViewer.SendPrimUpdates();
884 if (m_appearance.AvatarHeight > 0) 884
885 SetHeight(m_appearance.AvatarHeight); 885 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
886 } 886 }
887 else 887
888 { 888 #region Status Methods
889 m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName); 889
890 // emergency; this really shouldn't happen 890 /// <summary>
891 m_appearance = new AvatarAppearance(UUID); 891 /// This turns a child agent, into a root agent
892 } 892 /// This is called when an agent teleports into a region, or if an
893 893 /// agent crosses into this region from a neighbor over the border
894 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 894 /// </summary>
895 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 895 public void MakeRootAgent(Vector3 pos, bool isFlying)
896 // elsewhere anyway 896 {
897 // Animator.SendAnimPack(); 897 m_log.DebugFormat(
898 898 "[SCENE]: Upgrading child to root agent for {0} in {1}",
899 m_scene.SwapRootAgentCount(false); 899 Name, m_scene.RegionInfo.RegionName);
900 900
901 //CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid); 901 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
902 //if (userInfo != null) 902
903 // userInfo.FetchInventory(); 903 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
904 //else 904 if (gm != null)
905 // m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid); 905 m_grouptitle = gm.GetGroupTitle(m_uuid);
906 906
907 // On the next prim update, all objects will be sent 907 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
908 // 908 m_scene.SetRootAgentScene(m_uuid);
909 m_sceneViewer.Reset(); 909
910 910 // Moved this from SendInitialData to ensure that m_appearance is initialized
911 m_isChildAgent = false; 911 // before the inventory is processed in MakeRootAgent. This fixes a race condition
912 912 // related to the handling of attachments
913 // send the animations of the other presences to me 913 //m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
914 m_scene.ForEachScenePresence(delegate(ScenePresence presence) 914 if (m_scene.TestBorderCross(pos, Cardinals.E))
915 { 915 {
916 if (presence != this) 916 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
917 presence.Animator.SendAnimPackToClient(ControllingClient); 917 pos.X = crossedBorder.BorderLine.Z - 1;
918 }); 918 }
919 919
920 m_scene.EventManager.TriggerOnMakeRootAgent(this); 920 if (m_scene.TestBorderCross(pos, Cardinals.N))
921 } 921 {
922 922 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
923 /// <summary> 923 pos.Y = crossedBorder.BorderLine.Z - 1;
924 /// This turns a root agent into a child agent 924 }
925 /// when an agent departs this region for a neighbor, this gets called. 925
926 /// 926 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
927 /// It doesn't get called for a teleport. Reason being, an agent that 927 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
928 /// teleports out may not end up anywhere near this region 928 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
929 /// </summary> 929 if (KnownChildRegionHandles.Count == 0)
930 public void MakeChildAgent() 930 {
931 { 931 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
932 // It looks like m_animator is set to null somewhere, and MakeChild 932 if (land != null)
933 // is called after that. Probably in aborted teleports. 933 {
934 if (m_animator == null) 934 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
935 m_animator = new ScenePresenceAnimator(this); 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 else 936 {
937 Animator.ResetAnimations(); 937 pos = land.LandData.UserLocation;
938 938 }
939// m_log.DebugFormat( 939 }
940// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 940 }
941// Name, UUID, m_scene.RegionInfo.RegionName); 941
942 942 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
943 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing, 943 {
944 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated. 944 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
945 //Velocity = new Vector3(0, 0, 0); 945
946 946 if (pos.X < 0)
947 m_isChildAgent = true; 947 {
948 m_scene.SwapRootAgentCount(true); 948 emergencyPos.X = (int)Constants.RegionSize + pos.X;
949 RemoveFromPhysicalScene(); 949 if (!(pos.Y < 0))
950 950 emergencyPos.Y = pos.Y;
951 // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into 951 if (!(pos.Z < 0))
952 952 emergencyPos.Z = pos.Z;
953 m_scene.EventManager.TriggerOnMakeChildAgent(this); 953 }
954 } 954 if (pos.Y < 0)
955 955 {
956 /// <summary> 956 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
957 /// Removes physics plugin scene representation of this agent if it exists. 957 if (!(pos.X < 0))
958 /// </summary> 958 emergencyPos.X = pos.X;
959 private void RemoveFromPhysicalScene() 959 if (!(pos.Z < 0))
960 { 960 emergencyPos.Z = pos.Z;
961 if (PhysicsActor != null) 961 }
962 { 962 if (pos.Z < 0)
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 963 {
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 964 emergencyPos.Z = 128;
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 965 if (!(pos.Y < 0))
966 m_physicsActor.UnSubscribeEvents(); 966 emergencyPos.Y = pos.Y;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 967 if (!(pos.X < 0))
968 PhysicsActor = null; 968 emergencyPos.X = pos.X;
969 } 969 }
970 } 970 }
971 971
972 /// <summary> 972 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
973 /// 973 {
974 /// </summary> 974 m_log.WarnFormat(
975 /// <param name="pos"></param> 975 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
976 public void Teleport(Vector3 pos) 976 pos, Name, UUID);
977 { 977
978 bool isFlying = false; 978 if (pos.X < 0f) pos.X = 0f;
979 if (m_physicsActor != null) 979 if (pos.Y < 0f) pos.Y = 0f;
980 isFlying = m_physicsActor.Flying; 980 if (pos.Z < 0f) pos.Z = 0f;
981 981 }
982 RemoveFromPhysicalScene(); 982
983 Velocity = Vector3.Zero; 983 float localAVHeight = 1.56f;
984 AbsolutePosition = pos; 984 if (m_avHeight != 127.0f)
985 AddToPhysicalScene(isFlying); 985 {
986 if (m_appearance != null) 986 localAVHeight = m_avHeight;
987 { 987 }
988 if (m_appearance.AvatarHeight > 0) 988
989 SetHeight(m_appearance.AvatarHeight); 989 float posZLimit = 0;
990 } 990
991 991 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
992 SendTerseUpdateToAllClients(); 992 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
993 } 993
994 994 float newPosZ = posZLimit + localAVHeight / 2;
995 public void TeleportWithMomentum(Vector3 pos) 995 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
996 { 996 {
997 bool isFlying = false; 997 pos.Z = newPosZ;
998 if (m_physicsActor != null) 998 }
999 isFlying = m_physicsActor.Flying; 999 AbsolutePosition = pos;
1000 1000
1001 RemoveFromPhysicalScene(); 1001 AddToPhysicalScene(isFlying);
1002 AbsolutePosition = pos; 1002
1003 AddToPhysicalScene(isFlying); 1003 if (m_forceFly)
1004 if (m_appearance != null) 1004 {
1005 { 1005 m_physicsActor.Flying = true;
1006 if (m_appearance.AvatarHeight > 0) 1006 }
1007 SetHeight(m_appearance.AvatarHeight); 1007 else if (m_flyDisabled)
1008 } 1008 {
1009 1009 m_physicsActor.Flying = false;
1010 SendTerseUpdateToAllClients(); 1010 }
1011 } 1011
1012 1012 if (m_appearance != null)
1013 /// <summary> 1013 {
1014 /// 1014 if (m_appearance.AvatarHeight > 0)
1015 /// </summary> 1015 SetHeight(m_appearance.AvatarHeight);
1016 public void StopMovement() 1016 }
1017 { 1017 else
1018 } 1018 {
1019 1019 m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName);
1020 public void StopFlying() 1020 // emergency; this really shouldn't happen
1021 { 1021 m_appearance = new AvatarAppearance(UUID);
1022 ControllingClient.StopFlying(this); 1022 }
1023 } 1023
1024 1024 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
1025 public void AddNeighbourRegion(ulong regionHandle, string cap) 1025 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
1026 { 1026 // elsewhere anyway
1027 lock (m_knownChildRegions) 1027 // Animator.SendAnimPack();
1028 { 1028
1029 if (!m_knownChildRegions.ContainsKey(regionHandle)) 1029 m_scene.SwapRootAgentCount(false);
1030 { 1030
1031 uint x, y; 1031 //CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid);
1032 Utils.LongToUInts(regionHandle, out x, out y); 1032 //if (userInfo != null)
1033 m_knownChildRegions.Add(regionHandle, cap); 1033 // userInfo.FetchInventory();
1034 } 1034 //else
1035 } 1035 // m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
1036 } 1036
1037 1037 // On the next prim update, all objects will be sent
1038 public void RemoveNeighbourRegion(ulong regionHandle) 1038 //
1039 { 1039 m_sceneViewer.Reset();
1040 lock (m_knownChildRegions) 1040
1041 { 1041 m_isChildAgent = false;
1042 if (m_knownChildRegions.ContainsKey(regionHandle)) 1042
1043 { 1043 // send the animations of the other presences to me
1044 m_knownChildRegions.Remove(regionHandle); 1044 m_scene.ForEachScenePresence(delegate(ScenePresence presence)
1045 //m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count); 1045 {
1046 } 1046 if (presence != this)
1047 } 1047 presence.Animator.SendAnimPackToClient(ControllingClient);
1048 } 1048 });
1049 1049
1050 public void DropOldNeighbours(List<ulong> oldRegions) 1050 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1051 { 1051 }
1052 foreach (ulong handle in oldRegions) 1052
1053 { 1053 /// <summary>
1054 RemoveNeighbourRegion(handle); 1054 /// This turns a root agent into a child agent
1055 Scene.CapsModule.DropChildSeed(UUID, handle); 1055 /// when an agent departs this region for a neighbor, this gets called.
1056 } 1056 ///
1057 } 1057 /// It doesn't get called for a teleport. Reason being, an agent that
1058 1058 /// teleports out may not end up anywhere near this region
1059 public List<ulong> GetKnownRegionList() 1059 /// </summary>
1060 { 1060 public void MakeChildAgent()
1061 return new List<ulong>(m_knownChildRegions.Keys); 1061 {
1062 } 1062 // It looks like m_animator is set to null somewhere, and MakeChild
1063 1063 // is called after that. Probably in aborted teleports.
1064 #endregion 1064 if (m_animator == null)
1065 1065 m_animator = new ScenePresenceAnimator(this);
1066 #region Event Handlers 1066 else
1067 1067 Animator.ResetAnimations();
1068 /// <summary> 1068
1069 /// Sets avatar height in the phyiscs plugin 1069// m_log.DebugFormat(
1070 /// </summary> 1070// "[SCENEPRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1071 internal void SetHeight(float height) 1071// Name, UUID, m_scene.RegionInfo.RegionName);
1072 { 1072
1073 m_avHeight = height; 1073 // Don't zero out the velocity since this can cause problems when an avatar is making a region crossing,
1074 if (PhysicsActor != null && !IsChildAgent) 1074 // depending on the exact timing. This shouldn't matter anyway since child agent positions are not updated.
1075 { 1075 //Velocity = new Vector3(0, 0, 0);
1076 Vector3 SetSize = new Vector3(0.45f, 0.6f, m_avHeight); 1076
1077 PhysicsActor.Size = SetSize; 1077 m_isChildAgent = true;
1078 } 1078 m_scene.SwapRootAgentCount(true);
1079 } 1079 RemoveFromPhysicalScene();
1080 1080
1081 /// <summary> 1081 // FIXME: Set m_rootRegionHandle to the region handle of the scene this agent is moving into
1082 /// Complete Avatar's movement into the region. 1082
1083 /// This is called upon a very important packet sent from the client, 1083 m_scene.EventManager.TriggerOnMakeChildAgent(this);
1084 /// so it's client-controlled. Never call this method directly. 1084 }
1085 /// </summary> 1085
1086 public void CompleteMovement(IClientAPI client) 1086 /// <summary>
1087 { 1087 /// Removes physics plugin scene representation of this agent if it exists.
1088 //m_log.Debug("[SCENE PRESENCE]: CompleteMovement"); 1088 /// </summary>
1089 1089 private void RemoveFromPhysicalScene()
1090 Vector3 look = Velocity; 1090 {
1091 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1091 if (PhysicsActor != null)
1092 { 1092 {
1093 look = new Vector3(0.99f, 0.042f, 0); 1093 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1094 } 1094 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
1095 1095 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1096 // Prevent teleporting to an underground location 1096 m_physicsActor.UnSubscribeEvents();
1097 // (may crash client otherwise) 1097 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1098 // 1098 PhysicsActor = null;
1099 Vector3 pos = AbsolutePosition; 1099 }
1100 float ground = m_scene.GetGroundHeight(pos.X, pos.Y); 1100 }
1101 if (pos.Z < ground + 1.5f) 1101
1102 { 1102 /// <summary>
1103 pos.Z = ground + 1.5f; 1103 ///
1104 AbsolutePosition = pos; 1104 /// </summary>
1105 } 1105 /// <param name="pos"></param>
1106 1106 public void Teleport(Vector3 pos)
1107 m_isChildAgent = false; 1107 {
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1108 bool isFlying = false;
1109 MakeRootAgent(AbsolutePosition, m_flying); 1109
1110 1110 if (m_physicsActor != null)
1111 if ((m_callbackURI != null) && !m_callbackURI.Equals("")) 1111 isFlying = m_physicsActor.Flying;
1112 { 1112
1113 m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI); 1113 RemoveFromPhysicalScene();
1114 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI); 1114 Velocity = Vector3.Zero;
1115 m_callbackURI = null; 1115 AbsolutePosition = pos;
1116 } 1116 AddToPhysicalScene(isFlying);
1117 1117 if (m_appearance != null)
1118 //m_log.DebugFormat("Completed movement"); 1118 {
1119 1119 if (m_appearance.AvatarHeight > 0)
1120 m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look); 1120 SetHeight(m_appearance.AvatarHeight);
1121 SendInitialData(); 1121 }
1122 1122
1123 // Create child agents in neighbouring regions 1123 SendTerseUpdateToAllClients();
1124 if (!m_isChildAgent) 1124
1125 { 1125 }
1126 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1126
1127 if (m_agentTransfer != null) 1127 public void TeleportWithMomentum(Vector3 pos)
1128 m_agentTransfer.EnableChildAgents(this); 1128 {
1129 else 1129 bool isFlying = false;
1130 m_log.DebugFormat("[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active"); 1130 if (m_physicsActor != null)
1131 1131 isFlying = m_physicsActor.Flying;
1132 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1132
1133 if (friendsModule != null) 1133 RemoveFromPhysicalScene();
1134 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1134 AbsolutePosition = pos;
1135 } 1135 AddToPhysicalScene(isFlying);
1136 1136 if (m_appearance != null)
1137 } 1137 {
1138 1138 if (m_appearance.AvatarHeight > 0)
1139 /// <summary> 1139 SetHeight(m_appearance.AvatarHeight);
1140 /// Callback for the Camera view block check. Gets called with the results of the camera view block test 1140 }
1141 /// hitYN is true when there's something in the way. 1141
1142 /// </summary> 1142 SendTerseUpdateToAllClients();
1143 /// <param name="hitYN"></param> 1143 }
1144 /// <param name="collisionPoint"></param> 1144
1145 /// <param name="localid"></param> 1145 /// <summary>
1146 /// <param name="distance"></param> 1146 ///
1147 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1147 /// </summary>
1148 { 1148 public void StopMovement()
1149 const float POSITION_TOLERANCE = 0.02f; 1149 {
1150 const float VELOCITY_TOLERANCE = 0.02f; 1150 }
1151 const float ROTATION_TOLERANCE = 0.02f; 1151
1152 1152 public void StopFlying()
1153 if (m_followCamAuto) 1153 {
1154 { 1154 ControllingClient.StopFlying(this);
1155 if (hitYN) 1155 }
1156 { 1156
1157 CameraConstraintActive = true; 1157 public void AddNeighbourRegion(ulong regionHandle, string cap)
1158 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1158 {
1159 1159 lock (m_knownChildRegions)
1160 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1160 {
1161 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1161 if (!m_knownChildRegions.ContainsKey(regionHandle))
1162 } 1162 {
1163 else 1163 uint x, y;
1164 { 1164 Utils.LongToUInts(regionHandle, out x, out y);
1165 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1165 m_knownChildRegions.Add(regionHandle, cap);
1166 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1166 }
1167 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1167 }
1168 { 1168 }
1169 if (CameraConstraintActive) 1169
1170 { 1170 public void RemoveNeighbourRegion(ulong regionHandle)
1171 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1171 {
1172 CameraConstraintActive = false; 1172 lock (m_knownChildRegions)
1173 } 1173 {
1174 } 1174 if (m_knownChildRegions.ContainsKey(regionHandle))
1175 } 1175 {
1176 } 1176 m_knownChildRegions.Remove(regionHandle);
1177 } 1177 //m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count);
1178 1178 }
1179 /// <summary> 1179 }
1180 /// This is the event handler for client movement. If a client is moving, this event is triggering. 1180 }
1181 /// </summary> 1181
1182 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 1182 public void DropOldNeighbours(List<ulong> oldRegions)
1183 { 1183 {
1184 //if (m_isChildAgent) 1184 foreach (ulong handle in oldRegions)
1185 //{ 1185 {
1186 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); 1186 RemoveNeighbourRegion(handle);
1187 // return; 1187 Scene.CapsModule.DropChildSeed(UUID, handle);
1188 //} 1188 }
1189 1189 }
1190 m_perfMonMS = Util.EnvironmentTickCount(); 1190
1191 1191 public List<ulong> GetKnownRegionList()
1192 ++m_movementUpdateCount; 1192 {
1193 if (m_movementUpdateCount < 1) 1193 return new List<ulong>(m_knownChildRegions.Keys);
1194 m_movementUpdateCount = 1; 1194 }
1195 1195
1196 #region Sanity Checking 1196 #endregion
1197 1197
1198 // This is irritating. Really. 1198 #region Event Handlers
1199 if (!AbsolutePosition.IsFinite()) 1199
1200 { 1200 /// <summary>
1201 RemoveFromPhysicalScene(); 1201 /// Sets avatar height in the phyiscs plugin
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1202 /// </summary>
1203 1203 internal void SetHeight(float height)
1204 m_pos = m_LastFinitePos; 1204 {
1205 if (!m_pos.IsFinite()) 1205 m_avHeight = height;
1206 { 1206 if (PhysicsActor != null && !IsChildAgent)
1207 m_pos.X = 127f; 1207 {
1208 m_pos.Y = 127f; 1208 Vector3 SetSize = new Vector3(0.45f, 0.6f, m_avHeight);
1209 m_pos.Z = 127f; 1209 PhysicsActor.Size = SetSize;
1210 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903"); 1210 }
1211 } 1211 }
1212 1212
1213 AddToPhysicalScene(false); 1213 /// <summary>
1214 } 1214 /// Complete Avatar's movement into the region.
1215 else 1215 /// This is called upon a very important packet sent from the client,
1216 { 1216 /// so it's client-controlled. Never call this method directly.
1217 m_LastFinitePos = m_pos; 1217 /// </summary>
1218 } 1218 public void CompleteMovement(IClientAPI client)
1219 1219 {
1220 #endregion Sanity Checking 1220 //m_log.Debug("[SCENE PRESENCE]: CompleteMovement");
1221 1221
1222 #region Inputs 1222 Vector3 look = Velocity;
1223 1223 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1224 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags; 1224 {
1225 Quaternion bodyRotation = agentData.BodyRotation; 1225 look = new Vector3(0.99f, 0.042f, 0);
1226 1226 }
1227 // Camera location in world. We'll need to raytrace 1227
1228 // from this location from time to time. 1228 // Prevent teleporting to an underground location
1229 m_CameraCenter = agentData.CameraCenter; 1229 // (may crash client otherwise)
1230 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance) 1230 //
1231 { 1231 Vector3 pos = AbsolutePosition;
1232 ReprioritizeUpdates(); 1232 float ground = m_scene.GetGroundHeight(pos.X, pos.Y);
1233 m_lastCameraCenter = m_CameraCenter; 1233 if (pos.Z < ground + 1.5f)
1234 } 1234 {
1235 1235 pos.Z = ground + 1.5f;
1236 // Use these three vectors to figure out what the agent is looking at 1236 AbsolutePosition = pos;
1237 // Convert it to a Matrix and/or Quaternion 1237 }
1238 m_CameraAtAxis = agentData.CameraAtAxis; 1238 m_isChildAgent = false;
1239 m_CameraLeftAxis = agentData.CameraLeftAxis; 1239 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1240 m_CameraUpAxis = agentData.CameraUpAxis; 1240 MakeRootAgent(AbsolutePosition, m_flying);
1241 1241
1242 // The Agent's Draw distance setting 1242 if ((m_callbackURI != null) && !m_callbackURI.Equals(""))
1243 m_DrawDistance = agentData.Far; 1243 {
1244 1244 m_log.DebugFormat("[SCENE PRESENCE]: Releasing agent in URI {0}", m_callbackURI);
1245 // Check if Client has camera in 'follow cam' or 'build' mode. 1245 Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
1246 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); 1246 m_callbackURI = null;
1247 1247 }
1248 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f) 1248
1249 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; 1249 //m_log.DebugFormat("Completed movement");
1250 1250
1251 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1251 m_controllingClient.MoveAgentIntoRegion(m_regionInfo, AbsolutePosition, look);
1252 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1252 SendInitialData();
1253 1253
1254 #endregion Inputs 1254 // Create child agents in neighbouring regions
1255 1255 if (!m_isChildAgent)
1256 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) 1256 {
1257 { 1257 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1258 StandUp(); 1258 if (m_agentTransfer != null)
1259 } 1259 m_agentTransfer.EnableChildAgents(this);
1260 1260 else
1261 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto); 1261 m_log.DebugFormat("[SCENE PRESENCE]: Unable to create child agents in neighbours, because AgentTransferModule is not active");
1262 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1262
1263 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1263 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1264 { 1264 if (friendsModule != null)
1265 if (m_followCamAuto) 1265 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1266 { 1266 }
1267 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1267
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1268 }
1269 } 1269
1270 } 1270 /// <summary>
1271 1271 /// Callback for the Camera view block check. Gets called with the results of the camera view block test
1272 lock (scriptedcontrols) 1272 /// hitYN is true when there's something in the way.
1273 { 1273 /// </summary>
1274 if (scriptedcontrols.Count > 0) 1274 /// <param name="hitYN"></param>
1275 { 1275 /// <param name="collisionPoint"></param>
1276 SendControlToScripts((uint)flags); 1276 /// <param name="localid"></param>
1277 flags = RemoveIgnoredControls(flags, IgnoredControls); 1277 /// <param name="distance"></param>
1278 } 1278 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1279 } 1279 {
1280 1280 const float POSITION_TOLERANCE = 0.02f;
1281 if (m_autopilotMoving) 1281 const float VELOCITY_TOLERANCE = 0.02f;
1282 CheckAtSitTarget(); 1282 const float ROTATION_TOLERANCE = 0.02f;
1283 1283
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1284 if (m_followCamAuto)
1285 { 1285 {
1286 // TODO: This doesn't prevent the user from walking yet. 1286 if (hitYN)
1287 // Setting parent ID would fix this, if we knew what value 1287 {
1288 // to use. Or we could add a m_isSitting variable. 1288 CameraConstraintActive = true;
1289 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1289 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance);
1290 SitGround = true; 1290
1291 } 1291 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint);
1292 1292 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint)));
1293 // In the future, these values might need to go global. 1293 }
1294 // Here's where you get them. 1294 else
1295 m_AgentControlFlags = flags; 1295 {
1296 m_headrotation = agentData.HeadRotation; 1296 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1297 m_state = agentData.State; 1297 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
1298 1298 !m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1299 PhysicsActor actor = PhysicsActor; 1299 {
1300 if (actor == null) 1300 if (CameraConstraintActive)
1301 { 1301 {
1302 return; 1302 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f));
1303 } 1303 CameraConstraintActive = false;
1304 1304 }
1305 bool update_movementflag = false; 1305 }
1306 1306 }
1307 if (m_allowMovement && !SitGround) 1307 }
1308 { 1308 }
1309 if (agentData.UseClientAgentPosition) 1309
1310 { 1310 /// <summary>
1311 m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f; 1311 /// This is the event handler for client movement. If a client is moving, this event is triggering.
1312 m_moveToPositionTarget = agentData.ClientAgentPosition; 1312 /// </summary>
1313 } 1313 public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
1314 1314 {
1315 int i = 0; 1315 //if (m_isChildAgent)
1316 1316 //{
1317 bool update_rotation = false; 1317 // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent");
1318 bool DCFlagKeyPressed = false; 1318 // return;
1319 Vector3 agent_control_v3 = Vector3.Zero; 1319 //}
1320 Quaternion q = bodyRotation; 1320
1321 1321 m_perfMonMS = Util.EnvironmentTickCount();
1322 bool oldflying = PhysicsActor.Flying; 1322
1323 1323 ++m_movementUpdateCount;
1324 if (m_forceFly) 1324 if (m_movementUpdateCount < 1)
1325 actor.Flying = true; 1325 m_movementUpdateCount = 1;
1326 else if (m_flyDisabled) 1326
1327 actor.Flying = false; 1327 #region Sanity Checking
1328 else 1328
1329 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1329 // This is irritating. Really.
1330 1330 if (!AbsolutePosition.IsFinite())
1331 if (actor.Flying != oldflying) 1331 {
1332 update_movementflag = true; 1332 RemoveFromPhysicalScene();
1333 1333 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1334 if (q != m_bodyRot) 1334
1335 { 1335 m_pos = m_LastFinitePos;
1336 m_bodyRot = q; 1336
1337 update_rotation = true; 1337 if (!m_pos.IsFinite())
1338 } 1338 {
1339 1339 m_pos.X = 127f;
1340 if (m_parentID == 0) 1340 m_pos.Y = 127f;
1341 { 1341 m_pos.Z = 127f;
1342 bool bAllowUpdateMoveToPosition = false; 1342 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999903");
1343 bool bResetMoveToPosition = false; 1343 }
1344 1344
1345 Vector3[] dirVectors; 1345 AddToPhysicalScene(false);
1346 1346 }
1347 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying 1347 else
1348 // this prevents 'jumping' in inappropriate situations. 1348 {
1349 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying)) 1349 m_LastFinitePos = m_pos;
1350 dirVectors = GetWalkDirectionVectors(); 1350 }
1351 else 1351
1352 dirVectors = Dir_Vectors; 1352 #endregion Sanity Checking
1353 1353
1354 // The fact that m_movementflag is a byte needs to be fixed 1354 #region Inputs
1355 // it really should be a uint 1355
1356 uint nudgehack = 250; 1356 AgentManager.ControlFlags flags = (AgentManager.ControlFlags)agentData.ControlFlags;
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1357 Quaternion bodyRotation = agentData.BodyRotation;
1358 { 1358
1359 if (((uint)flags & (uint)DCF) != 0) 1359 // Camera location in world. We'll need to raytrace
1360 { 1360 // from this location from time to time.
1361 bResetMoveToPosition = true; 1361 m_CameraCenter = agentData.CameraCenter;
1362 DCFlagKeyPressed = true; 1362 if (Vector3.Distance(m_lastCameraCenter, m_CameraCenter) >= Scene.RootReprioritizationDistance)
1363 try 1363 {
1364 { 1364 ReprioritizeUpdates();
1365 agent_control_v3 += dirVectors[i]; 1365 m_lastCameraCenter = m_CameraCenter;
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1366 }
1367 } 1367
1368 catch (IndexOutOfRangeException) 1368 // Use these three vectors to figure out what the agent is looking at
1369 { 1369 // Convert it to a Matrix and/or Quaternion
1370 // Why did I get this? 1370 m_CameraAtAxis = agentData.CameraAtAxis;
1371 } 1371 m_CameraLeftAxis = agentData.CameraLeftAxis;
1372 1372 m_CameraUpAxis = agentData.CameraUpAxis;
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1373
1374 { 1374 // The Agent's Draw distance setting
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1375 m_DrawDistance = agentData.Far;
1376 { 1376
1377 m_movementflag |= (byte)nudgehack; 1377 // Check if Client has camera in 'follow cam' or 'build' mode.
1378 } 1378 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
1379 m_movementflag += (byte)(uint)DCF; 1379
1380 update_movementflag = true; 1380 m_followCamAuto = ((m_CameraUpAxis.Z > 0.959f && m_CameraUpAxis.Z < 0.98f)
1381 } 1381 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1382 } 1382
1383 else 1383 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1384 { 1384 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1385
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1386 #endregion Inputs
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack)) 1387
1388 ) // This or is for Nudge forward 1388 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
1389 { 1389 {
1390 m_movementflag -= ((byte)(uint)DCF); 1390 StandUp();
1391 1391 }
1392 update_movementflag = true; 1392
1393 /* 1393 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE) 1394 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack)) 1395 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast())
1396 { 1396 {
1397 m_log.Debug("Removed Hack flag"); 1397 if (m_followCamAuto)
1398 } 1398 {
1399 */ 1399 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1400 } 1400 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1401 else 1401 }
1402 { 1402 }
1403 bAllowUpdateMoveToPosition = true; 1403 lock (scriptedcontrols)
1404 } 1404 {
1405 } 1405 if (scriptedcontrols.Count > 0)
1406 i++; 1406 {
1407 } 1407 SendControlToScripts((uint)flags);
1408 1408 flags = RemoveIgnoredControls(flags, IgnoredControls);
1409 //Paupaw:Do Proper PID for Autopilot here 1409 }
1410 if (bResetMoveToPosition) 1410 }
1411 { 1411
1412 m_moveToPositionTarget = Vector3.Zero; 1412 if (m_autopilotMoving)
1413 m_moveToPositionInProgress = false; 1413 CheckAtSitTarget();
1414 update_movementflag = true; 1414
1415 bAllowUpdateMoveToPosition = false; 1415 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1416 } 1416 {
1417 1417 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1418 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving)) 1418 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1419 { 1419
1420 //Check the error term of the current position in relation to the target position 1420 // TODO: This doesn't prevent the user from walking yet.
1421 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f) 1421 // Setting parent ID would fix this, if we knew what value
1422 { 1422 // to use. Or we could add a m_isSitting variable.
1423 // we are close enough to the target 1423 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1424 m_moveToPositionTarget = Vector3.Zero; 1424 SitGround = true;
1425 m_moveToPositionInProgress = false; 1425 }
1426 update_movementflag = true; 1426
1427 } 1427 // In the future, these values might need to go global.
1428 else 1428 // Here's where you get them.
1429 { 1429 m_AgentControlFlags = flags;
1430 try 1430 m_headrotation = agentData.HeadRotation;
1431 { 1431 m_state = agentData.State;
1432 // move avatar in 2D at one meter/second towards target, in avatar coordinate frame. 1432
1433 // This movement vector gets added to the velocity through AddNewMovement(). 1433 PhysicsActor actor = PhysicsActor;
1434 // Theoretically we might need a more complex PID approach here if other 1434 if (actor == null)
1435 // unknown forces are acting on the avatar and we need to adaptively respond 1435 {
1436 // to such forces, but the following simple approach seems to works fine. 1436 return;
1437 Vector3 LocalVectorToTarget3D = 1437 }
1438 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords 1438
1439 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords 1439 bool update_movementflag = false;
1440 // Ignore z component of vector 1440
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1441 if (m_allowMovement && !SitGround)
1442 LocalVectorToTarget2D.Normalize(); 1442 {
1443 agent_control_v3 += LocalVectorToTarget2D; 1443 if (agentData.UseClientAgentPosition)
1444 1444 {
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1445 m_moveToPositionInProgress = (agentData.ClientAgentPosition - AbsolutePosition).Length() > 0.2f;
1446 // 1446 m_moveToPositionTarget = agentData.ClientAgentPosition;
1447 // +X (forward) 1447 }
1448 // 1448
1449 // ^ 1449 int i = 0;
1450 // | 1450
1451 // | 1451 bool update_rotation = false;
1452 // | 1452 bool DCFlagKeyPressed = false;
1453 // | 1453 Vector3 agent_control_v3 = Vector3.Zero;
1454 // (left) +Y <--------o--------> -Y 1454 Quaternion q = bodyRotation;
1455 // avatar 1455
1456 // | 1456 bool oldflying = PhysicsActor.Flying;
1457 // | 1457
1458 // | 1458 if (m_forceFly)
1459 // | 1459 actor.Flying = true;
1460 // v 1460 else if (m_flyDisabled)
1461 // -X 1461 actor.Flying = false;
1462 // 1462 else
1463 1463 actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1464 // based on the above avatar coordinate system, classify the movement into 1464
1465 // one of left/right/back/forward. 1465 if (actor.Flying != oldflying)
1466 if (LocalVectorToTarget2D.Y > 0)//MoveLeft 1466 update_movementflag = true;
1467 { 1467
1468 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1468 if (q != m_bodyRot)
1469 //AgentControlFlags 1469 {
1470 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT; 1470 m_bodyRot = q;
1471 update_movementflag = true; 1471 update_rotation = true;
1472 } 1472 }
1473 else if (LocalVectorToTarget2D.Y < 0) //MoveRight 1473
1474 { 1474 //guilty until proven innocent..
1475 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1475 bool Nudging = true;
1476 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT; 1476 //Basically, if there is at least one non-nudge control then we don't need
1477 update_movementflag = true; 1477 //to worry about stopping the avatar
1478 } 1478
1479 if (LocalVectorToTarget2D.X < 0) //MoveBack 1479 if (m_parentID == 0)
1480 { 1480 {
1481 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1481 bool bAllowUpdateMoveToPosition = false;
1482 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK; 1482 bool bResetMoveToPosition = false;
1483 update_movementflag = true; 1483
1484 } 1484 Vector3[] dirVectors;
1485 else if (LocalVectorToTarget2D.X > 0) //Move Forward 1485
1486 { 1486 // use camera up angle when in mouselook and not flying or when holding the left mouse button down and not flying
1487 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1487 // this prevents 'jumping' in inappropriate situations.
1488 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD; 1488 if ((m_mouseLook && !m_physicsActor.Flying) || (m_leftButtonDown && !m_physicsActor.Flying))
1489 update_movementflag = true; 1489 dirVectors = GetWalkDirectionVectors();
1490 } 1490 else
1491 } 1491 dirVectors = Dir_Vectors;
1492 catch (Exception e) 1492
1493 { 1493 bool[] isNudge = GetDirectionIsNudge();
1494 //Avoid system crash, can be slower but... 1494
1495 m_log.DebugFormat("Crash! {0}", e.ToString()); 1495
1496 } 1496
1497 } 1497
1498 } 1498
1499 } 1499 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1500 1500 {
1501 // Cause the avatar to stop flying if it's colliding 1501 if (((uint)flags & (uint)DCF) != 0)
1502 // with something with the down arrow pressed. 1502 {
1503 1503 bResetMoveToPosition = true;
1504 // Only do this if we're flying 1504 DCFlagKeyPressed = true;
1505 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly) 1505 try
1506 { 1506 {
1507 // Landing detection code 1507 agent_control_v3 += dirVectors[i];
1508 1508 if (isNudge[i] == false)
1509 // Are the landing controls requirements filled? 1509 {
1510 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || 1510 Nudging = false;
1511 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 1511 }
1512 1512 }
1513 // Are the collision requirements fulfilled? 1513 catch (IndexOutOfRangeException)
1514 bool colliding = (m_physicsActor.IsColliding == true); 1514 {
1515 1515 // Why did I get this?
1516 if (m_physicsActor.Flying && colliding && controlland) 1516 }
1517 { 1517
1518 // nesting this check because LengthSquared() is expensive and we don't 1518 if ((m_movementflag & (uint)DCF) == 0)
1519 // want to do it every step when flying. 1519 {
1520 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX)) 1520 m_movementflag += (byte)(uint)DCF;
1521 StopFlying(); 1521 update_movementflag = true;
1522 } 1522 }
1523 } 1523 }
1524 1524 else
1525 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1525 {
1526 { 1526 if ((m_movementflag & (uint)DCF) != 0)
1527 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); 1527 {
1528 // m_log.DebugFormat( 1528 m_movementflag -= (byte)(uint)DCF;
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1529 update_movementflag = true;
1530 1530 }
1531 AddNewMovement(agent_control_v3, q); 1531 else
1532 1532 {
1533 1533 bAllowUpdateMoveToPosition = true;
1534 } 1534 }
1535 } 1535 }
1536 1536 i++;
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1537 }
1538 Animator.UpdateMovementAnimations(); 1538 //Paupaw:Do Proper PID for Autopilot here
1539 1539 if (bResetMoveToPosition)
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1540 {
1541 1541 m_moveToPositionTarget = Vector3.Zero;
1542 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 1542 m_moveToPositionInProgress = false;
1543 } 1543 update_movementflag = true;
1544 1544 bAllowUpdateMoveToPosition = false;
1545 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client) 1545 }
1546 { 1546
1547 m_autopilotMoving = true; 1547 if (bAllowUpdateMoveToPosition && (m_moveToPositionInProgress && !m_autopilotMoving))
1548 m_autoPilotTarget = Pos; 1548 {
1549 m_sitAtAutoTarget = false; 1549 //Check the error term of the current position in relation to the target position
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1550 if (Util.GetDistanceTo(AbsolutePosition, m_moveToPositionTarget) <= 0.5f)
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1551 {
1552 1552 // we are close enough to the target
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1553 m_moveToPositionTarget = Vector3.Zero;
1554 proxyObjectGroup.AttachToScene(m_scene); 1554 m_moveToPositionInProgress = false;
1555 1555 update_movementflag = true;
1556 // Commented out this code since it could never have executed, but might still be informative. 1556 }
1557// if (proxyObjectGroup != null) 1557 else
1558// { 1558 {
1559 proxyObjectGroup.SendGroupFullUpdate(); 1559 try
1560 remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false); 1560 {
1561 m_scene.DeleteSceneObject(proxyObjectGroup, false); 1561 // move avatar in 2D at one meter/second towards target, in avatar coordinate frame.
1562// } 1562 // This movement vector gets added to the velocity through AddNewMovement().
1563// else 1563 // Theoretically we might need a more complex PID approach here if other
1564// { 1564 // unknown forces are acting on the avatar and we need to adaptively respond
1565// m_autopilotMoving = false; 1565 // to such forces, but the following simple approach seems to works fine.
1566// m_autoPilotTarget = Vector3.Zero; 1566 Vector3 LocalVectorToTarget3D =
1567// ControllingClient.SendAlertMessage("Autopilot cancelled"); 1567 (m_moveToPositionTarget - AbsolutePosition) // vector from cur. pos to target in global coords
1568// } 1568 * Matrix4.CreateFromQuaternion(Quaternion.Inverse(bodyRotation)); // change to avatar coords
1569 } 1569 // Ignore z component of vector
1570 1570 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1571 public void DoMoveToPosition(Object sender, string method, List<String> args) 1571 LocalVectorToTarget2D.Normalize();
1572 { 1572
1573 try 1573 //We're not nudging
1574 { 1574 Nudging = false;
1575 float locx = 0f; 1575 agent_control_v3 += LocalVectorToTarget2D;
1576 float locy = 0f; 1576
1577 float locz = 0f; 1577 // update avatar movement flags. the avatar coordinate system is as follows:
1578 uint regionX = 0; 1578 //
1579 uint regionY = 0; 1579 // +X (forward)
1580 try 1580 //
1581 { 1581 // ^
1582 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY); 1582 // |
1583 locx = Convert.ToSingle(args[0]) - (float)regionX; 1583 // |
1584 locy = Convert.ToSingle(args[1]) - (float)regionY; 1584 // |
1585 locz = Convert.ToSingle(args[2]); 1585 // |
1586 } 1586 // (left) +Y <--------o--------> -Y
1587 catch (InvalidCastException) 1587 // avatar
1588 { 1588 // |
1589 m_log.Error("[CLIENT]: Invalid autopilot request"); 1589 // |
1590 return; 1590 // |
1591 } 1591 // |
1592 m_moveToPositionInProgress = true; 1592 // v
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1593 // -X
1594 } 1594 //
1595 catch (Exception ex) 1595
1596 { 1596 // based on the above avatar coordinate system, classify the movement into
1597 //Why did I get this error? 1597 // one of left/right/back/forward.
1598 m_log.Error("[SCENEPRESENCE]: DoMoveToPosition" + ex); 1598 if (LocalVectorToTarget2D.Y > 0)//MoveLeft
1599 } 1599 {
1600 } 1600 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1601 1601 //AgentControlFlags
1602 private void CheckAtSitTarget() 1602 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_LEFT;
1603 { 1603 update_movementflag = true;
1604 //m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString()); 1604 }
1605 if (Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget) <= 1.5) 1605 else if (LocalVectorToTarget2D.Y < 0) //MoveRight
1606 { 1606 {
1607 if (m_sitAtAutoTarget) 1607 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1608 { 1608 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_RIGHT;
1609 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetUUID); 1609 update_movementflag = true;
1610 if (part != null) 1610 }
1611 { 1611 if (LocalVectorToTarget2D.X < 0) //MoveBack
1612 AbsolutePosition = part.AbsolutePosition; 1612 {
1613 Velocity = Vector3.Zero; 1613 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1614 SendFullUpdateToAllClients(); 1614 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_BACK;
1615 1615 update_movementflag = true;
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1616 }
1617 } 1617 else if (LocalVectorToTarget2D.X > 0) //Move Forward
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1618 {
1619 m_requestedSitTargetUUID = UUID.Zero; 1619 m_movementflag += (byte)(uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1620 } 1620 AgentControlFlags |= (uint)Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD;
1621 /* 1621 update_movementflag = true;
1622 else 1622 }
1623 { 1623 }
1624 //ControllingClient.SendAlertMessage("Autopilot cancelled"); 1624 catch (Exception e)
1625 //SendTerseUpdateToAllClients(); 1625 {
1626 //PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1626 //Avoid system crash, can be slower but...
1627 //proxy.PCode = (byte)PCode.ParticleSystem; 1627 m_log.DebugFormat("Crash! {0}", e.ToString());
1628 ////uint nextUUID = m_scene.NextLocalId; 1628 }
1629 1629 }
1630 //proxyObjectGroup = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, UUID, nextUUID, m_autoPilotTarget, Quaternion.Identity, proxy); 1630 }
1631 //if (proxyObjectGroup != null) 1631 }
1632 //{ 1632
1633 //proxyObjectGroup.SendGroupFullUpdate(); 1633 // Cause the avatar to stop flying if it's colliding
1634 //ControllingClient.SendSitResponse(UUID.Zero, m_autoPilotTarget, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false); 1634 // with something with the down arrow pressed.
1635 //m_scene.DeleteSceneObject(proxyObjectGroup); 1635
1636 //} 1636 // Only do this if we're flying
1637 } 1637 if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
1638 */ 1638 {
1639 m_autoPilotTarget = Vector3.Zero; 1639 // Landing detection code
1640 m_autopilotMoving = false; 1640
1641 } 1641 // Are the landing controls requirements filled?
1642 } 1642 bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
1643 /// <summary> 1643 ((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
1644 /// Perform the logic necessary to stand the avatar up. This method also executes 1644
1645 /// the stand animation. 1645 // Are the collision requirements fulfilled?
1646 /// </summary> 1646 bool colliding = (m_physicsActor.IsColliding == true);
1647 public void StandUp() 1647
1648 { 1648 if (m_physicsActor.Flying && colliding && controlland)
1649 SitGround = false; 1649 {
1650 1650 // nesting this check because LengthSquared() is expensive and we don't
1651 if (m_parentID != 0) 1651 // want to do it every step when flying.
1652 { 1652 if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
1653 m_log.Debug("StandupCode Executed"); 1653 StopFlying();
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1654 }
1655 if (part != null) 1655 }
1656 { 1656
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1657 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1658 if (taskIDict != null) 1658 {
1659 { 1659 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
1660 lock (taskIDict) 1660 // m_log.DebugFormat(
1661 { 1661 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1662 foreach (UUID taskID in taskIDict.Keys) 1662
1663 { 1663 AddNewMovement(agent_control_v3, q, Nudging);
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1664
1665 taskIDict[taskID].PermsMask &= ~( 1665
1666 2048 | //PERMISSION_CONTROL_CAMERA 1666 }
1667 4); // PERMISSION_TAKE_CONTROLS 1667 }
1668 } 1668
1669 } 1669 if (update_movementflag && !SitGround)
1670 1670 Animator.UpdateMovementAnimations();
1671 } 1671
1672 // Reset sit target. 1672 m_scene.EventManager.TriggerOnClientMovement(this);
1673 if (part.GetAvatarOnSitTarget() == UUID) 1673
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1674 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
1675 1675 }
1676 m_parentPosition = part.GetWorldPosition(); 1676
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1677 public void DoAutoPilot(uint not_used, Vector3 Pos, IClientAPI remote_client)
1678 } 1678 {
1679 1679 m_autopilotMoving = true;
1680 if (m_physicsActor == null) 1680 m_autoPilotTarget = Pos;
1681 { 1681 m_sitAtAutoTarget = false;
1682 AddToPhysicalScene(false); 1682 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1683 } 1683 //proxy.PCode = (byte)PCode.ParticleSystem;
1684 1684 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1685 proxyObjectGroup.AttachToScene(m_scene);
1686 m_parentPosition = Vector3.Zero; 1686
1687 1687 // Commented out this code since it could never have executed, but might still be informative.
1688 m_parentID = 0; 1688// if (proxyObjectGroup != null)
1689 SendFullUpdateToAllClients(); 1689// {
1690 m_requestedSitTargetID = 0; 1690 proxyObjectGroup.SendGroupFullUpdate();
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1691 remote_client.SendSitResponse(proxyObjectGroup.UUID, Vector3.Zero, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
1692 { 1692 m_scene.DeleteSceneObject(proxyObjectGroup, false);
1693 SetHeight(m_avHeight); 1693// }
1694 } 1694// else
1695 } 1695// {
1696 1696// m_autopilotMoving = false;
1697 Animator.TrySetMovementAnimation("STAND"); 1697// m_autoPilotTarget = Vector3.Zero;
1698 } 1698// ControllingClient.SendAlertMessage("Autopilot cancelled");
1699 1699// }
1700 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID) 1700 }
1701 { 1701
1702 SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID); 1702 public void DoMoveToPosition(Object sender, string method, List<String> args)
1703 if (targetPart == null) 1703 {
1704 return null; 1704 try
1705 1705 {
1706 // If the primitive the player clicked on has a sit target and that sit target is not full, that sit target is used. 1706 float locx = 0f;
1707 // 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. 1707 float locy = 0f;
1708 1708 float locz = 0f;
1709 // Get our own copy of the part array, and sort into the order we want to test 1709 uint regionX = 0;
1710 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts(); 1710 uint regionY = 0;
1711 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2) 1711 try
1712 { 1712 {
1713 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1) 1713 Utils.LongToUInts(Scene.RegionInfo.RegionHandle, out regionX, out regionY);
1714 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum; 1714 locx = Convert.ToSingle(args[0]) - (float)regionX;
1715 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum; 1715 locy = Convert.ToSingle(args[1]) - (float)regionY;
1716 return linkNum1 - linkNum2; 1716 locz = Convert.ToSingle(args[2]);
1717 } 1717 }
1718 ); 1718 catch (InvalidCastException)
1719 1719 {
1720 //look for prims with explicit sit targets that are available 1720 m_log.Error("[CLIENT]: Invalid autopilot request");
1721 foreach (SceneObjectPart part in partArray) 1721 return;
1722 { 1722 }
1723 // Is a sit target available? 1723 m_moveToPositionInProgress = true;
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1724 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1725 }
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1726 catch (Exception ex)
1727 1727 {
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1728 //Why did I get this error?
1729 bool SitTargetisSet = 1729 m_log.Error("[SCENEPRESENCE]: DoMoveToPosition" + ex);
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f && 1730 }
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f)); 1731 }
1732 1732
1733 if (SitTargetisSet && SitTargetUnOccupied) 1733 private void CheckAtSitTarget()
1734 { 1734 {
1735 //switch the target to this prim 1735 //m_log.Debug("[AUTOPILOT]: " + Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget).ToString());
1736 return part; 1736 if (Util.GetDistanceTo(AbsolutePosition, m_autoPilotTarget) <= 1.5)
1737 } 1737 {
1738 } 1738 if (m_sitAtAutoTarget)
1739 1739 {
1740 // no explicit sit target found - use original target 1740 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetUUID);
1741 return targetPart; 1741 if (part != null)
1742 } 1742 {
1743 1743 AbsolutePosition = part.AbsolutePosition;
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1744 Velocity = Vector3.Zero;
1745 { 1745 SendFullUpdateToAllClients();
1746 bool autopilot = true; 1746
1747 Vector3 pos = new Vector3(); 1747 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1748 Quaternion sitOrientation = pSitOrientation; 1748 }
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1749 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1750 Vector3 cameraAtOffset = Vector3.Zero; 1750 m_requestedSitTargetUUID = UUID.Zero;
1751 bool forceMouselook = false; 1751 }
1752 1752 /*
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1753 else
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1754 {
1755 if (part != null) 1755 //ControllingClient.SendAlertMessage("Autopilot cancelled");
1756 { 1756 //SendTerseUpdateToAllClients();
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1757 //PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1758 //proxy.PCode = (byte)PCode.ParticleSystem;
1759 1759 ////uint nextUUID = m_scene.NextLocalId;
1760 // Is a sit target available? 1760
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1761 //proxyObjectGroup = new SceneObjectGroup(m_scene, m_scene.RegionInfo.RegionHandle, UUID, nextUUID, m_autoPilotTarget, Quaternion.Identity, proxy);
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1762 //if (proxyObjectGroup != null)
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1763 //{
1764 1764 //proxyObjectGroup.SendGroupFullUpdate();
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1765 //ControllingClient.SendSitResponse(UUID.Zero, m_autoPilotTarget, Quaternion.Identity, true, Vector3.Zero, Vector3.Zero, false);
1766 bool SitTargetisSet = 1766 //m_scene.DeleteSceneObject(proxyObjectGroup);
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1767 //}
1768 ( 1768 }
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1769 */
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1770 m_autoPilotTarget = Vector3.Zero;
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1771 m_autopilotMoving = false;
1772 ) 1772 }
1773 )); 1773 }
1774 1774 /// <summary>
1775 if (SitTargetisSet && SitTargetUnOccupied) 1775 /// Perform the logic necessary to stand the avatar up. This method also executes
1776 { 1776 /// the stand animation.
1777 part.SetAvatarOnSitTarget(UUID); 1777 /// </summary>
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1778 public void StandUp()
1779 sitOrientation = avSitOrientation; 1779 {
1780 autopilot = false; 1780 SitGround = false;
1781 } 1781
1782 1782 if (m_parentID != 0)
1783 pos = part.AbsolutePosition + offset; 1783 {
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1784 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1785 //{ 1785 if (part != null)
1786 // offset = pos; 1786 {
1787 //autopilot = false; 1787 part.TaskInventory.LockItemsForRead(true);
1788 //} 1788 TaskInventoryDictionary taskIDict = part.TaskInventory;
1789 if (m_physicsActor != null) 1789 if (taskIDict != null)
1790 { 1790 {
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1791 foreach (UUID taskID in taskIDict.Keys)
1792 // We can remove the physicsActor until they stand up. 1792 {
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1793 UnRegisterControlEventsToScript(LocalId, taskID);
1794 1794 taskIDict[taskID].PermsMask &= ~(
1795 if (autopilot) 1795 2048 | //PERMISSION_CONTROL_CAMERA
1796 { 1796 4); // PERMISSION_TAKE_CONTROLS
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1797 }
1798 { 1798 }
1799 autopilot = false; 1799 part.TaskInventory.LockItemsForRead(false);
1800 1800 // Reset sit target.
1801 RemoveFromPhysicalScene(); 1801 if (part.GetAvatarOnSitTarget() == UUID)
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1802 part.SetAvatarOnSitTarget(UUID.Zero);
1803 } 1803 m_parentPosition = part.GetWorldPosition();
1804 } 1804 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1805 else 1805 }
1806 { 1806 // part.GetWorldRotation() is the rotation of the object being sat on
1807 RemoveFromPhysicalScene(); 1807 // Rotation is the sittiing Av's rotation
1808 } 1808
1809 } 1809 Quaternion partRot;
1810 1810// if (part.LinkNum == 1)
1811 cameraAtOffset = part.GetCameraAtOffset(); 1811// { // Root prim of linkset
1812 cameraEyeOffset = part.GetCameraEyeOffset(); 1812// partRot = part.ParentGroup.RootPart.RotationOffset;
1813 forceMouselook = part.GetForceMouselook(); 1813// }
1814 } 1814// else
1815 1815// { // single or child prim
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1816
1817 m_requestedSitTargetUUID = targetID; 1817// }
1818 // This calls HandleAgentSit twice, once from here, and the client calls 1818 if (part == null) //CW: Part may be gone. llDie() for example.
1819 // HandleAgentSit itself after it gets to the location 1819 {
1820 // It doesn't get to the location until we've moved them there though 1820 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1821 // which happens in HandleAgentSit :P 1821 }
1822 m_autopilotMoving = autopilot; 1822 else
1823 m_autoPilotTarget = pos; 1823 {
1824 m_sitAtAutoTarget = autopilot; 1824 partRot = part.GetWorldRotation();
1825 if (!autopilot) 1825 }
1826 HandleAgentSit(remoteClient, UUID); 1826
1827 } 1827 Quaternion partIRot = Quaternion.Inverse(partRot);
1828 1828
1829 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 1829 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1830 { 1830 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1831 if (m_parentID != 0) 1831
1832 { 1832
1833 StandUp(); 1833 if (m_physicsActor == null)
1834 } 1834 {
1835 m_nextSitAnimation = "SIT"; 1835 AddToPhysicalScene(false);
1836 1836 }
1837 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1837 //CW: If the part isn't null then we can set the current position
1838 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1838 if (part != null)
1839 1839 {
1840 if (part != null) 1840 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1841 { 1841 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1842 if (!String.IsNullOrEmpty(part.SitAnimation)) 1842 part.IsOccupied = false;
1843 { 1843 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1844 m_nextSitAnimation = part.SitAnimation; 1844 }
1845 } 1845 else
1846 m_requestedSitTargetID = part.LocalId; 1846 {
1847 //m_requestedSitOffset = offset; 1847 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1848 m_requestedSitTargetUUID = targetID; 1848 AbsolutePosition = m_lastWorldPosition;
1849 1849 }
1850 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); 1850
1851 1851 m_parentPosition = Vector3.Zero;
1852 if (m_scene.PhysicsScene.SupportsRayCast()) 1852 m_parentID = 0;
1853 { 1853 m_linkedPrim = UUID.Zero;
1854 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback()); 1854 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1855 //SitRayCastAvatarPosition(part); 1855 SendFullUpdateToAllClients();
1856 //return; 1856 m_requestedSitTargetID = 0;
1857 } 1857
1858 } 1858 if ((m_physicsActor != null) && (m_avHeight > 0))
1859 else 1859 {
1860 { 1860 SetHeight(m_avHeight);
1861 1861 }
1862 m_log.Warn("Sit requested on unknown object: " + targetID.ToString()); 1862 }
1863 } 1863 Animator.TrySetMovementAnimation("STAND");
1864 1864 }
1865 1865
1866 1866 private SceneObjectPart FindNextAvailableSitTarget(UUID targetID)
1867 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); 1867 {
1868 } 1868 SceneObjectPart targetPart = m_scene.GetSceneObjectPart(targetID);
1869 /* 1869 if (targetPart == null)
1870 public void SitRayCastAvatarPosition(SceneObjectPart part) 1870 return null;
1871 { 1871
1872 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 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 Vector3 StartRayCastPosition = AbsolutePosition; 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 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 1874
1875 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 1875 // Get our own copy of the part array, and sort into the order we want to test
1876 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse); 1876 SceneObjectPart[] partArray = targetPart.ParentGroup.GetParts();
1877 } 1877 Array.Sort(partArray, delegate(SceneObjectPart p1, SceneObjectPart p2)
1878 1878 {
1879 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 1879 // we want the originally selected part first, then the rest in link order -- so make the selected part link num (-1)
1880 { 1880 int linkNum1 = p1==targetPart ? -1 : p1.LinkNum;
1881 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 1881 int linkNum2 = p2==targetPart ? -1 : p2.LinkNum;
1882 if (part != null) 1882 return linkNum1 - linkNum2;
1883 { 1883 }
1884 if (hitYN) 1884 );
1885 { 1885
1886 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 1886 //look for prims with explicit sit targets that are available
1887 { 1887 foreach (SceneObjectPart part in partArray)
1888 SitRaycastFindEdge(collisionPoint, normal); 1888 {
1889 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 1889 // Is a sit target available?
1890 } 1890 Vector3 avSitOffSet = part.SitTargetPosition;
1891 else 1891 Quaternion avSitOrientation = part.SitTargetOrientation;
1892 { 1892 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1893 SitRayCastAvatarPositionCameraZ(part); 1893 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1894 } 1894 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1895 } 1895 if (SitTargetisSet && !SitTargetOccupied)
1896 else 1896 {
1897 { 1897 //switch the target to this prim
1898 SitRayCastAvatarPositionCameraZ(part); 1898 return part;
1899 } 1899 }
1900 } 1900 }
1901 else 1901
1902 { 1902 // no explicit sit target found - use original target
1903 ControllingClient.SendAlertMessage("Sit position no longer exists"); 1903 return targetPart;
1904 m_requestedSitTargetUUID = UUID.Zero; 1904 }
1905 m_requestedSitTargetID = 0; 1905
1906 m_requestedSitOffset = Vector3.Zero; 1906 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1907 } 1907 {
1908 1908 bool autopilot = true;
1909 } 1909 Vector3 autopilotTarget = new Vector3();
1910 1910 Quaternion sitOrientation = Quaternion.Identity;
1911 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) 1911 Vector3 pos = new Vector3();
1912 { 1912 Vector3 cameraEyeOffset = Vector3.Zero;
1913 // Next, try to raycast from the camera Z position 1913 Vector3 cameraAtOffset = Vector3.Zero;
1914 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 1914 bool forceMouselook = false;
1915 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z; 1915
1916 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 1916 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1917 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 1917 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1918 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse); 1918 if (part == null) return;
1919 } 1919
1920 1920 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1921 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 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 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 1923 // part is the prim to sit on
1924 if (part != null) 1924 // offset is the world-ref vector distance from that prim center to the click-spot
1925 { 1925 // UUID is the UUID of the Avatar doing the clicking
1926 if (hitYN) 1926
1927 { 1927 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1928 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 1928
1929 { 1929 // Is a sit target available?
1930 SitRaycastFindEdge(collisionPoint, normal); 1930 Vector3 avSitOffSet = part.SitTargetPosition;
1931 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal); 1931 Quaternion avSitOrientation = part.SitTargetOrientation;
1932 } 1932
1933 else 1933 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1934 { 1934 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1935 SitRayCastCameraPosition(part); 1935 Quaternion partRot;
1936 } 1936// if (part.LinkNum == 1)
1937 } 1937// { // Root prim of linkset
1938 else 1938// partRot = part.ParentGroup.RootPart.RotationOffset;
1939 { 1939// }
1940 SitRayCastCameraPosition(part); 1940// else
1941 } 1941// { // single or child prim
1942 } 1942 partRot = part.GetWorldRotation();
1943 else 1943// }
1944 { 1944 Quaternion partIRot = Quaternion.Inverse(partRot);
1945 ControllingClient.SendAlertMessage("Sit position no longer exists"); 1945//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1946 m_requestedSitTargetUUID = UUID.Zero; 1946 // Sit analysis rewritten by KF 091125
1947 m_requestedSitTargetID = 0; 1947 if (SitTargetisSet) // scipted sit
1948 m_requestedSitOffset = Vector3.Zero; 1948 {
1949 } 1949 if (!part.IsOccupied)
1950 1950 {
1951 } 1951//Console.WriteLine("Scripted, unoccupied");
1952 1952 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1953 public void SitRayCastCameraPosition(SceneObjectPart part) 1953 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1954 { 1954
1955 // Next, try to raycast from the camera position 1955 Quaternion nrot = avSitOrientation;
1956 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 1956 if (!part.IsRoot)
1957 Vector3 StartRayCastPosition = CameraPosition; 1957 {
1958 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 1958 nrot = part.RotationOffset * avSitOrientation;
1959 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 1959 }
1960 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse); 1960 sitOrientation = nrot; // Change rotatione to the scripted one
1961 } 1961 OffsetRotation = nrot;
1962 1962 autopilot = false; // Jump direct to scripted llSitPos()
1963 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 1963 }
1964 { 1964 else
1965 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 1965 {
1966 if (part != null) 1966//Console.WriteLine("Scripted, occupied");
1967 { 1967 return;
1968 if (hitYN) 1968 }
1969 { 1969 }
1970 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 1970 else // Not Scripted
1971 { 1971 {
1972 SitRaycastFindEdge(collisionPoint, normal); 1972 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1973 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 1973 {
1974 } 1974 // large prim & offset, ignore if other Avs sitting
1975 else 1975// offset.Z -= 0.05f;
1976 { 1976 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1977 SitRayHorizontal(part); 1977 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1978 } 1978
1979 } 1979//Console.WriteLine(" offset ={0}", offset);
1980 else 1980//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1981 { 1981//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1982 SitRayHorizontal(part); 1982
1983 } 1983 }
1984 } 1984 else // small offset
1985 else 1985 {
1986 { 1986//Console.WriteLine("Small offset");
1987 ControllingClient.SendAlertMessage("Sit position no longer exists"); 1987 if (!part.IsOccupied)
1988 m_requestedSitTargetUUID = UUID.Zero; 1988 {
1989 m_requestedSitTargetID = 0; 1989 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1990 m_requestedSitOffset = Vector3.Zero; 1990 autopilotTarget = part.AbsolutePosition;
1991 } 1991//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1992 1992 }
1993 } 1993 else return; // occupied small
1994 1994 } // end large/small
1995 public void SitRayHorizontal(SceneObjectPart part) 1995 } // end Scripted/not
1996 { 1996 cameraAtOffset = part.GetCameraAtOffset();
1997 // Next, try to raycast from the avatar position to fwd 1997 cameraEyeOffset = part.GetCameraEyeOffset();
1998 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 1998 forceMouselook = part.GetForceMouselook();
1999 Vector3 StartRayCastPosition = CameraPosition; 1999 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2000 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2000 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2001 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2001
2002 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2002 if (m_physicsActor != null)
2003 } 2003 {
2004 2004 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2005 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2005 // We can remove the physicsActor until they stand up.
2006 { 2006 m_sitAvatarHeight = m_physicsActor.Size.Z;
2007 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2007 if (autopilot)
2008 if (part != null) 2008 { // its not a scripted sit
2009 { 2009// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2010 if (hitYN) 2010 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
2011 { 2011 {
2012 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2012 autopilot = false; // close enough
2013 { 2013 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2014 SitRaycastFindEdge(collisionPoint, normal); 2014 Not using the part's position because returning the AV to the last known standing
2015 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal); 2015 position is likely to be more friendly, isn't it? */
2016 // Next, try to raycast from the camera position 2016 RemoveFromPhysicalScene();
2017 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2017 Velocity = Vector3.Zero;
2018 Vector3 StartRayCastPosition = CameraPosition; 2018 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2019 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2019 } // else the autopilot will get us close
2020 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2020 }
2021 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition); 2021 else
2022 } 2022 { // its a scripted sit
2023 else 2023 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2024 { 2024 I *am* using the part's position this time because we have no real idea how far away
2025 ControllingClient.SendAlertMessage("Sit position not accessable."); 2025 the avatar is from the sit target. */
2026 m_requestedSitTargetUUID = UUID.Zero; 2026 RemoveFromPhysicalScene();
2027 m_requestedSitTargetID = 0; 2027 Velocity = Vector3.Zero;
2028 m_requestedSitOffset = Vector3.Zero; 2028 }
2029 } 2029 }
2030 } 2030 else return; // physactor is null!
2031 else 2031
2032 { 2032 Vector3 offsetr; // = offset * partIRot;
2033 ControllingClient.SendAlertMessage("Sit position not accessable."); 2033 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2034 m_requestedSitTargetUUID = UUID.Zero; 2034 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2035 m_requestedSitTargetID = 0; 2035 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2036 m_requestedSitOffset = Vector3.Zero; 2036 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2037 } 2037 //offsetr = offset * partIRot;
2038 } 2038//
2039 else 2039 // else
2040 { 2040 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2041 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2041 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2042 m_requestedSitTargetUUID = UUID.Zero; 2042 // (offset * partRot);
2043 m_requestedSitTargetID = 0; 2043 // }
2044 m_requestedSitOffset = Vector3.Zero; 2044
2045 } 2045//Console.WriteLine(" ");
2046 2046//Console.WriteLine("link number ={0}", part.LinkNum);
2047 } 2047//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2048 2048//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2049 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2049//Console.WriteLine("Click offst ={0}", offset);
2050 { 2050//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2051 int i = 0; 2051//Console.WriteLine("offsetr ={0}", offsetr);
2052 //throw new NotImplementedException(); 2052//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2053 //m_requestedSitTargetUUID = UUID.Zero; 2053//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2054 //m_requestedSitTargetID = 0; 2054
2055 //m_requestedSitOffset = Vector3.Zero; 2055 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2056 2056 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2057 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2057
2058 } 2058 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
2059 */ 2059 // This calls HandleAgentSit twice, once from here, and the client calls
2060 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation) 2060 // HandleAgentSit itself after it gets to the location
2061 { 2061 // It doesn't get to the location until we've moved them there though
2062 if (m_parentID != 0) 2062 // which happens in HandleAgentSit :P
2063 { 2063 m_autopilotMoving = autopilot;
2064 StandUp(); 2064 m_autoPilotTarget = autopilotTarget;
2065 } 2065 m_sitAtAutoTarget = autopilot;
2066 if (!String.IsNullOrEmpty(sitAnimation)) 2066 m_initialSitTarget = autopilotTarget;
2067 { 2067 if (!autopilot)
2068 m_nextSitAnimation = sitAnimation; 2068 HandleAgentSit(remoteClient, UUID);
2069 } 2069 }
2070 else 2070
2071 { 2071 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2072 m_nextSitAnimation = "SIT"; 2072 {
2073 } 2073 if (m_parentID != 0)
2074 2074 {
2075 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 2075 StandUp();
2076 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 2076 }
2077 if (part != null) 2077 m_nextSitAnimation = "SIT";
2078 { 2078
2079 m_requestedSitTargetID = part.LocalId; 2079 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2080 //m_requestedSitOffset = offset; 2080 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2081 m_requestedSitTargetUUID = targetID; 2081
2082 2082 if (part != null)
2083 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset); 2083 {
2084 2084 if (!String.IsNullOrEmpty(part.SitAnimation))
2085 if (m_scene.PhysicsScene.SupportsRayCast()) 2085 {
2086 { 2086 m_nextSitAnimation = part.SitAnimation;
2087 //SitRayCastAvatarPosition(part); 2087 }
2088 //return; 2088 m_requestedSitTargetID = part.LocalId;
2089 } 2089 //m_requestedSitOffset = offset;
2090 } 2090 m_requestedSitTargetUUID = targetID;
2091 else 2091
2092 { 2092 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2093 m_log.Warn("Sit requested on unknown object: " + targetID); 2093
2094 } 2094 if (m_scene.PhysicsScene.SupportsRayCast())
2095 2095 {
2096 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity); 2096 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2097 } 2097 //SitRayCastAvatarPosition(part);
2098 2098 //return;
2099 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2099 }
2100 { 2100 }
2101 if (!String.IsNullOrEmpty(m_nextSitAnimation)) 2101 else
2102 { 2102 {
2103 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation); 2103
2104 } 2104 m_log.Warn("Sit requested on unknown object: " + targetID.ToString());
2105 else 2105 }
2106 { 2106
2107 HandleAgentSit(remoteClient, agentID, "SIT"); 2107
2108 } 2108
2109 } 2109 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2110 2110 }
2111 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation) 2111 /*
2112 { 2112 public void SitRayCastAvatarPosition(SceneObjectPart part)
2113 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID); 2113 {
2114 2114 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2115 if (m_sitAtAutoTarget || !m_autopilotMoving) 2115 Vector3 StartRayCastPosition = AbsolutePosition;
2116 { 2116 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2117 if (part != null) 2117 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2118 { 2118 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2119 if (part.GetAvatarOnSitTarget() == UUID) 2119 }
2120 { 2120
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2121 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2122 {
2123 2123 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0); 2124 if (part != null)
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w); 2125 {
2126 2126 if (hitYN)
2127 //Quaternion result = (sitTargetOrient * vq) * nq; 2127 {
2128 2128 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2129 {
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2130 SitRaycastFindEdge(collisionPoint, normal);
2131 m_bodyRot = sitTargetOrient; 2131 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2132 //Rotation = sitTargetOrient; 2132 }
2133 m_parentPosition = part.AbsolutePosition; 2133 else
2134 2134 {
2135 //SendTerseUpdateToAllClients(); 2135 SitRayCastAvatarPositionCameraZ(part);
2136 } 2136 }
2137 else 2137 }
2138 { 2138 else
2139 m_pos -= part.AbsolutePosition; 2139 {
2140 m_parentPosition = part.AbsolutePosition; 2140 SitRayCastAvatarPositionCameraZ(part);
2141 } 2141 }
2142 } 2142 }
2143 else 2143 else
2144 { 2144 {
2145 return; 2145 ControllingClient.SendAlertMessage("Sit position no longer exists");
2146 } 2146 m_requestedSitTargetUUID = UUID.Zero;
2147 } 2147 m_requestedSitTargetID = 0;
2148 m_parentID = m_requestedSitTargetID; 2148 m_requestedSitOffset = Vector3.Zero;
2149 2149 }
2150 Velocity = Vector3.Zero; 2150
2151 RemoveFromPhysicalScene(); 2151 }
2152 2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2153 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2154 SendFullUpdateToAllClients(); 2154 {
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2155 // Next, try to raycast from the camera Z position
2156 // So we're also sending a terse update (which has avatar rotation) 2156 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2157 // [Update] We do now. 2157 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2158 //SendTerseUpdateToAllClients(); 2158 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2159 } 2159 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2160 2160 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2161 /// <summary> 2161 }
2162 /// Event handler for the 'Always run' setting on the client 2162
2163 /// Tells the physics plugin to increase speed of movement. 2163 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2164 /// </summary> 2164 {
2165 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun) 2165 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2166 { 2166 if (part != null)
2167 m_setAlwaysRun = pSetAlwaysRun; 2167 {
2168 if (PhysicsActor != null) 2168 if (hitYN)
2169 { 2169 {
2170 PhysicsActor.SetAlwaysRun = pSetAlwaysRun; 2170 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2171 } 2171 {
2172 } 2172 SitRaycastFindEdge(collisionPoint, normal);
2173 2173 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2174 public void HandleStartAnim(IClientAPI remoteClient, UUID animID) 2174 }
2175 { 2175 else
2176 Animator.AddAnimation(animID, UUID.Zero); 2176 {
2177 } 2177 SitRayCastCameraPosition(part);
2178 2178 }
2179 public void HandleStopAnim(IClientAPI remoteClient, UUID animID) 2179 }
2180 { 2180 else
2181 Animator.RemoveAnimation(animID); 2181 {
2182 } 2182 SitRayCastCameraPosition(part);
2183 2183 }
2184 /// <summary> 2184 }
2185 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2185 else
2186 /// </summary> 2186 {
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2187 ControllingClient.SendAlertMessage("Sit position no longer exists");
2188 /// <param name="rotation">The direction in which this avatar should now face. 2188 m_requestedSitTargetUUID = UUID.Zero;
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2189 m_requestedSitTargetID = 0;
2190 { 2190 m_requestedSitOffset = Vector3.Zero;
2191 if (m_isChildAgent) 2191 }
2192 { 2192
2193 // WHAT??? 2193 }
2194 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2194
2195 2195 public void SitRayCastCameraPosition(SceneObjectPart part)
2196 // we have to reset the user's child agent connections. 2196 {
2197 // Likely, here they've lost the eventqueue for other regions so border 2197 // Next, try to raycast from the camera position
2198 // crossings will fail at this point unless we reset them. 2198 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2199 2199 Vector3 StartRayCastPosition = CameraPosition;
2200 List<ulong> regions = new List<ulong>(KnownChildRegionHandles); 2200 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2201 regions.Remove(m_scene.RegionInfo.RegionHandle); 2201 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2202 2202 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2203 MakeRootAgent(new Vector3(127f, 127f, 127f), true); 2203 }
2204 2204
2205 // Async command 2205 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2206 if (m_scene.SceneGridService != null) 2206 {
2207 { 2207 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2208 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions); 2208 if (part != null)
2209 2209 {
2210 // Give the above command some time to try and close the connections. 2210 if (hitYN)
2211 // this is really an emergency.. so sleep, or we'll get all discombobulated. 2211 {
2212 System.Threading.Thread.Sleep(500); 2212 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2213 } 2213 {
2214 2214 SitRaycastFindEdge(collisionPoint, normal);
2215 if (m_scene.SceneGridService != null) 2215 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2216 { 2216 }
2217 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 2217 else
2218 if (m_agentTransfer != null) 2218 {
2219 m_agentTransfer.EnableChildAgents(this); 2219 SitRayHorizontal(part);
2220 } 2220 }
2221 2221 }
2222 return; 2222 else
2223 } 2223 {
2224 2224 SitRayHorizontal(part);
2225 m_perfMonMS = Util.EnvironmentTickCount(); 2225 }
2226 2226 }
2227 Rotation = rotation; 2227 else
2228 Vector3 direc = vec * rotation; 2228 {
2229 direc.Normalize(); 2229 ControllingClient.SendAlertMessage("Sit position no longer exists");
2230 2230 m_requestedSitTargetUUID = UUID.Zero;
2231 direc *= 0.03f * 128f * m_speedModifier; 2231 m_requestedSitTargetID = 0;
2232 2232 m_requestedSitOffset = Vector3.Zero;
2233 PhysicsActor actor = m_physicsActor; 2233 }
2234 if (actor != null) 2234
2235 { 2235 }
2236 if (actor.Flying) 2236
2237 { 2237 public void SitRayHorizontal(SceneObjectPart part)
2238 direc *= 4.0f; 2238 {
2239 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2239 // Next, try to raycast from the avatar position to fwd
2240 //bool colliding = (m_physicsActor.IsColliding==true); 2240 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2241 //if (controlland) 2241 Vector3 StartRayCastPosition = CameraPosition;
2242 // m_log.Info("[AGENT]: landCommand"); 2242 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2243 //if (colliding) 2243 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2244 // m_log.Info("[AGENT]: colliding"); 2244 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse);
2245 //if (m_physicsActor.Flying && colliding && controlland) 2245 }
2246 //{ 2246
2247 // StopFlying(); 2247 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2248 // m_log.Info("[AGENT]: Stop FLying"); 2248 {
2249 //} 2249 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2250 } 2250 if (part != null)
2251 else if (!actor.Flying && actor.IsColliding) 2251 {
2252 { 2252 if (hitYN)
2253 if (direc.Z > 2.0f) 2253 {
2254 { 2254 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2255 direc.Z *= 3.0f; 2255 {
2256 2256 SitRaycastFindEdge(collisionPoint, normal);
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2257 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2258 // Next, try to raycast from the camera position
2259 Animator.TrySetMovementAnimation("JUMP"); 2259 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2260 } 2260 Vector3 StartRayCastPosition = CameraPosition;
2261 } 2261 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2262 } 2262 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2263 2263 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2264 }
2265 m_forceToApply = direc; 2265 else
2266 2266 {
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2267 ControllingClient.SendAlertMessage("Sit position not accessable.");
2268 } 2268 m_requestedSitTargetUUID = UUID.Zero;
2269 2269 m_requestedSitTargetID = 0;
2270 #endregion 2270 m_requestedSitOffset = Vector3.Zero;
2271 2271 }
2272 #region Overridden Methods 2272 }
2273 2273 else
2274 public override void Update() 2274 {
2275 { 2275 ControllingClient.SendAlertMessage("Sit position not accessable.");
2276 const float ROTATION_TOLERANCE = 0.01f; 2276 m_requestedSitTargetUUID = UUID.Zero;
2277 const float VELOCITY_TOLERANCE = 0.001f; 2277 m_requestedSitTargetID = 0;
2278 const float POSITION_TOLERANCE = 0.05f; 2278 m_requestedSitOffset = Vector3.Zero;
2279 //const int TIME_MS_TOLERANCE = 3000; 2279 }
2280 2280 }
2281 SendPrimUpdates(); 2281 else
2282 2282 {
2283 if (m_isChildAgent == false) 2283 ControllingClient.SendAlertMessage("Sit position no longer exists");
2284 { 2284 m_requestedSitTargetUUID = UUID.Zero;
2285// PhysicsActor actor = m_physicsActor; 2285 m_requestedSitTargetID = 0;
2286 2286 m_requestedSitOffset = Vector3.Zero;
2287 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2287 }
2288 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2288
2289 // storing a requested force instead of an actual traveling velocity 2289 }
2290 2290
2291 // Throw away duplicate or insignificant updates 2291 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal)
2292 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || 2292 {
2293 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 2293 int i = 0;
2294 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)) 2294 //throw new NotImplementedException();
2295 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2295 //m_requestedSitTargetUUID = UUID.Zero;
2296 { 2296 //m_requestedSitTargetID = 0;
2297 SendTerseUpdateToAllClients(); 2297 //m_requestedSitOffset = Vector3.Zero;
2298 2298
2299 // Update the "last" values 2299 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity);
2300 m_lastPosition = m_pos; 2300 }
2301 m_lastRotation = m_bodyRot; 2301 */
2302 m_lastVelocity = Velocity; 2302 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset, string sitAnimation)
2303 //m_lastTerseSent = Environment.TickCount; 2303 {
2304 } 2304 if (m_parentID != 0)
2305 2305 {
2306 // followed suggestion from mic bowman. reversed the two lines below. 2306 StandUp();
2307 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something 2307 }
2308 CheckForBorderCrossing(); 2308 if (!String.IsNullOrEmpty(sitAnimation))
2309 CheckForSignificantMovement(); // sends update to the modules. 2309 {
2310 } 2310 m_nextSitAnimation = sitAnimation;
2311 } 2311 }
2312 2312 else
2313 #endregion 2313 {
2314 2314 m_nextSitAnimation = "SIT";
2315 #region Update Client(s) 2315 }
2316 2316
2317 /// <summary> 2317 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
2318 /// Sends a location update to the client connected to this scenePresence 2318 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
2319 /// </summary> 2319 if (part != null)
2320 /// <param name="remoteClient"></param> 2320 {
2321 public void SendTerseUpdateToClient(IClientAPI remoteClient) 2321 m_requestedSitTargetID = part.LocalId;
2322 { 2322 //m_requestedSitOffset = offset;
2323 // If the client is inactive, it's getting its updates from another 2323 m_requestedSitTargetUUID = targetID;
2324 // server. 2324
2325 if (remoteClient.IsActive) 2325 m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2326 { 2326
2327 m_perfMonMS = Util.EnvironmentTickCount(); 2327 if (m_scene.PhysicsScene.SupportsRayCast())
2328 2328 {
2329 PhysicsActor actor = m_physicsActor; 2329 //SitRayCastAvatarPosition(part);
2330 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero; 2330 //return;
2331 2331 }
2332 Vector3 pos = m_pos; 2332 }
2333 pos.Z += m_appearance.HipOffset; 2333 else
2334 2334 {
2335 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); 2335 m_log.Warn("Sit requested on unknown object: " + targetID);
2336 2336 }
2337 remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity); 2337
2338 2338 SendSitResponse(remoteClient, targetID, offset, Quaternion.Identity);
2339 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2339 }
2340 m_scene.StatsReporter.AddAgentUpdates(1); 2340
2341 } 2341 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2342 } 2342 {
2343 2343 if (!String.IsNullOrEmpty(m_nextSitAnimation))
2344 /// <summary> 2344 {
2345 /// Send a location/velocity/accelleration update to all agents in scene 2345 HandleAgentSit(remoteClient, agentID, m_nextSitAnimation);
2346 /// </summary> 2346 }
2347 public void SendTerseUpdateToAllClients() 2347 else
2348 { 2348 {
2349 m_perfMonMS = Util.EnvironmentTickCount(); 2349 HandleAgentSit(remoteClient, agentID, "SIT");
2350 2350 }
2351 m_scene.ForEachClient(SendTerseUpdateToClient); 2351 }
2352 2352
2353 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2353 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID, string sitAnimation)
2354 } 2354 {
2355 2355 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
2356 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2356
2357 { 2357 if (m_sitAtAutoTarget || !m_autopilotMoving)
2358 SendCourseLocationsMethod d = m_sendCourseLocationsMethod; 2358 {
2359 if (d != null) 2359 if (part != null)
2360 { 2360 {
2361 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs); 2361//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2362 } 2362 if (part.GetAvatarOnSitTarget() == UUID)
2363 } 2363 {
2364 2364//Console.WriteLine("Scripted Sit");
2365 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d) 2365 // Scripted sit
2366 { 2366 Vector3 sitTargetPos = part.SitTargetPosition;
2367 if (d != null) 2367 Quaternion sitTargetOrient = part.SitTargetOrientation;
2368 m_sendCourseLocationsMethod = d; 2368 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2369 } 2369 m_pos += SIT_TARGET_ADJUSTMENT;
2370 2370 if (!part.IsRoot)
2371 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs) 2371 {
2372 { 2372 m_pos *= part.RotationOffset;
2373 m_perfMonMS = Util.EnvironmentTickCount(); 2373 }
2374 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations); 2374 m_bodyRot = sitTargetOrient;
2375 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2375 m_parentPosition = part.AbsolutePosition;
2376 } 2376 part.IsOccupied = true;
2377 2377 part.ParentGroup.AddAvatar(agentID);
2378 /// <summary> 2378 }
2379 /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar) 2379 else
2380 /// </summary> 2380 {
2381 /// <param name="remoteAvatar"></param> 2381 // if m_avUnscriptedSitPos is zero then Av sits above center
2382 public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar) 2382 // Else Av sits at m_avUnscriptedSitPos
2383 { 2383
2384 // 2 stage check is needed. 2384 // Non-scripted sit by Kitto Flora 21Nov09
2385 if (remoteAvatar == null) 2385 // Calculate angle of line from prim to Av
2386 return; 2386 Quaternion partIRot;
2387 IClientAPI cl=remoteAvatar.ControllingClient; 2387// if (part.LinkNum == 1)
2388 if (cl == null) 2388// { // Root prim of linkset
2389 return; 2389// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2390 if (m_appearance.Texture == null) 2390// }
2391 return; 2391// else
2392 2392// { // single or child prim
2393 Vector3 pos = m_pos; 2393 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2394 pos.Z += m_appearance.HipOffset; 2394// }
2395 2395 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2396 remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this); 2396 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2397 m_scene.StatsReporter.AddAgentUpdates(1); 2397 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2398 } 2398 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2399 2399 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2400 /// <summary> 2400 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2401 /// Tell *ALL* agents about this agent 2401 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2402 /// </summary> 2402 // Av sits at world euler <0,0, z>, translated by part rotation
2403 public void SendInitialFullUpdateToAllClients() 2403 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2404 { 2404
2405 m_perfMonMS = Util.EnvironmentTickCount(); 2405 m_parentPosition = part.AbsolutePosition;
2406 int avUpdates = 0; 2406 part.IsOccupied = true;
2407 m_scene.ForEachScenePresence(delegate(ScenePresence avatar) 2407 part.ParentGroup.AddAvatar(agentID);
2408 { 2408 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2409 ++avUpdates; 2409 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2410 // only send if this is the root (children are only "listening posts" in a foreign region) 2410 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2411 if (!IsChildAgent) 2411 m_avUnscriptedSitPos; // adds click offset, if any
2412 { 2412 //Set up raytrace to find top surface of prim
2413 SendFullUpdateToOtherClient(avatar); 2413 Vector3 size = part.Scale;
2414 } 2414 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2415 2415 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2416 if (avatar.LocalId != LocalId) 2416 Vector3 down = new Vector3(0f, 0f, -1f);
2417 { 2417//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2418 if (!avatar.IsChildAgent) 2418 m_scene.PhysicsScene.RaycastWorld(
2419 { 2419 start, // Vector3 position,
2420 avatar.SendFullUpdateToOtherClient(this); 2420 down, // Vector3 direction,
2421 avatar.SendAppearanceToOtherAgent(this); 2421 mag, // float length,
2422 avatar.Animator.SendAnimPackToClient(ControllingClient); 2422 SitAltitudeCallback); // retMethod
2423 } 2423 } // end scripted/not
2424 } 2424 }
2425 }); 2425 else // no Av
2426 2426 {
2427 m_scene.StatsReporter.AddAgentUpdates(avUpdates); 2427 return;
2428 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2428 }
2429 2429 }
2430 //Animator.SendAnimPack(); 2430
2431 } 2431 //We want our offsets to reference the root prim, not the child we may have sat on
2432 2432 if (!part.IsRoot)
2433 public void SendFullUpdateToAllClients() 2433 {
2434 { 2434 m_parentID = part.ParentGroup.RootPart.LocalId;
2435 m_perfMonMS = Util.EnvironmentTickCount(); 2435 m_pos += part.OffsetPosition;
2436 2436 }
2437 // only send update from root agents to other clients; children are only "listening posts" 2437 else
2438 int count = 0; 2438 {
2439 m_scene.ForEachScenePresence(delegate(ScenePresence sp) 2439 m_parentID = m_requestedSitTargetID;
2440 { 2440 }
2441 if (sp.IsChildAgent) 2441
2442 return; 2442 m_linkedPrim = part.UUID;
2443 SendFullUpdateToOtherClient(sp); 2443 if (part.GetAvatarOnSitTarget() != UUID)
2444 ++count; 2444 {
2445 }); 2445 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2446 m_scene.StatsReporter.AddAgentUpdates(count); 2446 }
2447 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2447 Velocity = Vector3.Zero;
2448 2448 RemoveFromPhysicalScene();
2449 Animator.SendAnimPack(); 2449 Animator.TrySetMovementAnimation(sitAnimation);
2450 } 2450 SendFullUpdateToAllClients();
2451 2451 SendTerseUpdateToAllClients();
2452 /// <summary> 2452 }
2453 /// Do everything required once a client completes its movement into a region 2453
2454 /// </summary> 2454 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2455 public void SendInitialData() 2455 {
2456 { 2456 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2457 // Moved this into CompleteMovement to ensure that m_appearance is initialized before 2457 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2458 // the inventory arrives 2458 if(hitYN)
2459 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 2459 {
2460 2460 // m_pos = Av offset from prim center to make look like on center
2461 Vector3 pos = m_pos; 2461 // m_parentPosition = Actual center pos of prim
2462 pos.Z += m_appearance.HipOffset; 2462 // collisionPoint = spot on prim where we want to sit
2463 2463 // collisionPoint.Z = global sit surface height
2464 m_controllingClient.SendAvatarDataImmediate(this); 2464 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2465 2465 Quaternion partIRot;
2466 SendInitialFullUpdateToAllClients(); 2466// if (part.LinkNum == 1)
2467 SendAppearanceToAllOtherAgents(); 2467/// { // Root prim of linkset
2468 } 2468// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2469 2469// }
2470 /// <summary> 2470// else
2471 /// Tell the client for this scene presence what items it should be wearing now 2471// { // single or child prim
2472 /// </summary> 2472 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2473 public void SendWearables() 2473// }
2474 { 2474 if (m_initialSitTarget != null)
2475 m_log.DebugFormat("[SCENE]: Received request for wearables of {0}", Name); 2475 {
2476 2476 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2477 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 2477 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2478 } 2478 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2479 2479 m_pos += offset;
2480 /// <summary> 2480 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2481 /// 2481 }
2482 /// </summary> 2482
2483 public void SendAppearanceToAllOtherAgents() 2483 }
2484 { 2484 } // End SitAltitudeCallback KF.
2485 m_perfMonMS = Util.EnvironmentTickCount(); 2485
2486 2486 /// <summary>
2487 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2487 /// Event handler for the 'Always run' setting on the client
2488 { 2488 /// Tells the physics plugin to increase speed of movement.
2489 if (scenePresence.UUID != UUID) 2489 /// </summary>
2490 { 2490 public void HandleSetAlwaysRun(IClientAPI remoteClient, bool pSetAlwaysRun)
2491 SendAppearanceToOtherAgent(scenePresence); 2491 {
2492 } 2492 m_setAlwaysRun = pSetAlwaysRun;
2493 }); 2493 if (PhysicsActor != null)
2494 2494 {
2495 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2495 PhysicsActor.SetAlwaysRun = pSetAlwaysRun;
2496 } 2496 }
2497 2497 }
2498 /// <summary> 2498
2499 /// Send appearance data to an agent that isn't this one. 2499 public void HandleStartAnim(IClientAPI remoteClient, UUID animID)
2500 /// </summary> 2500 {
2501 /// <param name="avatar"></param> 2501 Animator.AddAnimation(animID, UUID.Zero);
2502 public void SendAppearanceToOtherAgent(ScenePresence avatar) 2502 }
2503 { 2503
2504 avatar.ControllingClient.SendAppearance( 2504 public void HandleStopAnim(IClientAPI remoteClient, UUID animID)
2505 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); 2505 {
2506 } 2506 Animator.RemoveAnimation(animID);
2507 2507 }
2508 /// <summary> 2508
2509 /// Set appearance data (textureentry and slider settings) received from the client 2509 /// <summary>
2510 /// </summary> 2510 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2511 /// <param name="texture"></param> 2511 /// </summary>
2512 /// <param name="visualParam"></param> 2512 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2513 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams) 2513 /// <param name="rotation">The direction in which this avatar should now face.
2514 { 2514 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2515 if (m_physicsActor != null) 2515 {
2516 { 2516 if (m_isChildAgent)
2517 if (!IsChildAgent) 2517 {
2518 { 2518 // WHAT???
2519 // This may seem like it's redundant, remove the avatar from the physics scene 2519 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!");
2520 // just to add it back again, but it saves us from having to update 2520
2521 // 3 variables 10 times a second. 2521 // we have to reset the user's child agent connections.
2522 bool flyingTemp = m_physicsActor.Flying; 2522 // Likely, here they've lost the eventqueue for other regions so border
2523 RemoveFromPhysicalScene(); 2523 // crossings will fail at this point unless we reset them.
2524 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor); 2524
2525 2525 List<ulong> regions = new List<ulong>(KnownChildRegionHandles);
2526 //PhysicsActor = null; 2526 regions.Remove(m_scene.RegionInfo.RegionHandle);
2527 2527
2528 AddToPhysicalScene(flyingTemp); 2528 MakeRootAgent(new Vector3(127f, 127f, 127f), true);
2529 } 2529
2530 } 2530 // Async command
2531 2531 if (m_scene.SceneGridService != null)
2532 #region Bake Cache Check 2532 {
2533 2533 m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions);
2534 if (textureEntry != null) 2534
2535 { 2535 // Give the above command some time to try and close the connections.
2536 for (int i = 0; i < BAKE_INDICES.Length; i++) 2536 // this is really an emergency.. so sleep, or we'll get all discombobulated.
2537 { 2537 System.Threading.Thread.Sleep(500);
2538 int j = BAKE_INDICES[i]; 2538 }
2539 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j]; 2539
2540 2540 if (m_scene.SceneGridService != null)
2541 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) 2541 {
2542 { 2542 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
2543 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) 2543 if (m_agentTransfer != null)
2544 { 2544 m_agentTransfer.EnableChildAgents(this);
2545 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name); 2545 }
2546 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID); 2546
2547 } 2547 return;
2548 } 2548 }
2549 } 2549
2550 2550 m_perfMonMS = Util.EnvironmentTickCount();
2551 } 2551
2552 2552 Rotation = rotation;
2553 2553 Vector3 direc = vec * rotation;
2554 #endregion Bake Cache Check 2554 direc.Normalize();
2555 2555 PhysicsActor actor = m_physicsActor;
2556 m_appearance.SetAppearance(textureEntry, visualParams); 2556 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2557 if (m_appearance.AvatarHeight > 0) 2557
2558 SetHeight(m_appearance.AvatarHeight); 2558 direc *= 0.03f * 128f * m_speedModifier;
2559 2559
2560 // This is not needed, because only the transient data changed 2560 if (actor != null)
2561 //AvatarData adata = new AvatarData(m_appearance); 2561 {
2562 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2562 if (actor.Flying)
2563 2563 {
2564 SendAppearanceToAllOtherAgents(); 2564 direc *= 4.0f;
2565 if (!m_startAnimationSet) 2565 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2566 { 2566 //bool colliding = (m_physicsActor.IsColliding==true);
2567 Animator.UpdateMovementAnimations(); 2567 //if (controlland)
2568 m_startAnimationSet = true; 2568 // m_log.Info("[AGENT]: landCommand");
2569 } 2569 //if (colliding)
2570 2570 // m_log.Info("[AGENT]: colliding");
2571 Vector3 pos = m_pos; 2571 //if (m_physicsActor.Flying && colliding && controlland)
2572 pos.Z += m_appearance.HipOffset; 2572 //{
2573 2573 // StopFlying();
2574 m_controllingClient.SendAvatarDataImmediate(this); 2574 // m_log.Info("[AGENT]: Stop FLying");
2575 } 2575 //}
2576 2576 }
2577 public void SetWearable(int wearableId, AvatarWearable wearable) 2577 else if (!actor.Flying && actor.IsColliding)
2578 { 2578 {
2579 m_appearance.SetWearable(wearableId, wearable); 2579 if (direc.Z > 2.0f)
2580 AvatarData adata = new AvatarData(m_appearance); 2580 {
2581 m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata); 2581 if(m_animator.m_animTickJump == -1)
2582 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 2582 {
2583 } 2583 direc.Z *= 3.0f; // jump
2584 2584 }
2585 // Because appearance setting is in a module, we actually need 2585 else
2586 // to give it access to our appearance directly, otherwise we 2586 {
2587 // get a synchronization issue. 2587 direc.Z *= 0.1f; // prejump
2588 public AvatarAppearance Appearance 2588 }
2589 { 2589 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2590 get { return m_appearance; } 2590 Animator.TrySetMovementAnimation("PREJUMP");
2591 set { m_appearance = value; } 2591 Animator.TrySetMovementAnimation("JUMP");
2592 } 2592 */
2593 2593 }
2594 #endregion 2594 }
2595 2595 }
2596 #region Significant Movement Method 2596
2597 2597 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2598 /// <summary> 2598 m_forceToApply = direc;
2599 /// This checks for a significant movement and sends a courselocationchange update 2599 m_isNudging = Nudging;
2600 /// </summary> 2600 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2601 protected void CheckForSignificantMovement() 2601 }
2602 { 2602
2603 // Movement updates for agents in neighboring regions are sent directly to clients. 2603 #endregion
2604 // This value only affects how often agent positions are sent to neighbor regions 2604
2605 // for things such as distance-based update prioritization 2605 #region Overridden Methods
2606 const float SIGNIFICANT_MOVEMENT = 2.0f; 2606
2607 2607 public override void Update()
2608 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT) 2608 {
2609 { 2609 const float ROTATION_TOLERANCE = 0.01f;
2610 posLastSignificantMove = AbsolutePosition; 2610 const float VELOCITY_TOLERANCE = 0.001f;
2611 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient); 2611 const float POSITION_TOLERANCE = 0.05f;
2612 } 2612 //const int TIME_MS_TOLERANCE = 3000;
2613 2613
2614 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m 2614
2615 if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance || 2615
2616 Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance) 2616 if (m_isChildAgent == false)
2617 { 2617 {
2618 m_lastChildAgentUpdatePosition = AbsolutePosition; 2618// PhysicsActor actor = m_physicsActor;
2619 m_lastChildAgentUpdateCamPosition = CameraPosition; 2619
2620 2620 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2621 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate(); 2621 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2622 cadu.ActiveGroupID = UUID.Zero.Guid; 2622 // storing a requested force instead of an actual traveling velocity
2623 cadu.AgentID = UUID.Guid; 2623
2624 cadu.alwaysrun = m_setAlwaysRun; 2624 // Throw away duplicate or insignificant updates
2625 cadu.AVHeight = m_avHeight; 2625 if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2626 Vector3 tempCameraCenter = m_CameraCenter; 2626 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2627 cadu.cameraPosition = tempCameraCenter; 2627 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2628 cadu.drawdistance = m_DrawDistance; 2628 //Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2629 cadu.GroupAccess = 0; 2629 {
2630 cadu.Position = AbsolutePosition; 2630 SendTerseUpdateToAllClients();
2631 cadu.regionHandle = m_rootRegionHandle; 2631
2632 float multiplier = 1; 2632 // Update the "last" values
2633 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); 2633 m_lastPosition = m_pos;
2634 if (innacurateNeighbors != 0) 2634 m_lastRotation = m_bodyRot;
2635 { 2635 m_lastVelocity = Velocity;
2636 multiplier = 1f / (float)innacurateNeighbors; 2636 //m_lastTerseSent = Environment.TickCount;
2637 } 2637 }
2638 if (multiplier <= 0f) 2638
2639 { 2639 // followed suggestion from mic bowman. reversed the two lines below.
2640 multiplier = 0.25f; 2640 if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something
2641 } 2641 CheckForBorderCrossing();
2642 2642 CheckForSignificantMovement(); // sends update to the modules.
2643 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); 2643 }
2644 cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier); 2644
2645 cadu.Velocity = Velocity; 2645 //Sending prim updates AFTER the avatar terse updates are sent
2646 2646 SendPrimUpdates();
2647 AgentPosition agentpos = new AgentPosition(); 2647 }
2648 agentpos.CopyFrom(cadu); 2648
2649 2649 #endregion
2650 m_scene.SendOutChildAgentUpdates(agentpos, this); 2650
2651 } 2651 #region Update Client(s)
2652 } 2652
2653 2653 /// <summary>
2654 #endregion 2654 /// Sends a location update to the client connected to this scenePresence
2655 2655 /// </summary>
2656 #region Border Crossing Methods 2656 /// <param name="remoteClient"></param>
2657 2657 public void SendTerseUpdateToClient(IClientAPI remoteClient)
2658 /// <summary> 2658 {
2659 /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion 2659 // If the client is inactive, it's getting its updates from another
2660 /// </summary> 2660 // server.
2661 protected void CheckForBorderCrossing() 2661 if (remoteClient.IsActive)
2662 { 2662 {
2663 if (IsChildAgent) 2663 m_perfMonMS = Util.EnvironmentTickCount();
2664 return; 2664
2665 2665 PhysicsActor actor = m_physicsActor;
2666 Vector3 pos2 = AbsolutePosition; 2666 Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
2667 Vector3 vel = Velocity; 2667
2668 int neighbor = 0; 2668 Vector3 pos = m_pos;
2669 int[] fix = new int[2]; 2669 pos.Z += m_appearance.HipOffset;
2670 2670
2671 float timeStep = 0.1f; 2671 //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity);
2672 pos2.X = pos2.X + (vel.X*timeStep); 2672
2673 pos2.Y = pos2.Y + (vel.Y*timeStep); 2673 remoteClient.SendPrimUpdate(this, PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity | PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
2674 pos2.Z = pos2.Z + (vel.Z*timeStep); 2674
2675 2675 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2676 if (!IsInTransit) 2676 m_scene.StatsReporter.AddAgentUpdates(1);
2677 { 2677 }
2678 // Checks if where it's headed exists a region 2678 }
2679 2679
2680 bool needsTransit = false; 2680 /// <summary>
2681 if (m_scene.TestBorderCross(pos2, Cardinals.W)) 2681 /// Send a location/velocity/accelleration update to all agents in scene
2682 { 2682 /// </summary>
2683 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2683 public void SendTerseUpdateToAllClients()
2684 { 2684 {
2685 needsTransit = true; 2685 m_perfMonMS = Util.EnvironmentTickCount();
2686 neighbor = HaveNeighbor(Cardinals.SW, ref fix); 2686
2687 } 2687 m_scene.ForEachClient(SendTerseUpdateToClient);
2688 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2688
2689 { 2689 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2690 needsTransit = true; 2690 }
2691 neighbor = HaveNeighbor(Cardinals.NW, ref fix); 2691
2692 } 2692 public void SendCoarseLocations(List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2693 else 2693 {
2694 { 2694 SendCourseLocationsMethod d = m_sendCourseLocationsMethod;
2695 needsTransit = true; 2695 if (d != null)
2696 neighbor = HaveNeighbor(Cardinals.W, ref fix); 2696 {
2697 } 2697 d.Invoke(m_scene.RegionInfo.originRegionID, this, coarseLocations, avatarUUIDs);
2698 } 2698 }
2699 else if (m_scene.TestBorderCross(pos2, Cardinals.E)) 2699 }
2700 { 2700
2701 if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2701 public void SetSendCourseLocationMethod(SendCourseLocationsMethod d)
2702 { 2702 {
2703 needsTransit = true; 2703 if (d != null)
2704 neighbor = HaveNeighbor(Cardinals.SE, ref fix); 2704 m_sendCourseLocationsMethod = d;
2705 } 2705 }
2706 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2706
2707 { 2707 public void SendCoarseLocationsDefault(UUID sceneId, ScenePresence p, List<Vector3> coarseLocations, List<UUID> avatarUUIDs)
2708 needsTransit = true; 2708 {
2709 neighbor = HaveNeighbor(Cardinals.NE, ref fix); 2709 m_perfMonMS = Util.EnvironmentTickCount();
2710 } 2710 m_controllingClient.SendCoarseLocationUpdate(avatarUUIDs, coarseLocations);
2711 else 2711 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2712 { 2712 }
2713 needsTransit = true; 2713
2714 neighbor = HaveNeighbor(Cardinals.E, ref fix); 2714 /// <summary>
2715 } 2715 /// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
2716 } 2716 /// </summary>
2717 else if (m_scene.TestBorderCross(pos2, Cardinals.S)) 2717 /// <param name="remoteAvatar"></param>
2718 { 2718 public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
2719 needsTransit = true; 2719 {
2720 neighbor = HaveNeighbor(Cardinals.S, ref fix); 2720 // 2 stage check is needed.
2721 } 2721 if (remoteAvatar == null)
2722 else if (m_scene.TestBorderCross(pos2, Cardinals.N)) 2722 return;
2723 { 2723 IClientAPI cl=remoteAvatar.ControllingClient;
2724 needsTransit = true; 2724 if (cl == null)
2725 neighbor = HaveNeighbor(Cardinals.N, ref fix); 2725 return;
2726 } 2726 if (m_appearance.Texture == null)
2727 2727 return;
2728 2728
2729 // Makes sure avatar does not end up outside region 2729 Vector3 pos = m_pos;
2730 if (neighbor <= 0) 2730 pos.Z += m_appearance.HipOffset;
2731 { 2731
2732 if (!needsTransit) 2732 remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this);
2733 { 2733 m_scene.StatsReporter.AddAgentUpdates(1);
2734 if (m_requestedSitTargetUUID == UUID.Zero) 2734 }
2735 { 2735
2736 Vector3 pos = AbsolutePosition; 2736 /// <summary>
2737 if (AbsolutePosition.X < 0) 2737 /// Tell *ALL* agents about this agent
2738 pos.X += Velocity.X; 2738 /// </summary>
2739 else if (AbsolutePosition.X > Constants.RegionSize) 2739 public void SendInitialFullUpdateToAllClients()
2740 pos.X -= Velocity.X; 2740 {
2741 if (AbsolutePosition.Y < 0) 2741 m_perfMonMS = Util.EnvironmentTickCount();
2742 pos.Y += Velocity.Y; 2742 int avUpdates = 0;
2743 else if (AbsolutePosition.Y > Constants.RegionSize) 2743 m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
2744 pos.Y -= Velocity.Y; 2744 {
2745 AbsolutePosition = pos; 2745 ++avUpdates;
2746 } 2746 // only send if this is the root (children are only "listening posts" in a foreign region)
2747 } 2747 if (!IsChildAgent)
2748 } 2748 {
2749 else if (neighbor > 0) 2749 SendFullUpdateToOtherClient(avatar);
2750 CrossToNewRegion(); 2750 }
2751 } 2751
2752 else 2752 if (avatar.LocalId != LocalId)
2753 { 2753 {
2754 RemoveFromPhysicalScene(); 2754 if (!avatar.IsChildAgent)
2755 // This constant has been inferred from experimentation 2755 {
2756 // I'm not sure what this value should be, so I tried a few values. 2756 avatar.SendFullUpdateToOtherClient(this);
2757 timeStep = 0.04f; 2757 avatar.SendAppearanceToOtherAgent(this);
2758 pos2 = AbsolutePosition; 2758 avatar.Animator.SendAnimPackToClient(ControllingClient);
2759 pos2.X = pos2.X + (vel.X * timeStep); 2759 }
2760 pos2.Y = pos2.Y + (vel.Y * timeStep); 2760 }
2761 pos2.Z = pos2.Z + (vel.Z * timeStep); 2761 });
2762 m_pos = pos2; 2762
2763 } 2763 m_scene.StatsReporter.AddAgentUpdates(avUpdates);
2764 } 2764 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2765 2765
2766 protected int HaveNeighbor(Cardinals car, ref int[] fix) 2766 //Animator.SendAnimPack();
2767 { 2767 }
2768 uint neighbourx = m_regionInfo.RegionLocX; 2768
2769 uint neighboury = m_regionInfo.RegionLocY; 2769 public void SendFullUpdateToAllClients()
2770 2770 {
2771 int dir = (int)car; 2771 m_perfMonMS = Util.EnvironmentTickCount();
2772 2772
2773 if (dir > 1 && dir < 5) //Heading East 2773 // only send update from root agents to other clients; children are only "listening posts"
2774 neighbourx++; 2774 int count = 0;
2775 else if (dir > 5) // Heading West 2775 m_scene.ForEachScenePresence(delegate(ScenePresence sp)
2776 neighbourx--; 2776 {
2777 2777 if (sp.IsChildAgent)
2778 if (dir < 3 || dir == 8) // Heading North 2778 return;
2779 neighboury++; 2779 SendFullUpdateToOtherClient(sp);
2780 else if (dir > 3 && dir < 7) // Heading Sout 2780 ++count;
2781 neighboury--; 2781 });
2782 2782 m_scene.StatsReporter.AddAgentUpdates(count);
2783 int x = (int)(neighbourx * Constants.RegionSize); 2783 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2784 int y = (int)(neighboury * Constants.RegionSize); 2784
2785 GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); 2785 Animator.SendAnimPack();
2786 2786 }
2787 if (neighbourRegion == null) 2787
2788 { 2788 /// <summary>
2789 fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx); 2789 /// Do everything required once a client completes its movement into a region
2790 fix[1] = (int)(m_regionInfo.RegionLocY - neighboury); 2790 /// </summary>
2791 return dir * (-1); 2791 public void SendInitialData()
2792 } 2792 {
2793 else 2793 // Moved this into CompleteMovement to ensure that m_appearance is initialized before
2794 return dir; 2794 // the inventory arrives
2795 } 2795 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
2796 2796
2797 /// <summary> 2797 Vector3 pos = m_pos;
2798 /// Moves the agent outside the region bounds 2798 pos.Z += m_appearance.HipOffset;
2799 /// Tells neighbor region that we're crossing to it 2799
2800 /// If the neighbor accepts, remove the agent's viewable avatar from this scene 2800 m_controllingClient.SendAvatarDataImmediate(this);
2801 /// set them to a child agent. 2801
2802 /// </summary> 2802 SendInitialFullUpdateToAllClients();
2803 protected void CrossToNewRegion() 2803 SendAppearanceToAllOtherAgents();
2804 { 2804 }
2805 InTransit(); 2805
2806 try 2806 /// <summary>
2807 { 2807 /// Tell the client for this scene presence what items it should be wearing now
2808 m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying); 2808 /// </summary>
2809 } 2809 public void SendWearables()
2810 catch 2810 {
2811 { 2811 m_log.DebugFormat("[SCENE]: Received request for wearables of {0}", Name);
2812 m_scene.CrossAgentToNewRegion(this, false); 2812
2813 } 2813 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
2814 } 2814 }
2815 2815
2816 public void InTransit() 2816 /// <summary>
2817 { 2817 ///
2818 m_inTransit = true; 2818 /// </summary>
2819 2819 public void SendAppearanceToAllOtherAgents()
2820 if ((m_physicsActor != null) && m_physicsActor.Flying) 2820 {
2821 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY; 2821 m_perfMonMS = Util.EnvironmentTickCount();
2822 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) 2822
2823 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY; 2823 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2824 } 2824 {
2825 2825 if (scenePresence.UUID != UUID)
2826 public void NotInTransit() 2826 {
2827 { 2827 SendAppearanceToOtherAgent(scenePresence);
2828 m_inTransit = false; 2828 }
2829 } 2829 });
2830 2830
2831 public void RestoreInCurrentScene() 2831 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2832 { 2832 }
2833 AddToPhysicalScene(false); // not exactly false 2833
2834 } 2834 /// <summary>
2835 2835 /// Send appearance data to an agent that isn't this one.
2836 public void Reset() 2836 /// </summary>
2837 { 2837 /// <param name="avatar"></param>
2838 // Put the child agent back at the center 2838 public void SendAppearanceToOtherAgent(ScenePresence avatar)
2839 AbsolutePosition 2839 {
2840 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70); 2840 avatar.ControllingClient.SendAppearance(
2841 Animator.ResetAnimations(); 2841 m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
2842 } 2842 }
2843 2843
2844 /// <summary> 2844 /// <summary>
2845 /// Computes which child agents to close when the scene presence moves to another region. 2845 /// Set appearance data (textureentry and slider settings) received from the client
2846 /// Removes those regions from m_knownRegions. 2846 /// </summary>
2847 /// </summary> 2847 /// <param name="texture"></param>
2848 /// <param name="newRegionX">The new region's x on the map</param> 2848 /// <param name="visualParam"></param>
2849 /// <param name="newRegionY">The new region's y on the map</param> 2849 public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams)
2850 /// <returns></returns> 2850 {
2851 public void CloseChildAgents(uint newRegionX, uint newRegionY) 2851 if (m_physicsActor != null)
2852 { 2852 {
2853 List<ulong> byebyeRegions = new List<ulong>(); 2853 if (!IsChildAgent)
2854 m_log.DebugFormat( 2854 {
2855 "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}", 2855 // This may seem like it's redundant, remove the avatar from the physics scene
2856 m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName); 2856 // just to add it back again, but it saves us from having to update
2857 //DumpKnownRegions(); 2857 // 3 variables 10 times a second.
2858 2858 bool flyingTemp = m_physicsActor.Flying;
2859 lock (m_knownChildRegions) 2859 RemoveFromPhysicalScene();
2860 { 2860 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
2861 foreach (ulong handle in m_knownChildRegions.Keys) 2861
2862 { 2862 //PhysicsActor = null;
2863 // Don't close the agent on this region yet 2863
2864 if (handle != Scene.RegionInfo.RegionHandle) 2864 AddToPhysicalScene(flyingTemp);
2865 { 2865 }
2866 uint x, y; 2866 }
2867 Utils.LongToUInts(handle, out x, out y); 2867
2868 x = x / Constants.RegionSize; 2868 #region Bake Cache Check
2869 y = y / Constants.RegionSize; 2869
2870 2870 if (textureEntry != null)
2871 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 2871 {
2872 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 2872 for (int i = 0; i < BAKE_INDICES.Length; i++)
2873 if (Util.IsOutsideView(x, newRegionX, y, newRegionY)) 2873 {
2874 { 2874 int j = BAKE_INDICES[i];
2875 byebyeRegions.Add(handle); 2875 Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
2876 } 2876
2877 } 2877 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
2878 } 2878 {
2879 } 2879 if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
2880 2880 {
2881 if (byebyeRegions.Count > 0) 2881 m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name);
2882 { 2882 this.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
2883 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); 2883 }
2884 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions); 2884 }
2885 } 2885 }
2886 2886
2887 foreach (ulong handle in byebyeRegions) 2887 }
2888 { 2888
2889 RemoveNeighbourRegion(handle); 2889
2890 } 2890 #endregion Bake Cache Check
2891 } 2891
2892 2892 m_appearance.SetAppearance(textureEntry, visualParams);
2893 #endregion 2893 if (m_appearance.AvatarHeight > 0)
2894 2894 SetHeight(m_appearance.AvatarHeight);
2895 /// <summary> 2895
2896 /// This allows the Sim owner the abiility to kick users from their sim currently. 2896 // This is not needed, because only the transient data changed
2897 /// It tells the client that the agent has permission to do so. 2897 //AvatarData adata = new AvatarData(m_appearance);
2898 /// </summary> 2898 //m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2899 public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus) 2899
2900 { 2900 SendAppearanceToAllOtherAgents();
2901 if (godStatus) 2901 if (!m_startAnimationSet)
2902 { 2902 {
2903 // For now, assign god level 200 to anyone 2903 Animator.UpdateMovementAnimations();
2904 // who is granted god powers, but has no god level set. 2904 m_startAnimationSet = true;
2905 // 2905 }
2906 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID); 2906
2907 if (account != null) 2907 Vector3 pos = m_pos;
2908 { 2908 pos.Z += m_appearance.HipOffset;
2909 if (account.UserLevel > 0) 2909
2910 m_godLevel = account.UserLevel; 2910 m_controllingClient.SendAvatarDataImmediate(this);
2911 else 2911 }
2912 m_godLevel = 200; 2912
2913 } 2913 public void SetWearable(int wearableId, AvatarWearable wearable)
2914 } 2914 {
2915 else 2915 m_appearance.SetWearable(wearableId, wearable);
2916 { 2916 AvatarData adata = new AvatarData(m_appearance);
2917 m_godLevel = 0; 2917 m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
2918 } 2918 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
2919 2919 }
2920 ControllingClient.SendAdminResponse(token, (uint)m_godLevel); 2920
2921 } 2921 // Because appearance setting is in a module, we actually need
2922 2922 // to give it access to our appearance directly, otherwise we
2923 #region Child Agent Updates 2923 // get a synchronization issue.
2924 2924 public AvatarAppearance Appearance
2925 public void ChildAgentDataUpdate(AgentData cAgentData) 2925 {
2926 { 2926 get { return m_appearance; }
2927 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName); 2927 set { m_appearance = value; }
2928 if (!IsChildAgent) 2928 }
2929 return; 2929
2930 2930 #endregion
2931 CopyFrom(cAgentData); 2931
2932 } 2932 #region Significant Movement Method
2933 2933
2934 /// <summary> 2934 /// <summary>
2935 /// This updates important decision making data about a child agent 2935 /// This checks for a significant movement and sends a courselocationchange update
2936 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 2936 /// </summary>
2937 /// </summary> 2937 protected void CheckForSignificantMovement()
2938 public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY) 2938 {
2939 { 2939 // Movement updates for agents in neighboring regions are sent directly to clients.
2940 if (!IsChildAgent) 2940 // This value only affects how often agent positions are sent to neighbor regions
2941 return; 2941 // for things such as distance-based update prioritization
2942 2942 const float SIGNIFICANT_MOVEMENT = 2.0f;
2943 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY); 2943
2944 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize; 2944 if (Util.GetDistanceTo(AbsolutePosition, posLastSignificantMove) > SIGNIFICANT_MOVEMENT)
2945 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize; 2945 {
2946 2946 posLastSignificantMove = AbsolutePosition;
2947 Vector3 offset = new Vector3(shiftx, shifty, 0f); 2947 m_scene.EventManager.TriggerSignificantClientMovement(m_controllingClient);
2948 2948 }
2949 m_DrawDistance = cAgentData.Far; 2949
2950 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! 2950 // Minimum Draw distance is 64 meters, the Radius of the draw distance sphere is 32m
2951 m_pos = cAgentData.Position + offset; 2951 if (Util.GetDistanceTo(AbsolutePosition, m_lastChildAgentUpdatePosition) >= Scene.ChildReprioritizationDistance ||
2952 2952 Util.GetDistanceTo(CameraPosition, m_lastChildAgentUpdateCamPosition) >= Scene.ChildReprioritizationDistance)
2953 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance) 2953 {
2954 { 2954 m_lastChildAgentUpdatePosition = AbsolutePosition;
2955 posLastSignificantMove = AbsolutePosition; 2955 m_lastChildAgentUpdateCamPosition = CameraPosition;
2956 ReprioritizeUpdates(); 2956
2957 } 2957 ChildAgentDataUpdate cadu = new ChildAgentDataUpdate();
2958 2958 cadu.ActiveGroupID = UUID.Zero.Guid;
2959 m_CameraCenter = cAgentData.Center + offset; 2959 cadu.AgentID = UUID.Guid;
2960 2960 cadu.alwaysrun = m_setAlwaysRun;
2961 m_avHeight = cAgentData.Size.Z; 2961 cadu.AVHeight = m_avHeight;
2962 //SetHeight(cAgentData.AVHeight); 2962 Vector3 tempCameraCenter = m_CameraCenter;
2963 2963 cadu.cameraPosition = tempCameraCenter;
2964 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) 2964 cadu.drawdistance = m_DrawDistance;
2965 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); 2965 cadu.GroupAccess = 0;
2966 2966 cadu.Position = AbsolutePosition;
2967 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true. 2967 cadu.regionHandle = m_rootRegionHandle;
2968 if (m_scene.m_seeIntoRegionFromNeighbor) 2968 float multiplier = 1;
2969 m_sceneViewer.Reset(); 2969 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
2970 2970 if (innacurateNeighbors != 0)
2971 //cAgentData.AVHeight; 2971 {
2972 m_rootRegionHandle = cAgentData.RegionHandle; 2972 multiplier = 1f / (float)innacurateNeighbors;
2973 //m_velocity = cAgentData.Velocity; 2973 }
2974 } 2974 if (multiplier <= 0f)
2975 2975 {
2976 public void CopyTo(AgentData cAgent) 2976 multiplier = 0.25f;
2977 { 2977 }
2978 cAgent.AgentID = UUID; 2978
2979 cAgent.RegionID = Scene.RegionInfo.RegionID; 2979 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
2980 2980 cadu.throttles = ControllingClient.GetThrottlesPacked(multiplier);
2981 cAgent.Position = AbsolutePosition; 2981 cadu.Velocity = Velocity;
2982 cAgent.Velocity = m_velocity; 2982
2983 cAgent.Center = m_CameraCenter; 2983 AgentPosition agentpos = new AgentPosition();
2984 // Don't copy the size; it is inferred from apearance parameters 2984 agentpos.CopyFrom(cadu);
2985 //cAgent.Size = new Vector3(0, 0, m_avHeight); 2985
2986 cAgent.AtAxis = m_CameraAtAxis; 2986 m_scene.SendOutChildAgentUpdates(agentpos, this);
2987 cAgent.LeftAxis = m_CameraLeftAxis; 2987 }
2988 cAgent.UpAxis = m_CameraUpAxis; 2988 }
2989 2989
2990 cAgent.Far = m_DrawDistance; 2990 #endregion
2991 2991
2992 // Throttles 2992 #region Border Crossing Methods
2993 float multiplier = 1; 2993
2994 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount(); 2994 /// <summary>
2995 if (innacurateNeighbors != 0) 2995 /// Checks to see if the avatar is in range of a border and calls CrossToNewRegion
2996 { 2996 /// </summary>
2997 multiplier = 1f / innacurateNeighbors; 2997 protected void CheckForBorderCrossing()
2998 } 2998 {
2999 if (multiplier <= 0f) 2999 if (IsChildAgent)
3000 { 3000 return;
3001 multiplier = 0.25f; 3001
3002 } 3002 Vector3 pos2 = AbsolutePosition;
3003 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString()); 3003 Vector3 vel = Velocity;
3004 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier); 3004 int neighbor = 0;
3005 3005 int[] fix = new int[2];
3006 cAgent.HeadRotation = m_headrotation; 3006
3007 cAgent.BodyRotation = m_bodyRot; 3007 float timeStep = 0.1f;
3008 cAgent.ControlFlags = (uint)m_AgentControlFlags; 3008 pos2.X = pos2.X + (vel.X*timeStep);
3009 3009 pos2.Y = pos2.Y + (vel.Y*timeStep);
3010 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3010 pos2.Z = pos2.Z + (vel.Z*timeStep);
3011 cAgent.GodLevel = (byte)m_godLevel; 3011
3012 else 3012 if (!IsInTransit)
3013 cAgent.GodLevel = (byte) 0; 3013 {
3014 3014 // Checks if where it's headed exists a region
3015 cAgent.AlwaysRun = m_setAlwaysRun; 3015
3016 3016 bool needsTransit = false;
3017 try 3017 if (m_scene.TestBorderCross(pos2, Cardinals.W))
3018 { 3018 {
3019 // We might not pass the Wearables in all cases... 3019 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3020 // They're only needed so that persistent changes to the appearance 3020 {
3021 // are preserved in the new region where the user is moving to. 3021 needsTransit = true;
3022 // But in Hypergrid we might not let this happen. 3022 neighbor = HaveNeighbor(Cardinals.SW, ref fix);
3023 int i = 0; 3023 }
3024 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2]; 3024 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3025 foreach (AvatarWearable aw in m_appearance.Wearables) 3025 {
3026 { 3026 needsTransit = true;
3027 if (aw != null) 3027 neighbor = HaveNeighbor(Cardinals.NW, ref fix);
3028 { 3028 }
3029 wears[i++] = aw.ItemID; 3029 else
3030 wears[i++] = aw.AssetID; 3030 {
3031 } 3031 needsTransit = true;
3032 else 3032 neighbor = HaveNeighbor(Cardinals.W, ref fix);
3033 { 3033 }
3034 wears[i++] = UUID.Zero; 3034 }
3035 wears[i++] = UUID.Zero; 3035 else if (m_scene.TestBorderCross(pos2, Cardinals.E))
3036 } 3036 {
3037 } 3037 if (m_scene.TestBorderCross(pos2, Cardinals.S))
3038 cAgent.Wearables = wears; 3038 {
3039 3039 needsTransit = true;
3040 cAgent.VisualParams = m_appearance.VisualParams; 3040 neighbor = HaveNeighbor(Cardinals.SE, ref fix);
3041 3041 }
3042 if (m_appearance.Texture != null) 3042 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3043 cAgent.AgentTextures = m_appearance.Texture.GetBytes(); 3043 {
3044 } 3044 needsTransit = true;
3045 catch (Exception e) 3045 neighbor = HaveNeighbor(Cardinals.NE, ref fix);
3046 { 3046 }
3047 m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message); 3047 else
3048 } 3048 {
3049 3049 needsTransit = true;
3050 //Attachments 3050 neighbor = HaveNeighbor(Cardinals.E, ref fix);
3051 List<int> attPoints = m_appearance.GetAttachedPoints(); 3051 }
3052 if (attPoints != null) 3052 }
3053 { 3053 else if (m_scene.TestBorderCross(pos2, Cardinals.S))
3054 //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count); 3054 {
3055 int i = 0; 3055 needsTransit = true;
3056 AttachmentData[] attachs = new AttachmentData[attPoints.Count]; 3056 neighbor = HaveNeighbor(Cardinals.S, ref fix);
3057 foreach (int point in attPoints) 3057 }
3058 { 3058 else if (m_scene.TestBorderCross(pos2, Cardinals.N))
3059 attachs[i++] = new AttachmentData(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point)); 3059 {
3060 } 3060 needsTransit = true;
3061 cAgent.Attachments = attachs; 3061 neighbor = HaveNeighbor(Cardinals.N, ref fix);
3062 } 3062 }
3063 3063
3064 lock (scriptedcontrols) 3064
3065 { 3065 // Makes sure avatar does not end up outside region
3066 ControllerData[] controls = new ControllerData[scriptedcontrols.Count]; 3066 if (neighbor <= 0)
3067 int i = 0; 3067 {
3068 3068 if (!needsTransit)
3069 foreach (ScriptControllers c in scriptedcontrols.Values) 3069 {
3070 { 3070 if (m_requestedSitTargetUUID == UUID.Zero)
3071 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3071 {
3072 } 3072 Vector3 pos = AbsolutePosition;
3073 cAgent.Controllers = controls; 3073 if (AbsolutePosition.X < 0)
3074 } 3074 pos.X += Velocity.X;
3075 3075 else if (AbsolutePosition.X > Constants.RegionSize)
3076 // Animations 3076 pos.X -= Velocity.X;
3077 try 3077 if (AbsolutePosition.Y < 0)
3078 { 3078 pos.Y += Velocity.Y;
3079 cAgent.Anims = Animator.Animations.ToArray(); 3079 else if (AbsolutePosition.Y > Constants.RegionSize)
3080 } 3080 pos.Y -= Velocity.Y;
3081 catch { } 3081 AbsolutePosition = pos;
3082 3082 }
3083 // cAgent.GroupID = ?? 3083 }
3084 // Groups??? 3084 }
3085 3085 else if (neighbor > 0)
3086 } 3086 CrossToNewRegion();
3087 3087 }
3088 public void CopyFrom(AgentData cAgent) 3088 else
3089 { 3089 {
3090 m_originRegionID = cAgent.RegionID; 3090 RemoveFromPhysicalScene();
3091 3091 // This constant has been inferred from experimentation
3092 m_callbackURI = cAgent.CallbackURI; 3092 // I'm not sure what this value should be, so I tried a few values.
3093 3093 timeStep = 0.04f;
3094 m_pos = cAgent.Position; 3094 pos2 = AbsolutePosition;
3095 m_velocity = cAgent.Velocity; 3095 pos2.X = pos2.X + (vel.X * timeStep);
3096 m_CameraCenter = cAgent.Center; 3096 pos2.Y = pos2.Y + (vel.Y * timeStep);
3097 //m_avHeight = cAgent.Size.Z; 3097 pos2.Z = pos2.Z + (vel.Z * timeStep);
3098 m_CameraAtAxis = cAgent.AtAxis; 3098 m_pos = pos2;
3099 m_CameraLeftAxis = cAgent.LeftAxis; 3099 }
3100 m_CameraUpAxis = cAgent.UpAxis; 3100 }
3101 3101
3102 m_DrawDistance = cAgent.Far; 3102 protected int HaveNeighbor(Cardinals car, ref int[] fix)
3103 3103 {
3104 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) 3104 uint neighbourx = m_regionInfo.RegionLocX;
3105 ControllingClient.SetChildAgentThrottle(cAgent.Throttles); 3105 uint neighboury = m_regionInfo.RegionLocY;
3106 3106
3107 m_headrotation = cAgent.HeadRotation; 3107 int dir = (int)car;
3108 m_bodyRot = cAgent.BodyRotation; 3108
3109 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags; 3109 if (dir > 1 && dir < 5) //Heading East
3110 3110 neighbourx++;
3111 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID))) 3111 else if (dir > 5) // Heading West
3112 m_godLevel = cAgent.GodLevel; 3112 neighbourx--;
3113 m_setAlwaysRun = cAgent.AlwaysRun; 3113
3114 3114 if (dir < 3 || dir == 8) // Heading North
3115 uint i = 0; 3115 neighboury++;
3116 try 3116 else if (dir > 3 && dir < 7) // Heading Sout
3117 { 3117 neighboury--;
3118 if (cAgent.Wearables == null) 3118
3119 cAgent.Wearables = new UUID[0]; 3119 int x = (int)(neighbourx * Constants.RegionSize);
3120 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2]; 3120 int y = (int)(neighboury * Constants.RegionSize);
3121 for (uint n = 0; n < cAgent.Wearables.Length; n += 2) 3121 GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y);
3122 { 3122
3123 UUID itemId = cAgent.Wearables[n]; 3123 if (neighbourRegion == null)
3124 UUID assetId = cAgent.Wearables[n + 1]; 3124 {
3125 wears[i++] = new AvatarWearable(itemId, assetId); 3125 fix[0] = (int)(m_regionInfo.RegionLocX - neighbourx);
3126 } 3126 fix[1] = (int)(m_regionInfo.RegionLocY - neighboury);
3127 m_appearance.Wearables = wears; 3127 return dir * (-1);
3128 Primitive.TextureEntry te; 3128 }
3129 if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1) 3129 else
3130 te = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length); 3130 return dir;
3131 else 3131 }
3132 te = AvatarAppearance.GetDefaultTexture(); 3132
3133 if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT)) 3133 /// <summary>
3134 cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams(); 3134 /// Moves the agent outside the region bounds
3135 m_appearance.SetAppearance(te, (byte[])cAgent.VisualParams.Clone()); 3135 /// Tells neighbor region that we're crossing to it
3136 } 3136 /// If the neighbor accepts, remove the agent's viewable avatar from this scene
3137 catch (Exception e) 3137 /// set them to a child agent.
3138 { 3138 /// </summary>
3139 m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message); 3139 protected void CrossToNewRegion()
3140 } 3140 {
3141 3141 InTransit();
3142 // Attachments 3142 try
3143 try 3143 {
3144 { 3144 m_scene.CrossAgentToNewRegion(this, m_physicsActor.Flying);
3145 if (cAgent.Attachments != null) 3145 }
3146 { 3146 catch
3147 m_appearance.ClearAttachments(); 3147 {
3148 foreach (AttachmentData att in cAgent.Attachments) 3148 m_scene.CrossAgentToNewRegion(this, false);
3149 { 3149 }
3150 m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID); 3150 }
3151 } 3151
3152 } 3152 public void InTransit()
3153 } 3153 {
3154 catch { } 3154 m_inTransit = true;
3155 3155
3156 try 3156 if ((m_physicsActor != null) && m_physicsActor.Flying)
3157 { 3157 m_AgentControlFlags |= AgentManager.ControlFlags.AGENT_CONTROL_FLY;
3158 lock (scriptedcontrols) 3158 else if ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0)
3159 { 3159 m_AgentControlFlags &= ~AgentManager.ControlFlags.AGENT_CONTROL_FLY;
3160 if (cAgent.Controllers != null) 3160 }
3161 { 3161
3162 scriptedcontrols.Clear(); 3162 public void NotInTransit()
3163 3163 {
3164 foreach (ControllerData c in cAgent.Controllers) 3164 m_inTransit = false;
3165 { 3165 }
3166 ScriptControllers sc = new ScriptControllers(); 3166
3167 sc.itemID = c.ItemID; 3167 public void RestoreInCurrentScene()
3168 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3168 {
3169 sc.eventControls = (ScriptControlled)c.EventControls; 3169 AddToPhysicalScene(false); // not exactly false
3170 3170 }
3171 scriptedcontrols[sc.itemID] = sc; 3171
3172 } 3172 public void Reset()
3173 } 3173 {
3174 } 3174 // Put the child agent back at the center
3175 } 3175 AbsolutePosition
3176 catch { } 3176 = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 70);
3177 // Animations 3177 Animator.ResetAnimations();
3178 try 3178 }
3179 { 3179
3180 Animator.ResetAnimations(); 3180 /// <summary>
3181 Animator.Animations.FromArray(cAgent.Anims); 3181 /// Computes which child agents to close when the scene presence moves to another region.
3182 } 3182 /// Removes those regions from m_knownRegions.
3183 catch { } 3183 /// </summary>
3184 3184 /// <param name="newRegionX">The new region's x on the map</param>
3185 //cAgent.GroupID = ?? 3185 /// <param name="newRegionY">The new region's y on the map</param>
3186 //Groups??? 3186 /// <returns></returns>
3187 } 3187 public void CloseChildAgents(uint newRegionX, uint newRegionY)
3188 3188 {
3189 public bool CopyAgent(out IAgentData agent) 3189 List<ulong> byebyeRegions = new List<ulong>();
3190 { 3190 m_log.DebugFormat(
3191 agent = new CompleteAgentData(); 3191 "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}",
3192 CopyTo((AgentData)agent); 3192 m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName);
3193 return true; 3193 //DumpKnownRegions();
3194 } 3194
3195 3195 lock (m_knownChildRegions)
3196 #endregion Child Agent Updates 3196 {
3197 3197 foreach (ulong handle in m_knownChildRegions.Keys)
3198 /// <summary> 3198 {
3199 /// Handles part of the PID controller function for moving an avatar. 3199 // Don't close the agent on this region yet
3200 /// </summary> 3200 if (handle != Scene.RegionInfo.RegionHandle)
3201 public override void UpdateMovement() 3201 {
3202 { 3202 uint x, y;
3203 if (m_forceToApply.HasValue) 3203 Utils.LongToUInts(handle, out x, out y);
3204 { 3204 x = x / Constants.RegionSize;
3205 Vector3 force = m_forceToApply.Value; 3205 y = y / Constants.RegionSize;
3206 3206
3207 m_updateflag = true; 3207 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
3208// movementvector = force; 3208 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
3209 Velocity = force; 3209 if (Util.IsOutsideView(x, newRegionX, y, newRegionY))
3210 3210 {
3211 m_forceToApply = null; 3211 byebyeRegions.Add(handle);
3212 } 3212 }
3213 } 3213 }
3214 3214 }
3215 public override void SetText(string text, Vector3 color, double alpha) 3215 }
3216 { 3216
3217 throw new Exception("Can't set Text on avatar."); 3217 if (byebyeRegions.Count > 0)
3218 } 3218 {
3219 3219 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
3220 /// <summary> 3220 m_scene.SceneGridService.SendCloseChildAgentConnections(m_controllingClient.AgentId, byebyeRegions);
3221 /// Adds a physical representation of the avatar to the Physics plugin 3221 }
3222 /// </summary> 3222
3223 public void AddToPhysicalScene(bool isFlying) 3223 foreach (ulong handle in byebyeRegions)
3224 { 3224 {
3225 PhysicsScene scene = m_scene.PhysicsScene; 3225 RemoveNeighbourRegion(handle);
3226 3226 }
3227 Vector3 pVec = AbsolutePosition; 3227 }
3228 3228
3229 // Old bug where the height was in centimeters instead of meters 3229 #endregion
3230 if (m_avHeight == 127.0f) 3230
3231 { 3231 /// <summary>
3232 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f), 3232 /// This allows the Sim owner the abiility to kick users from their sim currently.
3233 isFlying); 3233 /// It tells the client that the agent has permission to do so.
3234 } 3234 /// </summary>
3235 else 3235 public void GrantGodlikePowers(UUID agentID, UUID sessionID, UUID token, bool godStatus)
3236 { 3236 {
3237 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3237 if (godStatus)
3238 new Vector3(0f, 0f, m_avHeight), isFlying); 3238 {
3239 } 3239 // For now, assign god level 200 to anyone
3240 scene.AddPhysicsActorTaint(m_physicsActor); 3240 // who is granted god powers, but has no god level set.
3241 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3241 //
3242 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3242 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, agentID);
3243 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3243 if (account != null)
3244 m_physicsActor.SubscribeEvents(500); 3244 {
3245 m_physicsActor.LocalID = LocalId; 3245 if (account.UserLevel > 0)
3246 } 3246 m_godLevel = account.UserLevel;
3247 3247 else
3248 private void OutOfBoundsCall(Vector3 pos) 3248 m_godLevel = 200;
3249 { 3249 }
3250 //bool flying = m_physicsActor.Flying; 3250 }
3251 //RemoveFromPhysicalScene(); 3251 else
3252 3252 {
3253 //AddToPhysicalScene(flying); 3253 m_godLevel = 0;
3254 if (ControllingClient != null) 3254 }
3255 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3255
3256 } 3256 ControllingClient.SendAdminResponse(token, (uint)m_godLevel);
3257 3257 }
3258 // Event called by the physics plugin to tell the avatar about a collision. 3258
3259 private void PhysicsCollisionUpdate(EventArgs e) 3259 #region Child Agent Updates
3260 { 3260
3261 if (e == null) 3261 public void ChildAgentDataUpdate(AgentData cAgentData)
3262 return; 3262 {
3263 3263 //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
3264 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3264 if (!IsChildAgent)
3265 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents( 3265 return;
3266 // as of this comment the interval is set in AddToPhysicalScene 3266
3267 if (Animator!=null) 3267 CopyFrom(cAgentData);
3268 Animator.UpdateMovementAnimations(); 3268 }
3269 3269
3270 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3270 /// <summary>
3271 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3271 /// This updates important decision making data about a child agent
3272 3272 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
3273 CollisionPlane = Vector4.UnitW; 3273 /// </summary>
3274 3274 public void ChildAgentDataUpdate(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
3275 if (coldata.Count != 0 && Animator != null) 3275 {
3276 { 3276 if (!IsChildAgent)
3277 switch (Animator.CurrentMovementAnimation) 3277 return;
3278 { 3278
3279 case "STAND": 3279 //m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
3280 case "WALK": 3280 int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
3281 case "RUN": 3281 int shifty = ((int)rRegionY - (int)tRegionY) * (int)Constants.RegionSize;
3282 case "CROUCH": 3282
3283 case "CROUCHWALK": 3283 Vector3 offset = new Vector3(shiftx, shifty, 0f);
3284 { 3284
3285 ContactPoint lowest; 3285 m_DrawDistance = cAgentData.Far;
3286 lowest.SurfaceNormal = Vector3.Zero; 3286 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
3287 lowest.Position = Vector3.Zero; 3287 m_pos = cAgentData.Position + offset;
3288 lowest.Position.Z = Single.NaN; 3288
3289 3289 if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance)
3290 foreach (ContactPoint contact in coldata.Values) 3290 {
3291 { 3291 posLastSignificantMove = AbsolutePosition;
3292 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3292 ReprioritizeUpdates();
3293 { 3293 }
3294 lowest = contact; 3294
3295 } 3295 m_CameraCenter = cAgentData.Center + offset;
3296 } 3296
3297 3297 m_avHeight = cAgentData.Size.Z;
3298 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3298 //SetHeight(cAgentData.AVHeight);
3299 } 3299
3300 break; 3300 if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
3301 } 3301 ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
3302 } 3302
3303 3303 // Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
3304 if (m_invulnerable) 3304 if (m_scene.m_seeIntoRegionFromNeighbor)
3305 return; 3305 m_sceneViewer.Reset();
3306 3306
3307 float starthealth = Health; 3307 //cAgentData.AVHeight;
3308 uint killerObj = 0; 3308 m_rootRegionHandle = cAgentData.RegionHandle;
3309 foreach (uint localid in coldata.Keys) 3309 //m_velocity = cAgentData.Velocity;
3310 { 3310 }
3311 SceneObjectPart part = Scene.GetSceneObjectPart(localid); 3311
3312 3312 public void CopyTo(AgentData cAgent)
3313 if (part != null && part.ParentGroup.Damage != -1.0f) 3313 {
3314 Health -= part.ParentGroup.Damage; 3314 cAgent.AgentID = UUID;
3315 else 3315 cAgent.RegionID = Scene.RegionInfo.RegionID;
3316 { 3316
3317 if (coldata[localid].PenetrationDepth >= 0.10f) 3317 cAgent.Position = AbsolutePosition;
3318 Health -= coldata[localid].PenetrationDepth * 5.0f; 3318 cAgent.Velocity = m_velocity;
3319 } 3319 cAgent.Center = m_CameraCenter;
3320 3320 // Don't copy the size; it is inferred from apearance parameters
3321 if (Health <= 0.0f) 3321 //cAgent.Size = new Vector3(0, 0, m_avHeight);
3322 { 3322 cAgent.AtAxis = m_CameraAtAxis;
3323 if (localid != 0) 3323 cAgent.LeftAxis = m_CameraLeftAxis;
3324 killerObj = localid; 3324 cAgent.UpAxis = m_CameraUpAxis;
3325 } 3325
3326 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString()); 3326 cAgent.Far = m_DrawDistance;
3327 } 3327
3328 //Health = 100; 3328 // Throttles
3329 if (!m_invulnerable) 3329 float multiplier = 1;
3330 { 3330 int innacurateNeighbors = m_scene.GetInaccurateNeighborCount();
3331 if (starthealth != Health) 3331 if (innacurateNeighbors != 0)
3332 { 3332 {
3333 ControllingClient.SendHealth(Health); 3333 multiplier = 1f / innacurateNeighbors;
3334 } 3334 }
3335 if (m_health <= 0) 3335 if (multiplier <= 0f)
3336 m_scene.EventManager.TriggerAvatarKill(killerObj, this); 3336 {
3337 } 3337 multiplier = 0.25f;
3338 } 3338 }
3339 3339 //m_log.Info("[NeighborThrottle]: " + m_scene.GetInaccurateNeighborCount().ToString() + " - m: " + multiplier.ToString());
3340 public void setHealthWithUpdate(float health) 3340 cAgent.Throttles = ControllingClient.GetThrottlesPacked(multiplier);
3341 { 3341
3342 Health = health; 3342 cAgent.HeadRotation = m_headrotation;
3343 ControllingClient.SendHealth(Health); 3343 cAgent.BodyRotation = m_bodyRot;
3344 } 3344 cAgent.ControlFlags = (uint)m_AgentControlFlags;
3345 3345
3346 public void Close() 3346 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3347 { 3347 cAgent.GodLevel = (byte)m_godLevel;
3348 lock (m_attachments) 3348 else
3349 { 3349 cAgent.GodLevel = (byte) 0;
3350 // Delete attachments from scene 3350
3351 // Don't try to save, as this thread won't live long 3351 cAgent.AlwaysRun = m_setAlwaysRun;
3352 // enough to complete the save. This would cause no copy 3352
3353 // attachments to poof! 3353 try
3354 // 3354 {
3355 foreach (SceneObjectGroup grp in m_attachments) 3355 // We might not pass the Wearables in all cases...
3356 { 3356 // They're only needed so that persistent changes to the appearance
3357 m_scene.DeleteSceneObject(grp, false); 3357 // are preserved in the new region where the user is moving to.
3358 } 3358 // But in Hypergrid we might not let this happen.
3359 m_attachments.Clear(); 3359 int i = 0;
3360 } 3360 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2];
3361 3361 foreach (AvatarWearable aw in m_appearance.Wearables)
3362 lock (m_knownChildRegions) 3362 {
3363 { 3363 if (aw != null)
3364 m_knownChildRegions.Clear(); 3364 {
3365 } 3365 wears[i++] = aw.ItemID;
3366 3366 wears[i++] = aw.AssetID;
3367 lock (m_reprioritization_timer) 3367 }
3368 { 3368 else
3369 m_reprioritization_timer.Enabled = false; 3369 {
3370 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize); 3370 wears[i++] = UUID.Zero;
3371 } 3371 wears[i++] = UUID.Zero;
3372 3372 }
3373 // I don't get it but mono crashes when you try to dispose of this timer, 3373 }
3374 // unsetting the elapsed callback should be enough to allow for cleanup however. 3374 cAgent.Wearables = wears;
3375 // m_reprioritizationTimer.Dispose(); 3375
3376 3376 cAgent.VisualParams = m_appearance.VisualParams;
3377 m_sceneViewer.Close(); 3377
3378 3378 if (m_appearance.Texture != null)
3379 RemoveFromPhysicalScene(); 3379 cAgent.AgentTextures = m_appearance.Texture.GetBytes();
3380 m_animator.Close(); 3380 }
3381 m_animator = null; 3381 catch (Exception e)
3382 } 3382 {
3383 3383 m_log.Warn("[SCENE PRESENCE]: exception in CopyTo " + e.Message);
3384 public void AddAttachment(SceneObjectGroup gobj) 3384 }
3385 { 3385
3386 lock (m_attachments) 3386 //Attachments
3387 { 3387 List<int> attPoints = m_appearance.GetAttachedPoints();
3388 m_attachments.Add(gobj); 3388 if (attPoints != null)
3389 } 3389 {
3390 } 3390 //m_log.DebugFormat("[SCENE PRESENCE]: attachments {0}", attPoints.Count);
3391 3391 int i = 0;
3392 public bool HasAttachments() 3392 AttachmentData[] attachs = new AttachmentData[attPoints.Count];
3393 { 3393 foreach (int point in attPoints)
3394 return m_attachments.Count > 0; 3394 {
3395 } 3395 attachs[i++] = new AttachmentData(point, m_appearance.GetAttachedItem(point), m_appearance.GetAttachedAsset(point));
3396 3396 }
3397 public bool HasScriptedAttachments() 3397 cAgent.Attachments = attachs;
3398 { 3398 }
3399 lock (m_attachments) 3399
3400 { 3400 lock (scriptedcontrols)
3401 foreach (SceneObjectGroup gobj in m_attachments) 3401 {
3402 { 3402 ControllerData[] controls = new ControllerData[scriptedcontrols.Count];
3403 if (gobj != null) 3403 int i = 0;
3404 { 3404
3405 if (gobj.RootPart.Inventory.ContainsScripts()) 3405 foreach (ScriptControllers c in scriptedcontrols.Values)
3406 return true; 3406 {
3407 } 3407 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3408 } 3408 }
3409 } 3409 cAgent.Controllers = controls;
3410 return false; 3410 }
3411 } 3411
3412 3412 // Animations
3413 public void RemoveAttachment(SceneObjectGroup gobj) 3413 try
3414 { 3414 {
3415 lock (m_attachments) 3415 cAgent.Anims = Animator.Animations.ToArray();
3416 { 3416 }
3417 if (m_attachments.Contains(gobj)) 3417 catch { }
3418 { 3418
3419 m_attachments.Remove(gobj); 3419 // cAgent.GroupID = ??
3420 } 3420 // Groups???
3421 } 3421
3422 } 3422 }
3423 3423
3424 public bool ValidateAttachments() 3424 public void CopyFrom(AgentData cAgent)
3425 { 3425 {
3426 lock (m_attachments) 3426 m_originRegionID = cAgent.RegionID;
3427 { 3427
3428 // Validate 3428 m_callbackURI = cAgent.CallbackURI;
3429 foreach (SceneObjectGroup gobj in m_attachments) 3429
3430 { 3430 m_pos = cAgent.Position;
3431 if (gobj == null) 3431
3432 return false; 3432 m_velocity = cAgent.Velocity;
3433 3433 m_CameraCenter = cAgent.Center;
3434 if (gobj.IsDeleted) 3434 //m_avHeight = cAgent.Size.Z;
3435 return false; 3435 m_CameraAtAxis = cAgent.AtAxis;
3436 } 3436 m_CameraLeftAxis = cAgent.LeftAxis;
3437 } 3437 m_CameraUpAxis = cAgent.UpAxis;
3438 return true; 3438
3439 } 3439 m_DrawDistance = cAgent.Far;
3440 3440
3441 /// <summary> 3441 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
3442 /// Send a script event to this scene presence's attachments 3442 ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
3443 /// </summary> 3443
3444 /// <param name="eventName">The name of the event</param> 3444 m_headrotation = cAgent.HeadRotation;
3445 /// <param name="args">The arguments for the event</param> 3445 m_bodyRot = cAgent.BodyRotation;
3446 public void SendScriptEventToAttachments(string eventName, Object[] args) 3446 m_AgentControlFlags = (AgentManager.ControlFlags)cAgent.ControlFlags;
3447 { 3447
3448 if (m_scriptEngines != null) 3448 if (m_scene.Permissions.IsGod(new UUID(cAgent.AgentID)))
3449 { 3449 m_godLevel = cAgent.GodLevel;
3450 lock (m_attachments) 3450 m_setAlwaysRun = cAgent.AlwaysRun;
3451 { 3451
3452 foreach (SceneObjectGroup grp in m_attachments) 3452 uint i = 0;
3453 { 3453 try
3454 // 16384 is CHANGED_ANIMATION 3454 {
3455 // 3455 if (cAgent.Wearables == null)
3456 // Send this to all attachment root prims 3456 cAgent.Wearables = new UUID[0];
3457 // 3457 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2];
3458 foreach (IScriptModule m in m_scriptEngines) 3458 for (uint n = 0; n < cAgent.Wearables.Length; n += 2)
3459 { 3459 {
3460 if (m == null) // No script engine loaded 3460 UUID itemId = cAgent.Wearables[n];
3461 continue; 3461 UUID assetId = cAgent.Wearables[n + 1];
3462 3462 wears[i++] = new AvatarWearable(itemId, assetId);
3463 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION }); 3463 }
3464 } 3464 m_appearance.Wearables = wears;
3465 } 3465 Primitive.TextureEntry te;
3466 } 3466 if (cAgent.AgentTextures != null && cAgent.AgentTextures.Length > 1)
3467 } 3467 te = new Primitive.TextureEntry(cAgent.AgentTextures, 0, cAgent.AgentTextures.Length);
3468 } 3468 else
3469 3469 te = AvatarAppearance.GetDefaultTexture();
3470 3470 if ((cAgent.VisualParams == null) || (cAgent.VisualParams.Length < AvatarAppearance.VISUALPARAM_COUNT))
3471 public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene) 3471 cAgent.VisualParams = AvatarAppearance.GetDefaultVisualParams();
3472 { 3472 m_appearance.SetAppearance(te, (byte[])cAgent.VisualParams.Clone());
3473 m_controllingClient = client; 3473 }
3474 m_regionInfo = region; 3474 catch (Exception e)
3475 m_scene = scene; 3475 {
3476 3476 m_log.Warn("[SCENE PRESENCE]: exception in CopyFrom " + e.Message);
3477 RegisterToEvents(); 3477 }
3478 3478
3479 /* 3479 // Attachments
3480 AbsolutePosition = client.StartPos; 3480 try
3481 3481 {
3482 Animations = new AvatarAnimations(); 3482 if (cAgent.Attachments != null)
3483 Animations.LoadAnims(); 3483 {
3484 3484 m_appearance.ClearAttachments();
3485 m_animations = new List<UUID>(); 3485 foreach (AttachmentData att in cAgent.Attachments)
3486 m_animations.Add(Animations.AnimsUUID["STAND"]); 3486 {
3487 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber); 3487 m_appearance.SetAttachment(att.AttachPoint, att.ItemID, att.AssetID);
3488 3488 }
3489 SetDirectionVectors(); 3489 }
3490 */ 3490 }
3491 } 3491 catch { }
3492 3492
3493 internal void PushForce(Vector3 impulse) 3493 try
3494 { 3494 {
3495 if (PhysicsActor != null) 3495 lock (scriptedcontrols)
3496 { 3496 {
3497 PhysicsActor.AddForce(impulse,true); 3497 if (cAgent.Controllers != null)
3498 } 3498 {
3499 } 3499 scriptedcontrols.Clear();
3500 3500
3501 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3501 foreach (ControllerData c in cAgent.Controllers)
3502 { 3502 {
3503 ScriptControllers obj = new ScriptControllers(); 3503 ScriptControllers sc = new ScriptControllers();
3504 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3504 sc.itemID = c.ItemID;
3505 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3505 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3506 3506 sc.eventControls = (ScriptControlled)c.EventControls;
3507 obj.itemID = Script_item_UUID; 3507
3508 if (pass_on == 0 && accept == 0) 3508 scriptedcontrols[sc.itemID] = sc;
3509 { 3509 }
3510 IgnoredControls |= (ScriptControlled)controls; 3510 }
3511 obj.ignoreControls = (ScriptControlled)controls; 3511 }
3512 } 3512 }
3513 3513 catch { }
3514 if (pass_on == 0 && accept == 1) 3514 // Animations
3515 { 3515 try
3516 IgnoredControls |= (ScriptControlled)controls; 3516 {
3517 obj.ignoreControls = (ScriptControlled)controls; 3517 Animator.ResetAnimations();
3518 obj.eventControls = (ScriptControlled)controls; 3518 Animator.Animations.FromArray(cAgent.Anims);
3519 } 3519 }
3520 if (pass_on == 1 && accept == 1) 3520 catch { }
3521 { 3521
3522 IgnoredControls = ScriptControlled.CONTROL_ZERO; 3522 //cAgent.GroupID = ??
3523 obj.eventControls = (ScriptControlled)controls; 3523 //Groups???
3524 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3524 }
3525 } 3525
3526 3526 public bool CopyAgent(out IAgentData agent)
3527 lock (scriptedcontrols) 3527 {
3528 { 3528 agent = new CompleteAgentData();
3529 if (pass_on == 1 && accept == 0) 3529 CopyTo((AgentData)agent);
3530 { 3530 return true;
3531 IgnoredControls &= ~(ScriptControlled)controls; 3531 }
3532 if (scriptedcontrols.ContainsKey(Script_item_UUID)) 3532
3533 scriptedcontrols.Remove(Script_item_UUID); 3533 #endregion Child Agent Updates
3534 } 3534
3535 else 3535 /// <summary>
3536 { 3536 /// Handles part of the PID controller function for moving an avatar.
3537 scriptedcontrols[Script_item_UUID] = obj; 3537 /// </summary>
3538 } 3538 public override void UpdateMovement()
3539 } 3539 {
3540 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true); 3540 if (m_forceToApply.HasValue)
3541 } 3541 {
3542 3542
3543 public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID) 3543 Vector3 force = m_forceToApply.Value;
3544 { 3544 m_updateflag = true;
3545 IgnoredControls = ScriptControlled.CONTROL_ZERO; 3545 Velocity = force;
3546 lock (scriptedcontrols) 3546
3547 { 3547 m_forceToApply = null;
3548 scriptedcontrols.Clear(); 3548 }
3549 } 3549 else
3550 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3550 {
3551 } 3551 if (m_isNudging)
3552 3552 {
3553 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3553 Vector3 force = Vector3.Zero;
3554 { 3554
3555 ScriptControllers takecontrols; 3555 m_updateflag = true;
3556 3556 Velocity = force;
3557 lock (scriptedcontrols) 3557 m_isNudging = false;
3558 { 3558 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3559 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols)) 3559 }
3560 { 3560 }
3561 ScriptControlled sctc = takecontrols.eventControls; 3561 }
3562 3562
3563 ControllingClient.SendTakeControls((int)sctc, false, false); 3563 public override void SetText(string text, Vector3 color, double alpha)
3564 ControllingClient.SendTakeControls((int)sctc, true, false); 3564 {
3565 3565 throw new Exception("Can't set Text on avatar.");
3566 scriptedcontrols.Remove(Script_item_UUID); 3566 }
3567 IgnoredControls = ScriptControlled.CONTROL_ZERO; 3567
3568 foreach (ScriptControllers scData in scriptedcontrols.Values) 3568 /// <summary>
3569 { 3569 /// Adds a physical representation of the avatar to the Physics plugin
3570 IgnoredControls |= scData.ignoreControls; 3570 /// </summary>
3571 } 3571 public void AddToPhysicalScene(bool isFlying)
3572 } 3572 {
3573 } 3573 PhysicsScene scene = m_scene.PhysicsScene;
3574 } 3574
3575 3575 Vector3 pVec = AbsolutePosition;
3576 internal void SendControlToScripts(uint flags) 3576
3577 { 3577 // Old bug where the height was in centimeters instead of meters
3578 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO; 3578 if (m_avHeight == 127.0f)
3579 3579 {
3580 if (MouseDown) 3580 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, new Vector3(0f, 0f, 1.56f),
3581 { 3581 isFlying);
3582 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON); 3582 }
3583 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0) 3583 else
3584 { 3584 {
3585 allflags = ScriptControlled.CONTROL_ZERO; 3585 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3586 MouseDown = true; 3586 new Vector3(0f, 0f, m_avHeight), isFlying);
3587 } 3587 }
3588 } 3588 scene.AddPhysicsActorTaint(m_physicsActor);
3589 3589 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3590 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0) 3590 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3591 { 3591 m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3592 allflags |= ScriptControlled.CONTROL_ML_LBUTTON; 3592 m_physicsActor.SubscribeEvents(500);
3593 MouseDown = true; 3593 m_physicsActor.LocalID = LocalId;
3594 } 3594 }
3595 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0) 3595
3596 { 3596 private void OutOfBoundsCall(Vector3 pos)
3597 allflags |= ScriptControlled.CONTROL_LBUTTON; 3597 {
3598 MouseDown = true; 3598 //bool flying = m_physicsActor.Flying;
3599 } 3599 //RemoveFromPhysicalScene();
3600 3600
3601 // find all activated controls, whether the scripts are interested in them or not 3601 //AddToPhysicalScene(flying);
3602 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0) 3602 if (ControllingClient != null)
3603 { 3603 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3604 allflags |= ScriptControlled.CONTROL_FWD; 3604 }
3605 } 3605
3606 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0) 3606 // Event called by the physics plugin to tell the avatar about a collision.
3607 { 3607 private void PhysicsCollisionUpdate(EventArgs e)
3608 allflags |= ScriptControlled.CONTROL_BACK; 3608 {
3609 } 3609 if (e == null)
3610 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0) 3610 return;
3611 { 3611
3612 allflags |= ScriptControlled.CONTROL_UP; 3612 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3613 } 3613 // as of this comment the interval is set in AddToPhysicalScene
3614 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0) 3614 if (Animator!=null)
3615 { 3615 {
3616 allflags |= ScriptControlled.CONTROL_DOWN; 3616 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3617 } 3617 { // else its will lock out other animation changes, like ground sit.
3618 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0) 3618 Animator.UpdateMovementAnimations();
3619 { 3619 m_updateCount--;
3620 allflags |= ScriptControlled.CONTROL_LEFT; 3620 }
3621 } 3621 }
3622 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0) 3622
3623 { 3623 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3624 allflags |= ScriptControlled.CONTROL_RIGHT; 3624 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3625 } 3625
3626 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) 3626 CollisionPlane = Vector4.UnitW;
3627 { 3627
3628 allflags |= ScriptControlled.CONTROL_ROT_RIGHT; 3628 if (m_lastColCount != coldata.Count)
3629 } 3629 {
3630 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0) 3630 m_updateCount = UPDATE_COUNT;
3631 { 3631 m_lastColCount = coldata.Count;
3632 allflags |= ScriptControlled.CONTROL_ROT_LEFT; 3632 }
3633 } 3633
3634 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that 3634 if (coldata.Count != 0 && Animator != null)
3635 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands) 3635 {
3636 { 3636 switch (Animator.CurrentMovementAnimation)
3637 lock (scriptedcontrols) 3637 {
3638 { 3638 case "STAND":
3639 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols) 3639 case "WALK":
3640 { 3640 case "RUN":
3641 UUID scriptUUID = kvp.Key; 3641 case "CROUCH":
3642 ScriptControllers scriptControlData = kvp.Value; 3642 case "CROUCHWALK":
3643 3643 {
3644 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us 3644 ContactPoint lowest;
3645 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle 3645 lowest.SurfaceNormal = Vector3.Zero;
3646 ScriptControlled localChange = localHeld ^ localLast; // the changed bits 3646 lowest.Position = Vector3.Zero;
3647 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO) 3647 lowest.Position.Z = Single.NaN;
3648 { 3648
3649 // only send if still pressed or just changed 3649 foreach (ContactPoint contact in coldata.Values)
3650 m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange); 3650 {
3651 } 3651 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z)
3652 } 3652 {
3653 } 3653 lowest = contact;
3654 } 3654 }
3655 3655 }
3656 LastCommands = allflags; 3656
3657 } 3657 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3658 3658 }
3659 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored) 3659 break;
3660 { 3660 }
3661 if (ignored == ScriptControlled.CONTROL_ZERO) 3661 }
3662 return flags; 3662
3663 3663 List<uint> thisHitColliders = new List<uint>();
3664 if ((ignored & ScriptControlled.CONTROL_BACK) != 0) 3664 List<uint> endedColliders = new List<uint>();
3665 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); 3665 List<uint> startedColliders = new List<uint>();
3666 if ((ignored & ScriptControlled.CONTROL_FWD) != 0) 3666
3667 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS); 3667 foreach (uint localid in coldata.Keys)
3668 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0) 3668 {
3669 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG); 3669 thisHitColliders.Add(localid);
3670 if ((ignored & ScriptControlled.CONTROL_UP) != 0) 3670 if (!m_lastColliders.Contains(localid))
3671 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS); 3671 {
3672 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0) 3672 startedColliders.Add(localid);
3673 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); 3673 }
3674 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0) 3674 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3675 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG); 3675 }
3676 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0) 3676
3677 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG); 3677 // calculate things that ended colliding
3678 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0) 3678 foreach (uint localID in m_lastColliders)
3679 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS); 3679 {
3680 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0) 3680 if (!thisHitColliders.Contains(localID))
3681 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN); 3681 {
3682 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0) 3682 endedColliders.Add(localID);
3683 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN); 3683 }
3684 3684 }
3685 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS, 3685 //add the items that started colliding this time to the last colliders list.
3686 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG, 3686 foreach (uint localID in startedColliders)
3687 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS, 3687 {
3688 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 3688 m_lastColliders.Add(localID);
3689 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 3689 }
3690 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 3690 // remove things that ended colliding from the last colliders list
3691 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 3691 foreach (uint localID in endedColliders)
3692 3692 {
3693 return flags; 3693 m_lastColliders.Remove(localID);
3694 } 3694 }
3695 3695
3696 /// <summary> 3696 // do event notification
3697 /// RezAttachments. This should only be called upon login on the first region. 3697 if (startedColliders.Count > 0)
3698 /// Attachment rezzings on crossings and TPs are done in a different way. 3698 {
3699 /// </summary> 3699 ColliderArgs StartCollidingMessage = new ColliderArgs();
3700 public void RezAttachments() 3700 List<DetectedObject> colliding = new List<DetectedObject>();
3701 { 3701 foreach (uint localId in startedColliders)
3702 if (null == m_appearance) 3702 {
3703 { 3703 if (localId == 0)
3704 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID); 3704 continue;
3705 return; 3705
3706 } 3706 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3707 3707 string data = "";
3708 List<int> attPoints = m_appearance.GetAttachedPoints(); 3708 if (obj != null)
3709 foreach (int p in attPoints) 3709 {
3710 { 3710 DetectedObject detobj = new DetectedObject();
3711 if (m_isDeleted) 3711 detobj.keyUUID = obj.UUID;
3712 return; 3712 detobj.nameStr = obj.Name;
3713 3713 detobj.ownerUUID = obj.OwnerID;
3714 UUID itemID = m_appearance.GetAttachedItem(p); 3714 detobj.posVector = obj.AbsolutePosition;
3715 UUID assetID = m_appearance.GetAttachedAsset(p); 3715 detobj.rotQuat = obj.GetWorldRotation();
3716 3716 detobj.velVector = obj.Velocity;
3717 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down 3717 detobj.colliderType = 0;
3718 // But they're not used anyway, the item is being looked up for now, so let's proceed. 3718 detobj.groupUUID = obj.GroupID;
3719 //if (UUID.Zero == assetID) 3719 colliding.Add(detobj);
3720 //{ 3720 }
3721 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID); 3721 }
3722 // continue; 3722
3723 //} 3723 if (colliding.Count > 0)
3724 3724 {
3725 try 3725 StartCollidingMessage.Colliders = colliding;
3726 { 3726
3727 // Rez from inventory 3727 foreach (SceneObjectGroup att in Attachments)
3728 UUID asset 3728 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3729 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 3729 }
3730 3730 }
3731 m_log.InfoFormat( 3731
3732 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 3732 if (endedColliders.Count > 0)
3733 p, itemID, assetID, asset); 3733 {
3734 } 3734 ColliderArgs EndCollidingMessage = new ColliderArgs();
3735 catch (Exception e) 3735 List<DetectedObject> colliding = new List<DetectedObject>();
3736 { 3736 foreach (uint localId in endedColliders)
3737 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString()); 3737 {
3738 } 3738 if (localId == 0)
3739 } 3739 continue;
3740 } 3740
3741 3741 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3742 private void ReprioritizeUpdates() 3742 string data = "";
3743 { 3743 if (obj != null)
3744 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time) 3744 {
3745 { 3745 DetectedObject detobj = new DetectedObject();
3746 lock (m_reprioritization_timer) 3746 detobj.keyUUID = obj.UUID;
3747 { 3747 detobj.nameStr = obj.Name;
3748 if (!m_reprioritizing) 3748 detobj.ownerUUID = obj.OwnerID;
3749 m_reprioritization_timer.Enabled = m_reprioritizing = true; 3749 detobj.posVector = obj.AbsolutePosition;
3750 else 3750 detobj.rotQuat = obj.GetWorldRotation();
3751 m_reprioritization_called = true; 3751 detobj.velVector = obj.Velocity;
3752 } 3752 detobj.colliderType = 0;
3753 } 3753 detobj.groupUUID = obj.GroupID;
3754 } 3754 colliding.Add(detobj);
3755 3755 }
3756 private void Reprioritize(object sender, ElapsedEventArgs e) 3756 }
3757 { 3757
3758 m_controllingClient.ReprioritizeUpdates(); 3758 if (colliding.Count > 0)
3759 3759 {
3760 lock (m_reprioritization_timer) 3760 EndCollidingMessage.Colliders = colliding;
3761 { 3761
3762 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called; 3762 foreach (SceneObjectGroup att in Attachments)
3763 m_reprioritization_called = false; 3763 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3764 } 3764 }
3765 } 3765 }
3766 } 3766
3767} 3767 if (thisHitColliders.Count > 0)
3768 {
3769 ColliderArgs CollidingMessage = new ColliderArgs();
3770 List<DetectedObject> colliding = new List<DetectedObject>();
3771 foreach (uint localId in thisHitColliders)
3772 {
3773 if (localId == 0)
3774 continue;
3775
3776 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3777 string data = "";
3778 if (obj != null)
3779 {
3780 DetectedObject detobj = new DetectedObject();
3781 detobj.keyUUID = obj.UUID;
3782 detobj.nameStr = obj.Name;
3783 detobj.ownerUUID = obj.OwnerID;
3784 detobj.posVector = obj.AbsolutePosition;
3785 detobj.rotQuat = obj.GetWorldRotation();
3786 detobj.velVector = obj.Velocity;
3787 detobj.colliderType = 0;
3788 detobj.groupUUID = obj.GroupID;
3789 colliding.Add(detobj);
3790 }
3791 }
3792
3793 if (colliding.Count > 0)
3794 {
3795 CollidingMessage.Colliders = colliding;
3796
3797 lock (m_attachments)
3798 {
3799 foreach (SceneObjectGroup att in m_attachments)
3800 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3801 }
3802 }
3803 }
3804
3805 if (m_invulnerable)
3806 return;
3807
3808 float starthealth = Health;
3809 uint killerObj = 0;
3810 foreach (uint localid in coldata.Keys)
3811 {
3812 SceneObjectPart part = Scene.GetSceneObjectPart(localid);
3813
3814 if (part != null && part.ParentGroup.Damage != -1.0f)
3815 Health -= part.ParentGroup.Damage;
3816 else
3817 {
3818 if (coldata[localid].PenetrationDepth >= 0.10f)
3819 Health -= coldata[localid].PenetrationDepth * 5.0f;
3820 }
3821
3822 if (Health <= 0.0f)
3823 {
3824 if (localid != 0)
3825 killerObj = localid;
3826 }
3827 //m_log.Debug("[AVATAR]: Collision with localid: " + localid.ToString() + " at depth: " + coldata[localid].ToString());
3828 }
3829 //Health = 100;
3830 if (!m_invulnerable)
3831 {
3832 if (starthealth != Health)
3833 {
3834 ControllingClient.SendHealth(Health);
3835 }
3836 if (m_health <= 0)
3837 m_scene.EventManager.TriggerAvatarKill(killerObj, this);
3838 }
3839 }
3840
3841 public void setHealthWithUpdate(float health)
3842 {
3843 Health = health;
3844 ControllingClient.SendHealth(Health);
3845 }
3846
3847 public void Close()
3848 {
3849 lock (m_attachments)
3850 {
3851 // Delete attachments from scene
3852 // Don't try to save, as this thread won't live long
3853 // enough to complete the save. This would cause no copy
3854 // attachments to poof!
3855 //
3856 foreach (SceneObjectGroup grp in m_attachments)
3857 {
3858 m_scene.DeleteSceneObject(grp, false);
3859 }
3860 m_attachments.Clear();
3861 }
3862
3863 lock (m_knownChildRegions)
3864 {
3865 m_knownChildRegions.Clear();
3866 }
3867
3868 lock (m_reprioritization_timer)
3869 {
3870 m_reprioritization_timer.Enabled = false;
3871 m_reprioritization_timer.Elapsed -= new ElapsedEventHandler(Reprioritize);
3872 }
3873
3874 // I don't get it but mono crashes when you try to dispose of this timer,
3875 // unsetting the elapsed callback should be enough to allow for cleanup however.
3876 // m_reprioritizationTimer.Dispose();
3877
3878 m_sceneViewer.Close();
3879
3880 RemoveFromPhysicalScene();
3881 m_animator.Close();
3882 m_animator = null;
3883 }
3884
3885 public void AddAttachment(SceneObjectGroup gobj)
3886 {
3887 lock (m_attachments)
3888 {
3889 m_attachments.Add(gobj);
3890 }
3891 }
3892
3893 public bool HasAttachments()
3894 {
3895 return m_attachments.Count > 0;
3896 }
3897
3898 public bool HasScriptedAttachments()
3899 {
3900 lock (m_attachments)
3901 {
3902 foreach (SceneObjectGroup gobj in m_attachments)
3903 {
3904 if (gobj != null)
3905 {
3906 if (gobj.RootPart.Inventory.ContainsScripts())
3907 return true;
3908 }
3909 }
3910 }
3911 return false;
3912 }
3913
3914 public void RemoveAttachment(SceneObjectGroup gobj)
3915 {
3916 lock (m_attachments)
3917 {
3918 if (m_attachments.Contains(gobj))
3919 {
3920 m_attachments.Remove(gobj);
3921 }
3922 }
3923 }
3924
3925 public bool ValidateAttachments()
3926 {
3927 lock (m_attachments)
3928 {
3929 // Validate
3930 foreach (SceneObjectGroup gobj in m_attachments)
3931 {
3932 if (gobj == null)
3933 return false;
3934
3935 if (gobj.IsDeleted)
3936 return false;
3937 }
3938 }
3939 return true;
3940 }
3941
3942 /// <summary>
3943 /// Send a script event to this scene presence's attachments
3944 /// </summary>
3945 /// <param name="eventName">The name of the event</param>
3946 /// <param name="args">The arguments for the event</param>
3947 public void SendScriptEventToAttachments(string eventName, Object[] args)
3948 {
3949 if (m_scriptEngines != null)
3950 {
3951 lock (m_attachments)
3952 {
3953 foreach (SceneObjectGroup grp in m_attachments)
3954 {
3955 // 16384 is CHANGED_ANIMATION
3956 //
3957 // Send this to all attachment root prims
3958 //
3959 foreach (IScriptModule m in m_scriptEngines)
3960 {
3961 if (m == null) // No script engine loaded
3962 continue;
3963
3964 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION });
3965 }
3966 }
3967 }
3968 }
3969 }
3970
3971
3972 public void initializeScenePresence(IClientAPI client, RegionInfo region, Scene scene)
3973 {
3974 m_controllingClient = client;
3975 m_regionInfo = region;
3976 m_scene = scene;
3977
3978 RegisterToEvents();
3979 if (m_controllingClient != null)
3980 {
3981 m_controllingClient.ProcessPendingPackets();
3982 }
3983 /*
3984 AbsolutePosition = client.StartPos;
3985
3986 Animations = new AvatarAnimations();
3987 Animations.LoadAnims();
3988
3989 m_animations = new List<UUID>();
3990 m_animations.Add(Animations.AnimsUUID["STAND"]);
3991 m_animationSeqs.Add(m_controllingClient.NextAnimationSequenceNumber);
3992
3993 SetDirectionVectors();
3994 */
3995 }
3996
3997 internal void PushForce(Vector3 impulse)
3998 {
3999 if (PhysicsActor != null)
4000 {
4001 PhysicsActor.AddForce(impulse,true);
4002 }
4003 }
4004
4005 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
4006 {
4007 ScriptControllers obj = new ScriptControllers();
4008 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4009 obj.eventControls = ScriptControlled.CONTROL_ZERO;
4010
4011 obj.itemID = Script_item_UUID;
4012 if (pass_on == 0 && accept == 0)
4013 {
4014 IgnoredControls |= (ScriptControlled)controls;
4015 obj.ignoreControls = (ScriptControlled)controls;
4016 }
4017
4018 if (pass_on == 0 && accept == 1)
4019 {
4020 IgnoredControls |= (ScriptControlled)controls;
4021 obj.ignoreControls = (ScriptControlled)controls;
4022 obj.eventControls = (ScriptControlled)controls;
4023 }
4024 if (pass_on == 1 && accept == 1)
4025 {
4026 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4027 obj.eventControls = (ScriptControlled)controls;
4028 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
4029 }
4030
4031 lock (scriptedcontrols)
4032 {
4033 if (pass_on == 1 && accept == 0)
4034 {
4035 IgnoredControls &= ~(ScriptControlled)controls;
4036 if (scriptedcontrols.ContainsKey(Script_item_UUID))
4037 scriptedcontrols.Remove(Script_item_UUID);
4038 }
4039 else
4040 {
4041 scriptedcontrols[Script_item_UUID] = obj;
4042 }
4043 }
4044 ControllingClient.SendTakeControls(controls, pass_on == 1 ? true : false, true);
4045 }
4046
4047 public void HandleForceReleaseControls(IClientAPI remoteClient, UUID agentID)
4048 {
4049 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4050 lock (scriptedcontrols)
4051 {
4052 scriptedcontrols.Clear();
4053 }
4054 ControllingClient.SendTakeControls(int.MaxValue, false, false);
4055 }
4056
4057 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
4058 {
4059 ScriptControllers takecontrols;
4060
4061 lock (scriptedcontrols)
4062 {
4063 if (scriptedcontrols.TryGetValue(Script_item_UUID, out takecontrols))
4064 {
4065 ScriptControlled sctc = takecontrols.eventControls;
4066
4067 ControllingClient.SendTakeControls((int)sctc, false, false);
4068 ControllingClient.SendTakeControls((int)sctc, true, false);
4069
4070 scriptedcontrols.Remove(Script_item_UUID);
4071 IgnoredControls = ScriptControlled.CONTROL_ZERO;
4072 foreach (ScriptControllers scData in scriptedcontrols.Values)
4073 {
4074 IgnoredControls |= scData.ignoreControls;
4075 }
4076 }
4077 }
4078 }
4079
4080 internal void SendControlToScripts(uint flags)
4081 {
4082 ScriptControlled allflags = ScriptControlled.CONTROL_ZERO;
4083
4084 if (MouseDown)
4085 {
4086 allflags = LastCommands & (ScriptControlled.CONTROL_ML_LBUTTON | ScriptControlled.CONTROL_LBUTTON);
4087 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP) != 0 || (flags & unchecked((uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_UP)) != 0)
4088 {
4089 allflags = ScriptControlled.CONTROL_ZERO;
4090 MouseDown = true;
4091 }
4092 }
4093
4094 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN) != 0)
4095 {
4096 allflags |= ScriptControlled.CONTROL_ML_LBUTTON;
4097 MouseDown = true;
4098 }
4099 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0)
4100 {
4101 allflags |= ScriptControlled.CONTROL_LBUTTON;
4102 MouseDown = true;
4103 }
4104
4105 // find all activated controls, whether the scripts are interested in them or not
4106 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) != 0)
4107 {
4108 allflags |= ScriptControlled.CONTROL_FWD;
4109 }
4110 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) != 0)
4111 {
4112 allflags |= ScriptControlled.CONTROL_BACK;
4113 }
4114 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS) != 0)
4115 {
4116 allflags |= ScriptControlled.CONTROL_UP;
4117 }
4118 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)
4119 {
4120 allflags |= ScriptControlled.CONTROL_DOWN;
4121 }
4122 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) != 0)
4123 {
4124 allflags |= ScriptControlled.CONTROL_LEFT;
4125 }
4126 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) != 0 || (flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) != 0)
4127 {
4128 allflags |= ScriptControlled.CONTROL_RIGHT;
4129 }
4130 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
4131 {
4132 allflags |= ScriptControlled.CONTROL_ROT_RIGHT;
4133 }
4134 if ((flags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
4135 {
4136 allflags |= ScriptControlled.CONTROL_ROT_LEFT;
4137 }
4138 // optimization; we have to check per script, but if nothing is pressed and nothing changed, we can skip that
4139 if (allflags != ScriptControlled.CONTROL_ZERO || allflags != LastCommands)
4140 {
4141 lock (scriptedcontrols)
4142 {
4143 foreach (KeyValuePair<UUID, ScriptControllers> kvp in scriptedcontrols)
4144 {
4145 UUID scriptUUID = kvp.Key;
4146 ScriptControllers scriptControlData = kvp.Value;
4147
4148 ScriptControlled localHeld = allflags & scriptControlData.eventControls; // the flags interesting for us
4149 ScriptControlled localLast = LastCommands & scriptControlData.eventControls; // the activated controls in the last cycle
4150 ScriptControlled localChange = localHeld ^ localLast; // the changed bits
4151 if (localHeld != ScriptControlled.CONTROL_ZERO || localChange != ScriptControlled.CONTROL_ZERO)
4152 {
4153 // only send if still pressed or just changed
4154 m_scene.EventManager.TriggerControlEvent(scriptUUID, UUID, (uint)localHeld, (uint)localChange);
4155 }
4156 }
4157 }
4158 }
4159
4160 LastCommands = allflags;
4161 }
4162
4163 internal static AgentManager.ControlFlags RemoveIgnoredControls(AgentManager.ControlFlags flags, ScriptControlled ignored)
4164 {
4165 if (ignored == ScriptControlled.CONTROL_ZERO)
4166 return flags;
4167
4168 if ((ignored & ScriptControlled.CONTROL_BACK) != 0)
4169 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
4170 if ((ignored & ScriptControlled.CONTROL_FWD) != 0)
4171 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS | AgentManager.ControlFlags.AGENT_CONTROL_AT_POS);
4172 if ((ignored & ScriptControlled.CONTROL_DOWN) != 0)
4173 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG);
4174 if ((ignored & ScriptControlled.CONTROL_UP) != 0)
4175 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_POS | AgentManager.ControlFlags.AGENT_CONTROL_UP_POS);
4176 if ((ignored & ScriptControlled.CONTROL_LEFT) != 0)
4177 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS | AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
4178 if ((ignored & ScriptControlled.CONTROL_RIGHT) != 0)
4179 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG | AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG);
4180 if ((ignored & ScriptControlled.CONTROL_ROT_LEFT) != 0)
4181 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG);
4182 if ((ignored & ScriptControlled.CONTROL_ROT_RIGHT) != 0)
4183 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS);
4184 if ((ignored & ScriptControlled.CONTROL_ML_LBUTTON) != 0)
4185 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_ML_LBUTTON_DOWN);
4186 if ((ignored & ScriptControlled.CONTROL_LBUTTON) != 0)
4187 flags &= ~(AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_UP | AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN);
4188
4189 //DIR_CONTROL_FLAG_FORWARD = AgentManager.ControlFlags.AGENT_CONTROL_AT_POS,
4190 //DIR_CONTROL_FLAG_BACK = AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG,
4191 //DIR_CONTROL_FLAG_LEFT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS,
4192 //DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
4193 //DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
4194 //DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
4195 //DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
4196
4197 return flags;
4198 }
4199
4200 /// <summary>
4201 /// RezAttachments. This should only be called upon login on the first region.
4202 /// Attachment rezzings on crossings and TPs are done in a different way.
4203 /// </summary>
4204 public void RezAttachments()
4205 {
4206 if (null == m_appearance)
4207 {
4208 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID);
4209 return;
4210 }
4211
4212 XmlDocument doc = new XmlDocument();
4213 string stateData = String.Empty;
4214
4215 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4216 if (attServ != null)
4217 {
4218 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4219 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4220 if (stateData != String.Empty)
4221 {
4222 try
4223 {
4224 doc.LoadXml(stateData);
4225 }
4226 catch { }
4227 }
4228 }
4229
4230 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4231
4232 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4233 if (nodes.Count > 0)
4234 {
4235 foreach (XmlNode n in nodes)
4236 {
4237 XmlElement elem = (XmlElement)n;
4238 string itemID = elem.GetAttribute("ItemID");
4239 string xml = elem.InnerXml;
4240
4241 itemData[new UUID(itemID)] = xml;
4242 }
4243 }
4244
4245 List<int> attPoints = m_appearance.GetAttachedPoints();
4246 foreach (int p in attPoints)
4247 {
4248 if (m_isDeleted)
4249 return;
4250
4251 UUID itemID = m_appearance.GetAttachedItem(p);
4252 UUID assetID = m_appearance.GetAttachedAsset(p);
4253
4254 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
4255 // But they're not used anyway, the item is being looked up for now, so let's proceed.
4256 //if (UUID.Zero == assetID)
4257 //{
4258 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
4259 // continue;
4260 //}
4261
4262 try
4263 {
4264 string xmlData;
4265 XmlDocument d = new XmlDocument();
4266 UUID asset;
4267 if (itemData.TryGetValue(itemID, out xmlData))
4268 {
4269 d.LoadXml(xmlData);
4270 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4271
4272 // Rez from inventory
4273 asset
4274 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4275
4276 }
4277 else
4278 {
4279 // Rez from inventory (with a null doc to let
4280 // CHANGED_OWNER happen)
4281 asset
4282 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4283 }
4284
4285 m_log.InfoFormat(
4286 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
4287 p, itemID, assetID, asset);
4288 }
4289 catch (Exception e)
4290 {
4291 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString());
4292 }
4293 }
4294 }
4295
4296 private void ReprioritizeUpdates()
4297 {
4298 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
4299 {
4300 lock (m_reprioritization_timer)
4301 {
4302 if (!m_reprioritizing)
4303 m_reprioritization_timer.Enabled = m_reprioritizing = true;
4304 else
4305 m_reprioritization_called = true;
4306 }
4307 }
4308 }
4309
4310 private void Reprioritize(object sender, ElapsedEventArgs e)
4311 {
4312 m_controllingClient.ReprioritizeUpdates();
4313
4314 lock (m_reprioritization_timer)
4315 {
4316 m_reprioritization_timer.Enabled = m_reprioritizing = m_reprioritization_called;
4317 m_reprioritization_called = false;
4318 }
4319 }
4320
4321 private Vector3 Quat2Euler(Quaternion rot){
4322 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4323 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4324 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4325 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4326 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4327 return(new Vector3(x,y,z));
4328 }
4329
4330
4331 }
4332}